Responsorial (ah, ah, ahh, ahhh, MEEEN):
Wurmy1029 posted the following spicy collection of phrases (with a side of rice pilaf):
:: Start off small and build up.
This is true for everything. There's no way you can start with trying to program "The Gratezorz RPG of all Tymez!." I have found a really great guide for programmers who want to begin making some games: A Path to Game Development (the contents are on the right side of the page - it's a little cluttered.)
Keep in mind this is simply a path. You can always blaze your own trail; just remember to keep your map handy.
:: Get the free trial of Flash and start messing with it. Learn how to script in AS (ActionScript), how things work and so on and so forth.
This is probably one of the best pieces of advice, especially for Newgrounders. You can submit any games you make and get immediate and honest feedback from a huge community that is usually ready to help you out.
:: I would recommend C++...
I like this suggestion, but I would recommend C# as well, even though C++ is still used widely. I would also recommend learning Java, as it is incredibly useful and you can make some cool games with it (RuneScape - sorry haters.)
:: Because if you can't handle AS there's no way you'll be able to handle C++.
I'd like to disagree just because some people might be able to grasp C++ better that ActionScript (although unlikely) however, I won't because I think learning ActionScript first gives you a good understanding of Boolean and Maths, which prepares you for C++ even though they are completely different languages.
:: But then again. What do I know, I'm just 16, rite?
Oh never mind, you have no idea what you're talking about, then... :3
To xXCostelloXx:
I'd try to forget about the downsides. These are the things you focus on when you are wearing out, but you can always recover and remember why you love your job...or so I've heard.
Editorial (means opinion column, fyi for the news newbs):
I'd like to elaborate more on what Wurmy1029 was saying by including some others who would like to follow paths other than programming:
For aspiring designers (level design, writing, blahdy blah):
-Learn how to use level editors! Get out there and make some mods with your favorite games. Try to create some awesome levels, paying attention to pacing and space, and keep them in a portfolio. Update your portfolio often, filtering out the super crappy stuff as you get better (remember to show some sense of progression, but still use your best work.)
-Write and read every single day. Get in the habit of jotting down ideas and fleshing them out. Who cares if you never finished that novel you started in sophomore year? Start 100 novels, just keep writing! Read your favorite types of books, grab some science fiction and fantasy occasionally, too.
-Keep up with technology! Checking out what new technologies are out there can generate great new ideas. Here's a great place to keep track every day: CNN Tech News
-Subscribe to gaming magazines. If you don't want to, read about games on sites like Game Spot. Especially see if you can get your hands on Post Mortems; these are developer's thought on what went right/wrong in the process and a general recap of the development process.
-Learn some scripting languages. They come in handy when scripting map events in your editor the programmers so kindly engineered for you.
For aspiring artists (concept artists, 3D modelers and animators, etc):
I'm not the expert on art (especially drawing), but I will say that drawing every day is your best bet. Of course, you know that better than I do, you incredibly talented individuals, you...
Um, if one of you aforementioned individuals would like to post some suggestions for aspiring game artists, please do.
It ends here...
Bide, bide, bide, bide, bide, That's all, folks! *melody here*
-Will