Depends what kind of game. If it's DOOM then no. If it's sidescrolling or top down then probably!I have a game in my head..
Do I Stencyl or Gamemaker?
Depends what kind of game. If it's DOOM then no. If it's sidescrolling or top down then probably!I have a game in my head..
Do I Stencyl or Gamemaker?
Depends what kind of game. If it's DOOM then no. If it's sidescrolling or top down then probably!
I like Game Maker for 2D single screen gameplay. It has nice scripting if you decide to get more complex, too. Feel free to try tutorials in both, in case one clicks for you more than the other.Thanks, though I mean between the two, which one should I go with?
I'm completely new to game design other than some miscellaneous classes I've taken 5 or more years ago.. Didn't really learn a thing, but I bet I could.
The game will be 2D. Originally wanted it to be limited visually to the look of an SNES game, but may end up going the painted route. 2D single screen gameplay.
You can do just fine with the free version. Start googling tutorials and get going! The sooner you try it the sooner you'll find out more, or have questions and we can answer them!Thanks. I got the free studio copy today.
Is that competent enough to make a fully featured 2D game or should I go ahead and cough up the bucks for the pro version?
Thanks. I got the free studio copy today.
Is that competent enough to make a fully featured 2D game or should I go ahead and cough up the bucks for the pro version?
Two new music samples for Project Slide from our composer, Bel_Air_Jeff!
http://www.youtube.com/watch?feature=player_detailpage&v=sc2sqshefwY
Hope you enjoy, also any feedback is appreciated.
ALSO we are still looking to bring on board a programmer (Unity, C#) and someone with 3D animation experience, PM me if you are interested.
That Eyeball shot is terrifying.Here's some screenshots for a Saturday for Another Castle.
That's awesome, really like how this sounds. Look forward to see the entirely finished game!
Oh boy stupid Unity, did a number1 > number2 check and everytime it was true when it shouldn't.
I printed out the numbers and sure enough they were the same. I was like wtf. It wasn't until I printed out the difference when Unity decided to showed me they aren't really the same
I had a weird thing earlier. Out of nowhere one of my colliders stopped registering for no good reason. Looked for literally a few hours of code and couldn't find the issue. Deleted the collider and made a new one - nothing else changed. Works. I have no clue why. Literally all i did was delete the collider and re-attach a new one to the same dimensions. Nothing else changed. Nothing.
I'll add yours and mine to my list of "huh... really..." Unity moments. Shit had me fucking strung out like I was on withdrawal earlier ready to set fire to things.
Pshhh, things magically started working for me in XNA all the time.This is the sort of thing that terrifies me about jumping into Unity. At least with XNA if something didn't work, I could usually narrow it down to some problem in my code.
Every IDE has its quirks, bugs and issues. Not even limited to programming. Can be any tool from Photoshop to Maya to audio programs like Pro Tools, Logic, etc. Dont even get me started on Logic, FML. Everything has its bugs. Some big, some small. I spent hours once in Reaktor building an instrument in standalone, brought it in to Logic... Nope. Nope. Nope nope nope. Stand alone? Yep. As a plugin? Nope. You just gotta take a deep breath and roll with it sometimes.This is the sort of thing that terrifies me about jumping into Unity. At least with XNA if something didn't work, I could usually narrow it down to some problem in my code.
So I went out and bought a kinect for cheap just so I can make animations for my characters in Unity. I've tested it and having a mini mocap studio in my apartment is fun! :-D
wondering what do you use to convert the kinect capture to 3d mocap? I am also interested to do something similar in the future
Pshhh, things magically started working for me in XNA all the time.
First time posting in here -- didn't see the thread for a while!
With Unity, you can use something like Cinema Mo Cap.
No problem, as you please! Btw; how many are 'we'?Sorry for the late reply. I agree. We like taking baby steps especially during our POC phase as it allows us time to test add, remove and change functionality a little bit at a time without getting ahead of ourselves or too deep into one system that we need to change due to unknown unknowns. ...
That's what I'm after as well , making a game for a niche demographic, a... The alternative is failure. I dont think we need to make a big splash, just a little one so we are aiming for a niche but strong demographic that I consider myself a part of having grown up with these types of games. Its a situation where if we dont do it justice our heads will roll by the community that is engaged in these types of games. Its a double edged sword. There will be interest from that niche demographic that fuels our passion but holy shit if we can't knock it out of the park. ...
Are you guys working full-time on that game?... If we can pull it off we put our names on it that we can make great gameplay, even if its just for a small group. We've been flowcharting the basics all week and going through the gameplay motions with pen, paper and my most amazing C++ console window representation since that takes no time to create. That's still good tho since the classes and methods (functions but w/e) are an easy port to C# and unity with CTRL-C and CTRL-V (forward thinking and syntax). So far so good tho. ...
copy *.*... But yeah, failure. I know there is more than one "shot" to make an impact but I'm the type that goes on a warpath whenever I put my head to something I am passionate about. Its one of the reasons I do so many PoCs - the more I do, the more I learn from them and my mistakes. Then unknown unknowns become known unknowns and eventually known. Its fun and frustrating at the same time but stomping a bug and leaping hurdles is such a great sense of accomplishment that it drives me more. I collect their souls!
I had a weird thing earlier. Out of nowhere one of my colliders stopped registering for no good reason. Looked for literally a few hours of code and couldn't find the issue. Deleted the collider and made a new one - nothing else changed. Works. I have no clue why. Literally all i did was delete the collider and re-attach a new one to the same dimensions. Nothing else changed. Nothing.
I'll add yours and mine to my list of "huh... really..." Unity moments. Shit had me fucking strung out like I was on withdrawal earlier ready to set fire to things.
Every IDE has its quirks, bugs and issues. Not even limited to programming. Can be any tool from Photoshop to Maya to audio programs like Pro Tools, Logic, etc. Dont even get me started on Logic, FML. Everything has its bugs. Some big, some small. I spent hours once in Reaktor building an instrument in standalone, brought it in to Logic... Nope. Nope. Nope nope nope. Stand alone? Yep. As a plugin? Nope. You just gotta take a deep breath and roll with it sometimes.
We are 3. One of us is a 3D animator and designer who also rigs and sets up 2D and 3D cutscenes. My other friend is a software engineer turned game programmer, outside of my many changes during POCs he loves doing it. I also design, am doing all sprite work for Strafe, I program basic and core systems (I leave gameplay programming to my friend but we defer to each other for almost everything), I work sound FX (both design and Foley) and also have the availability to dive into analog audio for composition with a few friends who pull strings with the Chicago Symphony orchestra (these strings are few so I dont pull them unless I REALLY friggin need them and more for sampling than complete compositions). We all work on this part-time outside of our day jobs but since I have a huge workload that extends beyond development I burn the candle in the middle sometimes, too. I just cross my fingers and hope that we nail everything as best we can.No problem, as you please! Btw; how many are 'we'?
That's what I'm after as well , making a game for a niche demographic, a
game I can't make today on a global scale, but locally I already evaluate/
develop some of its core components from scratch which will find use in some
other games of mine way before. What I like about making games for a niche
demographic is that people in there appreciate the fine details much more.
Are you guys working full-time on that game?
copy *.*
So I went out and bought a kinect for cheap just so I can make animations for my characters in Unity. I've tested it and having a mini mocap studio in my apartment is fun! :-D
First time posting in here -- didn't see the thread for a while!
With Unity, you can use something like Cinema Mo Cap.
Its all on a dope sheet, child objects, etc. There's nothing complicated about 2D skeletal in Unity. Even their example project uses it. Not sure how much easier it can get just slapping a dope sheet down and keyframing. Then again Ive never tried any 2d tools for Unity so I have no comparison.Unity is good. Its just hard to plug things in sometimes. I don't think the 2d is good enough yet though. If you want to do 2d skeletal animation then the 3d is better for it.
Thanks! do you know of any non Unity tool there?
I want this inside me. I want to bear its children. HURRYAP!I heard somewhere that this thread occasionally enjoys unreasonably large animated gifs.
Working a lot on some cosmetic type stuff in preparation for the new video. Here we see glowing things that glow.
I wish I could share more stuff with everyone. We're going to be unveiling our first trailer in April, so I kind of don't want to spoil any of the cool stuff coming up...
In other news, apparently it's okay to say we're in the ID@Xbox program! So, uh, we're in that. We got a couple free dev kits, which was awesome, though we're still waiting on the Unity beta to really mess with 'em. Anyone else in?
It was really weird, both numbers should have been 1.8, Debug.Log(number1...number2) showed them as 1.8.
Even Debug.Log(number1.toString("F16")) showed them as 1.8 with a lot of zeros after the decimal point because I wanted to be sure that this isn't a rounding error.
When I printed out the diffference I got 0.2E-07, thanks for letting me know Unity.
If anything it teaches me to use the actual debugger and not clutter the console with debug messages. But I use Visual Studio and apparently I have to use Mono IDE to debug aka too much hassle ._.
I heard somewhere that this thread occasionally enjoys unreasonably large animated gifs.
So my kickstarter for Treachery in Beatdown City just hit $10K, which is awesome.
So I went out and bought a kinect for cheap just so I can make animations for my characters in Unity. I've tested it and having a mini mocap studio in my apartment is fun! :-D
I heard somewhere that this thread occasionally enjoys unreasonably large animated gifs.
Working a lot on some cosmetic type stuff in preparation for the new video. Here we see glowing things that glow.
Unity. You will eventually go there so just start there and let 'er rip!
Topic/Off topic:
Anyone use Reason 7? I have an old version but the past decade I've been using Ableton, Logic and NI's Komplete (dat Reaktor) for audio production. Going over the additions to Reason made me feel all warm and fuzzy at how robust it has become. Pulled the trigger on the upgrade. Anyone have thoughts about the improvements? It'll be nice to bring Reason back into my toolchain again. New toys!
I heard somewhere that this thread occasionally enjoys unreasonably large animated gifs.
Working a lot on some cosmetic type stuff in preparation for the new video. Here we see glowing things that glow.
I heard somewhere that this thread occasionally enjoys unreasonably large animated gifs.
Working a lot on some cosmetic type stuff in preparation for the new video. Here we see glowing things that glow.
Um, sounds like you're simply running into floating point accuracy problems, which is hardly Unity's fault. It's a side-effect of how floating point numbers are represented on a computer. Since binary can't handle fractional numbers, your variable values are actually close approximations of what they should really be (I'm sure that Wikipedia article explains it better than I can).
So for instance if you have:
x = 0.1f;
y = 0.1f;
It's possible (though very counter-intuitive) that in some cases, x == y will not be true - because, say, x is actually 0.0999999999999999, and y 0.100000000000001, or something.
In short, you shouldn't trust straight-up float comparisons in your code, and always plan for this accuracy issue. For a simple example, you could check for number1 > number2 + 0.0001 (or whatever precision you need) rather than simply number1 > number2, though the solution depends on what you're trying to achieve.