Getting into games development as a hobby - a series of articles.

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Oldschool_Wolf

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I've been asked to work with a guy on a series of articles about getting into games development as a hobby.
The first part is me being interviewed.

On ByteXplosion.

I was talking to him about it, and he was a bit taken aback (as was his editor) by the fact that there are places out there like the openBOR community that just do this for fun. Most regular gamers just don't know this area of gaming exists.

Future parts will be more about how to start off getting into the hobby. It will mention openBOR and M.U.G.E.N as starter engines.
 
Oldschool_Wolf said:
I've been asked to work with a guy on a series of articles about getting into games development as a hobby.
The first part is me being interviewed.

On ByteXplosion.

I was talking to him about it, and he was a bit taken aback (as was his editor) by the fact that there are places out there like the openBOR community that just do this for fun. Most regular gamers just don't know this area of gaming exists.

Future parts will be more about how to start off getting into the hobby. It will mention openBOR and M.U.G.E.N as starter engines.

It's a nice thing that you picked this community as a start for your article, I've been here just for 2 weeks now and they're actually very good to talk with and very enthusiastic with the engine and developing with it.
 
Good to hear it, though I wouldn't call either engine a "starter".

Mugen has been refined to the point some of its works easily stand up to SNK, Capcom and Arc Systems best offerings.

OpenBOR also has many impressive productions that would rival the professionals, though most authors are just beginning to realize its potential. The engine itself however can make a legitimate claim as being the single most versatile and powerful 2D sprite engine ever created (if you want hard facts as to why, I will be happy to provide them, but otherwise doing so would fill this page).

As a bonus, the OpenBOR engine is poly-platform and licensed to allow selling of game modules if one is inclined to do so.

Hobby game making is an interesting world. Nearly everything you find created by amateurs is utter crap. Mind you, that's perfectly understandable; there's a reason the pros are pros. On the other hand, when you have an individual or team with the right know how and attitude, then it's a new ball game. Unlike the big boys, we have no budget restrictions, deadlines or commercial limitations to worry about. For us, the sky really is the limit.

DC
 
Well said dc i would suggest talking to members like damon, beastie, blood bane, O' illusionista, and zvitor based on their knowledge of the engine and community
 
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