ID:1843141
 
(See the best response by Flick.)
Right now I decided to make a game, but the problem is how should I start. Let me make this clear am going to do this solo so yea I know how hard and time consuming it going to be doing it alone and to make matter worst I don’t know how to code, how to icon , and I don’t have any map design lay out. So what matter first getting my icon ready, start learning how to code, or do a little of both?




What matters is making progress towards your goal. Any and all progress toward that goal should be your focus; it doesn't matter if you start with programming or pixel art, or practice both - do what you're comfortable with.
Best response
I would suggest reading the Blue Book, checking out some of the better Byond tutorials, reading some non-Byond books/tutorials/classes on programming theory, and NOT looking at any of the crappy sources floating around out there. You're going to need to learn how to program. You can use placeholder graphics, but your code needs to be pretty good from the beginning or you're going to run into huge issues later. (Trust me, I know...)

Now if you like creating graphics, I'm not saying you shouldn't spend some time on that as well. Working on the parts of your project that you enjoy can keep you motivated. But your code is key.
http://www.byond.com/developer/articles/byond101
http://www.byond.com/developer/articles/whitepaper
http://www.byond.com/docs/guide/
http://www.byond.com/developer/Dantom/YourFirstWorld
http://www.byond.com/docs/ref/
http://www.byond.com/developer/articles/resources
http://www.byond.com/docs/ref/skinparams.html
http://www.byond.com/developer/articles/publish
(Not specifically in that order, but I would recommend that order).

I would say work on the code first. If you have a feel for your game, how it handles, the features inside, the expectations and whatnot, then work on the graphics afterwords. A lot of artists won't work on fresh games until something is actually in alpha stages. It's much easier and beneficial to have a base game engine setup first and then make graphics that match and fit the game.

You might want to take a gander at a few Game Development blogs to catch a feel of what you're in for.
Example:
http://makegames.tumblr.com/post/1136623767/finishing-a-game


Also, I would highly recommend if you're not going to create a base engine first and use that to create games, then start on a small game. Something simple and quick, but quality.
I wouldn't recommend trying to recreate Space Station 13 or Eternia: Roleplay, but something along the lines of Feval or CQ: BYOND for example. Just simple elegant games to start with, then when you've created a base-line for work and understand how everything works with code, art, etc. then try to go for bigger projects.

Also, for the love of Dantom, do not try to make a fan-made game like Naruto or One Piece. Come up with something unique. I'm not saying don't apply some ideals from those things, but don't make blatant replicas with a few name changes that still clearly violate copyright laws, even though from the intro it's not apparent, but from 20 minutes of gameplay you can see names and images that are copyright material and ask for "donations", and instead are actual purchases.
I just want to say thanks sorry for the late response. I think
my game going to be a turn-base game. Does byond need a turn-base type of a game or am I wasting my time because no one like turn-base game.
I'm a fan of Roguelikes myself, which are turn-based by nature. My game Incursion (not to be confused with the Roguelike by that name) is turn-based. My best advice would to make the game you want to make. If it's good, it'll be popular.

With turn-based games the main issue is making sure you respond to cases of players logging in and out, and if you can, it's often good to have basic AI available.
In response to IF You Dare
IF You Dare wrote:
Does byond need a turn-base type of a game...

Short answer, yes.

Longer answer. Byond needs good games, period. Turn based or otherwise. My most popular game, which unfortunately doesn't exist any more, was a turn based board game. Byond is ideally suited to making turn based games, in my opinion, since they generally don't create the CPU and network overhead that plague so many of it's current games. As Lummox said, tracking players and dealing with discos/reconnects is key if it is a competitive game, although that wouldn't matter quite so much in a solo Rouguelike. Just save the game state and reload it when they return.

Going more on Flick and Lummox, a turn-based wouldn't be a bad start. NEStalgia is doing fine.
NEStalgia isn't turn-based, except in combat. That's because it's modeled on classic JRPGs, though.
In response to Maximus_Alex2003
Also, for the love of Dantom, do not try to make a fan-made game like Naruto or One Piece. Come up with something unique. I'm not saying don't apply some ideals from those things, but don't make blatant replicas with a few name changes that still clearly violate copyright laws, even though from the intro it's not apparent, but from 20 minutes of gameplay you can see names and images that are copyright material and ask for "donations", and instead are actual purchases.

While I agree with you on the donations part, if he can come up with an original concept for a fan-game, then do it. I understand, BYOND needs more original games. I get that. But BYOND is also called "Build Your Own Network Dream" not "Build Your Own Network Original Game". As long as he's not accepting purchases and steal source code and he makes it from scratch, then making a fan-game is NOT a bad thing.
In response to WorldWideDuelist
WorldWideDuelist wrote:
...then making a fan-game is NOT a bad thing.

Except when making a fan-game will break DMCA laws and BYOND has to comply for every and all cease and desist notices.

How hard is it to just make an original game and have the concepts of a fan-game without actually using any of the fan part, compared to getting a C&D in the future, having to re-write a majority of the game and images to comply or else the game will not be publicly sponsored by BYOND due to the illegality.

See FUNimation's copyright agreement:
"Without the express written consent of FUNimation or other rights holder(s) listed below, these materials may not be copied, reproduced, republished, uploaded, posted, transmitted, or distributed in any way, including by e-mail or other electronic means. Without the prior written consent of the owner, modification of the materials, use of the materials on any other web site or networked computer environment, or use of the materials for any purpose other than personal, non-commercial use is a violation of the copyrights, trademarks, and other proprietary rights, and is prohibited."

And BYOND's terms of service:
"...If you are a game developer, you should avoid using third-party content without the permission of the original owner. This includes, but is not limited to, trademarks and the usage of images and other media not in the public domain. Violating these terms may result in a takedown of your listing, or the termination of your account for repeated offenses."


Simple, Easy, Original and Profitable
or
Copypasta, Borderline Illegal, Non-Profitable, Limited Player-base.

I'm going with #1. #1 has shown great success since the very first video game. Unless you want to contact the owner/rights holder of said fan-material and basically pay their legal team so for a few months you can feel accomplished until your funds run out and the owner decides "Not making enough money, close it down."