I am
You are subbing a pro license for 1 year. I am unsure how many activations you get with it tho. For 1 year you pay more than half the cost of buying it. I would be concerned about updating your project (if need be) after the year is up or new projects, etc. If you are just using 1 machine I would check past release schedules to see how often a new paid version comes out and weigh the cost benefits of buying/subbing.Just to confirm, it has all the features like Pro?
Does anyone know much about the legalities of using fonts in games? Sometimes it's not easy to figure out. I have a font called "Nyala", for example, which I may be interested in using in a game. I looked up the font online and saw places where I could buy it but it's never quite clear what I'm entitled to do with it and whether I could make use of it in a video game. Often, if I can find a license agreement, it seems as though they don't want you to use the font you bought in a commercial product.
Any advice?
I generally get my fonts from Font Squirrel, but after reading your post, I went ahead and contacted the owner of the font I'm using....just in case. To be honest, I never even thought about getting permission since it was on a free font site. Still, better to be safe than sorry.
Most of the fonts on 'free' font sites aren't actually free, in my experience.
Also, for some reason, Google fonts' previews are all borked, which doesn't help when picking out fonts.
Thank you! ^__^Cheers!
Err. Thank you! ;DPussy!
There is a Unity 3D modeling asset on the asset store and it has a free version. It's called GameDraw, it's pretty decent so far.Maya; Unity isn't much of a modeling tool apart from primitive shapes.
There is a Maya Lite version now and they do subscriptions if you are really serious about devving...Wish Maya/3ds Max were more affordable =/.
Just to confirm, it has all the features like Pro?
SSS been screwing around with blender trying for some hi-rez promo stuff:
Want to add some motion blur to it yet...somehow...
Also prettied up the icon, think I'm happy with it now.
Like Jobbs, this is what I would be afraid of. What do you consider the most reliable site(s) for finding font authors to confirm embedding license terms?Most of the fonts on 'free' font sites aren't actually free, in my experience.
There is a Unity 3D modeling asset on the asset store and it has a free version. It's called GameDraw, it's pretty decent so far.
There is a Maya Lite version now and they do subscriptions if you are really serious about devving...
This site is highly reputable and the fonts are great quality, but each font has a unique license and not all are free for commercial use (all are free for personal use). The contact info and personal websites of the authors are prominently displayed - maybe they'll give you a good deal on a font you like!Like Jobbs, this is what I would be afraid of. What do you consider the most reliable site(s) for finding font authors to confirm embedding license terms?
Like Jobbs, this is what I would be afraid of. What do you consider the most reliable site(s) for finding font authors to confirm embedding license terms?
People should try Blender. It has gotten really good.
This is part of what I was worried about.
I trust the google fonts site, though, and this seems to be an excellent solution. There seem to be a ton of fonts here, and I've already found multiple usable fonts.
SSS been screwing around with blender trying for some hi-rez promo stuff:
Want to add some motion blur to it yet...somehow...
Also prettied up the icon, think I'm happy with it now.
People should try Blender. It has gotten really good.
Anyone thinking of doing something for the #flappyjam?
I actually really like the Ninja Flop game they have up.
Anyone thinking of doing something for the #flappyjam?
I actually really like the Ninja Flop game they have up.
This looks pretty cool!
Trying some new lightmap settings in Unity. Chunky!
This looks pretty cool!
I'm thinking of going for the same sort of aesthetic, only runtime generated (I hope...)
I've had at least three or four false starts on my attempts over the last year or two. What platform are you developing on? What are you using for rendering and/or audio?I finally made and finished my first game ever for #1GAM last December, which was an extension of my failed Ludum Dare attempt. I've been slowly/barely creating my 2nd game which is of Tower Defense, but I've been extremely busy with work this year that I've barely put in a couple hours so far. Can't wait to get back on gamedev soon!
Using C++ building my own engine.
Fun, but takes a lot of time and patience. Plus whenever I have free time I'm trying to catch up on massive backlog :\
Are you sure you wanted to say that to me?I look forward to your GIFs!
I've had at least three or four false starts on my attempts over the last year or two. What platform are you developing on? What are you using for rendering and/or audio?
My biggest problem (I think) is my attempts at trying to design something too grand from the outset. If I were smart, I'd probably start with something big and messy, and then worry about optimizing/refactoring later. I have this nasty habit of over-thinking things, and this unfortunately rears its ugly head when it comes to my object/class structure.
Both of my previous failures were rooted in my approach. The first time, I tried to do something following fairly rigid OOP principles. I hit the wall when I realized some parts were effectively silo'ed off from other parts they needed to interact with.Yea I've mostly had failed attempts (Ludum Dare last Sept and December). Both failures I used the same retrospective as we do on projects at work.
We do the same sort of thing at my work. We use SCRUM for our project planning, during our post-sprint reviews, we look at those things (what worked, what didn't, what can we improve on).1) What went well?
2) What could you improve on?
Ah, nice. I've been using SDL 1.2 and Xcode (I'm a Mac guy).I'm using SDL 2.0 and Visual Studio IDE. I started with Notepad++ with MinGW (Minimalist NGU) until I finally caved into an IDE and I love it!
That actually sounds like a good approach to take. Thanks for the advice and suggestions. Hopefully the third time will be a charm!About the scope of the game, when beginning, try to do the most simplistic games as possible first. Write down on paper your ideas in phases. Start with the most basic of sprites such as squares to get main gameplay going such as movement, collision detection, actions (shooting, jumping), camera and/or background movement, etc. For sounds, I'm just using bfxr and still looking into music programs. When I jot my game design down, I usually do phases for example:
Phase 1: Main player on screen moving hovering up and down
Phase 2: Player shooting
Phase 3: 1 Enemy on the Screen with health
Phase 4: Shooting the enemy
Phase 5: Best of 5 rounds/reseting, and Main Menu
Phase 6: Multiple Enemies
Phase 7: Animation and incorporate actual sprites
Hope that helps! Feel free to ask anything else. I'm still very new but it's a very fun challenge
Also, I then had bonus phases if I completed the earlier phases to my liking. Such as, add in different enemies with varying types, different guns and upgrades, etc. Just so I know what I could potentially add and take it in the future. I was the same trying to get a fairly complicated game but you really do have to start off really simplistic.
Very topical with some of the recent discussion on how making Flappy Bird:
http://www.blendernation.com/2014/02/09/recreating-flappy-bird-in-blender-in-1-hour/
Of course, this sort of thing always makes me sad since it'd probably take me like 4 weeks to make the same thing because I'm undisciplined, and not familiar enough with tools.
I vote for Knightfall.Hey, I'm on a 4 person team at school and we're finishing up pre-production for our final project. We've been having minor disagreements on the name of our game and I was looking for more opinions. What do you prefer between:
Knightfall
Knightfalls
Knightfallen
Nice lighting!
Trying some new lightmap settings in Unity. Chunky!
The game sounds very intriguing. Good luck!Alright. We've finally launched our Kickstarter.
https://www.kickstarter.com/projects/1460250988/darkest-dungeon-by-red-hook-studios
Fingers crossed.
Hey, I'm on a 4 person team at school and we're finishing up pre-production for our final project. We've been having minor disagreements on the name of our game and I was looking for more opinions. What do you prefer between:
Trying some new lightmap settings in Unity. Chunky!
This looks pretty cool!
I'm thinking of going for the same sort of aesthetic, only runtime generated (I hope...)
Nice lighting!
Oh wow! The colors and the style really remind me of the first Metal Gear Solid. Looks great!
I wouldn't hold my breath tho, since it's basically just me, and I'm no artist, so I might decide to scrap everything and go for a pure vertex textureless lookThanks! Looking forward to seeing it. Not enough pseudo-pixel 3D stuffs out there.
The lighting reminds me a lot of Notch's canceled 0x10c project. You should take over the fan project that is or was trying to make the game!
Trying some new lightmap settings in Unity. Chunky!
Both of my previous failures were rooted in my approach. The first time, I tried to do something following fairly rigid OOP principles. I hit the wall when I realized some parts were effectively silo'ed off from other parts they needed to interact with.
The second time, I tried to develop an entity-component based system instead, and while I didn't hit the wall from a coding standpoint, I got side-tracked with other projects and had no clue where to begin when I tried to resume work on it months later. Even in the thick of it, I was constantly fighting with myself over "best practice", due mainly to my lack of experience with the paradigm.
It's ironic that the first attempt I ever made -- the precursor to both -- at making an engine, I actually had a basic SCHMUP working and playable. Everything was super simple, basic and using sprites I found online, but it worked. The thing I didn't like about it was it wasn't reusable. Everything/anything was part of the main class, it had a ton of global variables, and it clearly had memory allocation issues; when I tried to build it with release settings, none of the sprites showed up on-screen. lol.
So yeah, I think this time around I'm going to abstract as little as possible, and then once it all works, worry about cleaning it up and consolidating code.
We do the same sort of thing at my work. We use SCRUM for our project planning, during our post-sprint reviews, we look at those things (what worked, what didn't, what can we improve on).
Ah, nice. I've been using SDL 1.2 and Xcode (I'm a Mac guy).
That actually sounds like a good approach to take. Thanks for the advice and suggestions. Hopefully the third time will be a charm!
I want to find out more about the game your making.