I didn't say having your own engine has more advantages, I just said one of the advantages. You also seem to imply that third-party engines and tools aren't bug-ridden (granted, most may be very reliable of course). You seem a little defensive for some reason.I doubt many people have their own 'engines'. A bunch of bug-ridden libraries and tools is probably a more accurate description.
The robustness of 3rd party engines, and the fact that I spend all of my dev time making games, far outweighs the slight increase in flexibility that my own 'engine' may provide. If I were to spend the decades writing it..
Learn an existing engine. Learn its limits. Design around them. Ship games.
I've always been more interested in the result than the method though.
Some suggestions/advice when it comes to playtesting:So, my company (Bumblebee Studios) will be at Stockholm's Gamex expo next week. We'll be there together with a bunch of other indies and we will show our latest game (Derat Inc.) and a demo of our new game (Heads Will Roll). I think it's a great opportunity to see what's the first impact with the new game and to do some informal playtesting.
Have you ever been in a similar situation? Suggestions, advices? Should we take note of what people say, should we give out questionnaires, have some structured way to get the feedback?
Learn an existing engine. Learn its limits. Design around them. Ship games.
The game runs at 60fps and the GIF is 30 fps. It animates much better than that.
Everyone's going after Nintendo...is anyone going after Sony?
I think I heard Sony was giving away devkits "like candy", but no one ever linked me to some super simple signup like Nintendo has.Everyone's going after Nintendo...is anyone going after Sony?
Before applying, please make sure the following requirements are met:
Form a Corporate Entity
Obtain an Employer Tax ID Number (see www.irs.gov) (Recommended)
Static IP (Required for DevNet Access)
You must be physically located in US, Mexico, Central America, South America, or Canada
Honestly it's likeForming a corporate entity and EID is probably pretty easy and something I should do, but it does at least SOUND kind of scary to someone who's new to such things.
So you're saying it's $300-1100 compared to Nintendo? That might be a reason people are trying the cheaper route. For people just starting out, $300 may not be super trivial, but it doesn't sound bad for serious people who are confident they can succeed on Sony platform(s).Honestly it's like
1) Find local listing of lawyers who set up LLCs
2) Pay them some money ($300-$800)
3) You now have an LLC
The only thing to really be aware of is the flat $800/year tax to maintain their existence.
EDIT: This is in California. Not sure about other states.
If you support 4S, then you have to support the 4. I suggest you concentrate on the 4. (It's really shit). It would be good if Apple let you pick the devices you wanted to support. But they don't. They only let you pick features.
I would also suggest the number of full screen filters you want to use on the iPhone 4, and perhaps even the 4S, is zero. It really is a different world to PC.
Let us know how you get on though, and good luck!
Everyone's going after Nintendo...is anyone going after Sony?
The game runs at 60fps and the GIF is 30 fps. It animates much better than that.
Does your character now slides down the slope? Sliding formula implemented?
Well, wouldn't it also be cool if your character turns over if the plane gets
far too steep for your character to remain stable on the slope? I don't want
to exert any pressure, just saying.Keep pushing!
Is the error in UDK or Blender? If UDK, there's a UDK thread around that hasn't had posts in a long time, but someone might be able to help there (or the UDK forums).So I am really getting frustrated here with Blender and UDK export.
Everytime I try to rig my character and export, I get greeted by the vertex groups do not match message. And usually the groups are like 65 groups and 63 do not match. I have no idea why they do not match as I've tried exporting straight after skinning with automatic weights. (note that I've just learned really how to use Blender or any 3D application as far as rigging goes)
Any ideas of why this is happening?
Is the error in UDK or Blender? If UDK, there's a UDK thread around that hasn't had posts in a long time, but someone might be able to help there (or the UDK forums).
If Blender, there is or was a very helpful IRC channel.
I did some very simple rigging and exporting, but I don't remember having to do anything special with vertex groups.
Fucking model import in Unity is pissing me off.
Every single time my animated object plays the animation at the world origin ._.
Keyframed, rigged, blender, fbx, nothing works, Jesus
Have you disabled the "Apply Root Motion" option?
What are your import options (under Rig)?
Be careful of mismatching "pixel sizes". I'm sure the logic behind it is "well, those things are far away, so the pixels would get smaller!" but our brains don't quite work that way, and it looks disconnected as a result. I would keep everything pixel-size constant.
Be careful of mismatching "pixel sizes". I'm sure the logic behind it is "well, those things are far away, so the pixels would get smaller!" but our brains don't quite work that way, and it looks disconnected as a result. I would keep everything pixel-size constant.
I was grumpy about this too, until I saw this again recently.
I thought this was illegal.
I was grumpy about this too, until I saw this again recently.
I thought this was illegal.
Yep, in most other states the renewal fee is like $50 or so. For my new company I used legalzoom.com and paid like $150.Honestly it's like
1) Find local listing of lawyers who set up LLCs
2) Pay them some money ($300-$800)
3) You now have an LLC
The only thing to really be aware of is the flat $800/year tax to maintain their existence.
EDIT: This is in California. Not sure about other states.
Yeah, my dev kit came mailed to:On a Nintendo note, it's funny seeing physical mail addressed to a screen name instead of a real name. I like to think the mail carriers are very confused.
I've been using 3 for years nowOn a development note, I have finally joined the world of two monitors. It is weird.
@MrOddbird: As always looks very cool, is there a demo?
Idk, tried a myriad of setups, no dice.
Should I disable it?
Whenever I import a model it sets the Animation Type to Generic.
With Generic it never works (even if I set up the Animation Controller)
Setting the Animation Type to Legacy works better as in, I can play my animation but as I said it sets the origin to 0.0.0 global.
I got it to work once I parented the model to a GameObject, now the animation plays locally but I find it odd that you need to do that.
Also I thought you could import animations from different files as long as the filename follows the "modelname@animation" pattern, doesn't work either.
I also can't add event's to my imported animations.
Unity why you doing this to me ._.
Idk, tried a myriad of setups, no dice.
Should I disable it?
Whenever I import a model it sets the Animation Type to Generic.
With Generic it never works (even if I set up the Animation Controller)
Setting the Animation Type to Legacy works better as in, I can play my animation but as I said it sets the origin to 0.0.0 global.
I got it to work once I parented the model to a GameObject, now the animation plays locally but I find it odd that you need to do that.
Also I thought you could import animations from different files as long as the filename follows the "modelname@animation" pattern, doesn't work either.
I also can't add event's to my imported animations.
Unity why you doing this to me ._.
Thanks, I'll have a look. It is in Blender. I have tried .fbx but that doesn't import to UDK as it fails. (I would guess the vertex groups are the problem with it as well)
I think we are pretty close to switching to Unity at this point though, since we can actually get animations working there.
Thank you!
No, there won't be any demo as it will be a free title. I really want to avoid spoiling the experience, so I have to be very careful what media I release.
I've only playtested the thing with a few of my friends.
I'm making progress, but university is slowing things down.
A problem I'm facing now is that I've not desinged the game in a very good manner. It is a very messy production, but I'm going to make a big TO-DO list after a short break, when I plan to truly solve all problems.
Should've desinged it all from the beginning, but then again it's an iterative process and things change. I just have fun making all the little details as I go on.
Unity's animation process is very messy for me too and it is very hard to tune it right...
I have plans to try UDK later and was wondering if anyone has experience at UDK's animation pipeline?
How did you live before.On a development note, I have finally joined the world of two monitors. It is weird. The new one is 1080p instead of 1680x1050, and of course the colors are different since they are different models even though I have adjusted some stuff. I feel like text is more comfortably readable on the old one. I'm also not sure how to set up two widescreen monitors on a desk where it doesn't give me horrible posture or a crick in my neck turning sideways one way or the other when the keyboard is right in front of me.
To be fair, Derty is just a licensed tune. Jenkees' stuff is pretty popular.Heard Derty from Sequence BGM on the D2L stream alongside 6,000 peeps on twitch.
You want Apply Root Motion disabled. Otherwise it will use the translation of your animation's root node (which is probably (0, 0, 0)), not the position of you game object.
You may need to tell Unity which node in your rig is the root - it might be picking the wrong root node.
My game has really simple animations, so I'm no expert on the system. I have gotten my stuff to work fine with both Generic and later switched to Legacy (because I didn't need or want animation controllers). The apply root motion always bites me when I import a new object.
Picking up my Wii U kit today. Getting excited! I know Blizzard and GulAtiCa are in the program. Are any other GAFers developing for Wii U?