353 ( +1 | -1 ) jacob's openingActually, the King's Indian Attack is the pawn formation d3,e4,g3.
I would suggest, jacob, that you experiment with the more fundamental openings, starting with 1.e4 and if possible (if it won't be taken the next move), 2.d4. Find a way to get in that d4 pawn move, if you have to play Nf3 first (you most likely will), do it. I would also recommend you not bother with this g3 and Bg2 business until much, much later on, after you have considerable experience. There are some easy to remember "rules of thumb" to follow when playing the first moves of a chess game, it is best to follow them unless there is a clear reason not to. The following are the rules from the Classical school of chess (developed a hundred years ago but still quite valid):
1) The center 4 squares of the board (d4, e4, d5, e5) are quite important, your opening moves should in some way influence or better your control of this region (ie, 1.a3 may be considered bad as it violates this rule).
2) Move pawns only to aid in developing your pieces and to occupy the center or to a lesser degree, to directly control it (ie, 1.d4 d5 2.c4 is alright as the c-pawn controls d5, while 1.d4 d5 2.c3 is not as good because it takes away the c3 square from the knight, it does not aid in development and in fact hinders it).
3) Develop your pieces (primarily knights and bishops) as quickly and efficiently as possible (the key word being efficiently, avoid moving a piece more than once until you've finished developing the rest of your pieces, avoid developing your pieces to squares where they may be easily attacked by your opponent, ie, don't develop your Queen too early, she can be easily chased away while your opponent develops for example his knights or bishops in the process).
4) Castle early (it is easy to attack a King in the center files of the board, it is much more difficult to attack a castled King, in addition, castling is not just a King move but also a Rook move, castling brings a Rook into the game)
5) Development is not complete until the Rooks are connected (where there are no pieces between them).
Already, you can see activities such as "pawn hunting", where you play a piece (typically the Queen) early in the game to grab undefended enemy pawns, or playing for a quick checkmate violate some of these rules. The punishment for breaking these rules, as the Classical school teaches, is that the strong center pawns may advance, breaking into the enemy position while the pieces that supported it can quickly follow, leading to tactics that will favor the side who carefully observed the rules. Or that the side going for a cheap mating attack will find the castled King's position too strong to crack, and after the attack has been halted, the defender will, by virtue of his superior position, be given the right to attack. If the side who has erred during the opening refuses to defend (which is very common at your level, whether they refuse or simply don't realise they must defend) they will be open for a whole array of tactics that will favor, of course, the side who followed the rules.
Now for the fun part, there are times when the rules may be broken. Let experience guide you. If you remember and apply these rules and still lose, keep trying. I assure you, at your level, you will learn much more from this than you will from playing g2 or e6 openings.