I can safely say that Dust:AET has surpassed my expectations financially. When I started this in 2009 I figured it'd be a fun side hobby, I had no intention of actually making a profit. Thankfully I'll be able to fund future development myself.
It doesn't hurt that I don't need to spend huge amounts of money. I funded Dust myself, with hardly any savings.
Taking a break from my larger project to make something micro sized over a few days to kind of keep my sanity.
Doing the first round of art first then I'll break it up and work on the actual gameplay.
Managed to get some new units into my game (tentatively called hexteren)
Love the art, what style of game will it be ?
PSY・S;102494231 said:Does anyone have any recommendations for 2D animation tools? Normally I just draw each frame of an animation and create a sprite sheet, but that's really time-consuming.
That isn't Unity's fault. Go read up on floating point numbers. If you want to compare them you need to add a tolerance level for what you would consider equal and such. When you store a floating point number as say 1.8 like you did, it is almost never exactly 1.8. Usually people will define a tolerance as something really small like 0.00001 and they will check if the number is within a range above and below 1.8 by the tolerance amount.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 use photoshop for 2D animation for game assets.. Ari at mechanical apple even also uses Photoshop to create those features.
I think if you're trying to animate and avoid things being time consuming, you're in the wrong field.
Are you working on a Windows PC? There was a Kickstarter for some product called "Spriter" a little while back. I'm not sure if it's officially out now or not, but it sounds like a tool for creating the sort of thing you're talking about with a bit more ease than using a traditional image manipulation program like Photoshop.PSY・S;102497759 said:I'm not trying to avoid anything time-consuming I was just looking for something that could allow me to create animations a little quicker for rapid prototyping. I will most likely still hand animate stuff that I have more time to work on. I see that people use skeletal systems for animation, so I want to try that out but I'm not sure where to start.
For 2D skeletal you can try Spine or Spriter.PSY・S;102497759 said:I'm not trying to avoid anything time-consuming I was just looking for something that could allow me to create animations a little quicker for rapid prototyping. I will most likely still hand animate stuff that I have more time to work on. I see that people use skeletal systems for animation, so I want to try that out but I'm not sure where to start.
Are you working on a Windows PC? There was a Kickstarter for some product called "Spriter" a little while back. I'm not sure if it's officially out now or not, but it sounds like a tool for creating the sort of thing you're talking about with a bit more ease than using a traditional image manipulation program like Photoshop.
Here's a link to the KS: https://www.kickstarter.com/projects/539087245/spriter
Personally, I picked up a Bamboo Sketch (tablet) a month or so back when it was on sale. My hope is to use it for hand-drawing assets to use in a game I'm working on.
If you feel like you want to learn programming I'd honestly dive right into C++ as its a super easy transition to C# if you want to go the Unity route. If you want skip some programming I'd take a look at Stencyl or Construct as you can do quite a bit without programming. At least a few months of studying on your own can yield great results, at least enough to gain insight to the logic of state machines - you will be much better at drag-n-drop style game development IDEs even from this.So as someone who has always been interested in making a game and but knows next to nothing about programming does anyone have any advice on where to even begin? I'm a fairly decent artist, in my opinion of course, and I have some concepts for games drawn out but I feel like without any knowledge of programming or a programmer on hand there's essentially nothing I can do.
If you feel like you want to learn programming I'd honestly dive right into C++ as its a super easy transition to C# if you want to go the Unity route. If you want skip some programming I'd take a look at Stencyl or Construct as you can do quite a bit without programming. At least a few months of studying on your own can yield great results, at least enough to gain insight to the logic of state machines - you will be much better at drag-n-drop style game development IDEs even from this.
Make it into a board game! Oh, and learn some programming in the meantime.So as someone who has always been interested in making a game and but knows next to nothing about programming does anyone have any advice on where to even begin? I'm a fairly decent artist, in my opinion of course, and I have some concepts for games drawn out but I feel like without any knowledge of programming or a programmer on hand there's essentially nothing I can do.
This was the book I got when I first started learning C++. It was great because the examples all have video game context. A lot of beginner books for C++ don't or are almost unapproachable for someone starting out.So as someone who has always been interested in making a game and but knows next to nothing about programming does anyone have any advice on where to even begin? I'm a fairly decent artist, in my opinion of course, and I have some concepts for games drawn out but I feel like without any knowledge of programming or a programmer on hand there's essentially nothing I can do.
I suggest trying Construct, Stencyl, or Game Maker. I like Game Maker since it has a scripting language, and if you decide you want more power or like scripting, that can serve as an introduction.So as someone who has always been interested in making a game and but knows next to nothing about programming does anyone have any advice on where to even begin? I'm a fairly decent artist, in my opinion of course, and I have some concepts for games drawn out but I feel like without any knowledge of programming or a programmer on hand there's essentially nothing I can do.
If you feel like you want to learn programming I'd honestly dive right into C++ as its a super easy transition to C# if you want to go the Unity route. If you want skip some programming I'd take a look at Stencyl or Construct as you can do quite a bit without programming. At least a few months of studying on your own can yield great results, at least enough to gain insight to the logic of state machines - you will be much better at drag-n-drop style game development IDEs even from this.
This was the book I got when I first started learning C++. It was great because the examples all have video game context. A lot of beginner books for C++ don't or are almost unapproachable for someone starting out.
http://www.amazon.com/gp/aw/d/1435457420?cache=9ec48d1ed3dcae543bce5375e47a42ac&pi=AC_SX110_SY165_QL70#ref=mp_s_a_1_5&qid=1393544582&sr=8-5
The edition I read was the second I think, but I'd be surprised if he (the author) changed a lot in the revision.
Make it into a board game! Oh, and learn some programming in the meantime.
So if I'm understanding you guys right coding will eventually become necessary as I expected but for some of these tools a full understanding isn't needed right off the bat? I have a decent chunk of free time most days so dedicating time to learning shouldn't be to hard if I have to.I suggest trying Construct, Stencyl, or Game Maker. I like Game Maker since it has a scripting language, and if you decide you want more power or like scripting, that can serve as an introduction.
I do not recommend starting with C++/C#, and I say that as someone who has been programming for many years. I think you will find it more rewarding as an artist with no knowledge of programming to get something working on the screen quickly. If you then decide you want or need more power, you can start learning about scripting in Game Maker or Unity.
For ANY of the above tools, ask in this thread if you have trouble finding tutorials, since there are a wealth of guides, examples, tutorials, and so forth on the interwebs.
So which one of them would you suggest for making a game in a 2.5D(?) style like this:I also recommend Construct/Stencyl/Game Maker before Unity since you say you are an artist rather than a "modeler" specifically, and those other three tools are probably still simpler for making 2D games from scratch compared to Unity, given no experience with any of them.
Flexibility down the road. Everyone recommends C# to C++ but I like the other way around, personally.Why learn C++ as a transition if he can go directly to C#?
For the tools mentioned, understanding of code isn't necessary off the bat. With Game Maker you will probably start using script stuff pretty quickly since a lot of tutorials use it.So if I'm understanding you guys right coding will eventually become necessary as I expected but for some of these tools a full understanding isn't needed right off the bat? I have a decent chunk of free time most days so dedicating time to learning shouldn't be to hard if I have to.
So which one of them would you suggest for making a game in a 2.5D(?) style like this:
I figured that idea was too ambitious for my first potential project which is fine since I had an idea for a platformer that should be simpler. I downloaded Construct and plan on experimenting with it this weekend so I'll subscribe to the thread and pop in when I need it... which will probably be a lot.For the tools mentioned, understanding of code isn't necessary off the bat. With Game Maker you will probably start using script stuff pretty quickly since a lot of tutorials use it.
A beat 'em up game might not be the easiest thing to try with no experience. Here are a couple of links which might show that it can be done:
http://jamjamtutorials.blogspot.ca/2012/11/side-scrolling-beatem-up-tutorial-part-1.html (sadly they did not seem to make any followups to that part that I saw)
https://www.youtube.com/watch?v=B00R9C2cNZ0 (2-hour tutorial presented at a conference, but sadly limited to 360p so you probably can't see anything happening)
One Game-Maker-specific tip, it sounds like the "depth" variable can be used to determine which sprites get drawn on top of the others, which might allow you to do the 2.5d effect you want.
A more complicated approach would be to start learning Unity and C# (used for scripting in Unity). You can then either learn one of the ways to do 2D stuff in Unity, or start down the 3D modeling road and make a full 3D "2.5D" game.
I do think it's a good idea to start super simple though, making something like a platformer or shoot 'em up. The sooner you actually download one of the (free) tools and get something playing in it, the sooner you will discover whether you like/hate that particular tool, and you'll be able to better decide where you want to go, hopefully.
I figured that idea was too ambitious for my first potential project which is fine since I had an idea for a platformer that should be simpler. I downloaded Construct and plan on experimenting with it this weekend so I'll subscribe to the thread and pop in when I need it... which will probably be a lot.
I'm curious: what is GAF's opinion on Python as a game development language? I've seen a lot of hate for it, which essentially boils down to "Python is bad at maths", which would lead me to believe physics-heavy games are not suited for it. However, I've seen that, for example, a couple Battlefield games, EVE, and Civ IV were all made in Python. I would consider those games to have a lot of math going on, the first two with pathing and physics, and the last one when you are speeding up gameplay and it needs to make several decisions quickly. So that makes me dubious as to exactly how limited the language is. In my opinion, one of the most useful things in a language is being able to understand the code quickly, and share that code with others so THEY can understand it quickly. A high-level language seems ideal for this. Am I wrong?
However, I've seen that, for example, a couple Battlefield games, EVE, and Civ IV were all made in Python.
So as someone who has always been interested in making a game and but knows next to nothing about programming does anyone have any advice on where to even begin? I'm a fairly decent artist, in my opinion of course, and I have some concepts for games drawn out but I feel like without any knowledge of programming or a programmer on hand there's essentially nothing I can do.
Edit: As you can see, El Odio, my approach is the complete opposite of
amanset's one. Circumventing a problem while getting frustrated is a pretty
bad way to follow. Real frustration simply stems from a lack of knowledge.
And it is not important to see pictures fast just to feed ones ego no to let
go. That's a pretty bad thing to begin with and won't keep you into
programming anyways, since you will always be pretty close to frustration
while programming. It's better to know how to deal with it.
I'm curious: what is GAF's opinion on Python as a game development language? I've seen a lot of hate for it, which essentially boils down to "Python is bad at maths", which would lead me to believe physics-heavy games are not suited for it. However, I've seen that, for example, a couple Battlefield games, EVE, and Civ IV were all made in Python. I would consider those games to have a lot of math going on, the first two with pathing and physics, and the last one when you are speeding up gameplay and it needs to make several decisions quickly. So that makes me dubious as to exactly how limited the language is. In my opinion, one of the most useful things in a language is being able to understand the code quickly, and share that code with others so THEY can understand it quickly. A high-level language seems ideal for this. Am I wrong?
Indeed. Very true. I just wanted to hint that frustration isn't a good adviser.Yep. There's no right answer, just opinions. Everything missile says is just as valid as what I said. ...
I disagree. I still recommend learning programming, again, if nothing more than to understand the logic of a state machine. That's all any game, any program, any app, is. A large, complex state machine. I also disagree about C++. Where is the frustration? That there is more to learn? That's pretty much it. It is very strict which is a GOOD thing as it drills home the need for clean code. You also dont have to go down the rabbit hole with C++ to make example projects. The idea is to understand the fundamentals of programming logic and solving problems. You dont need to go deep to understand this. Hell, learning IF, WHILE, FOR, arrays, operands, etc is a LOT to build a strong foundation. And that's not much. But it IS just enough to build a strong foundation for the aforementioned state machines. If he will decide to use some sort of an IDE with lightweight coding he will probably never get into pointers. There's a strong foundation in C++ that translates well to other languages. Most IDEs use their own dot syntax in conjunction with a familiar language so there is a whole new level of deep that needs to be explored even with relatively simple and lenient scripting.Sounds like a very good plan. Walk before you can run and all that. I'm a coder and have been years, but I would recommend to anyone that says "I can't program, how do I go about making a game?" to use one of the creation tools first. One of the quickest ways someone drops off/gives up is when there is no immediacy, no quick feedback. Of course you could go away and learn Java or C# (and no, not C++. That's adding a whole new level of frustration that'll just serve to piss you off and drive you away) but it'll take time before you really get anything fun going on.
In short, do something fun. Something that gives you feedback. You have all the time in the world, you don't have to get bogged down by language things right now. Do a simple game where things fly around. Give it pretty graphics. Let it play some of your favourite MP3s. Have fun, catch the bug.
Then start programming.
Learn programming. It isn't really that difficult as you might think it is.
I come at this from a slightly different perspective. I found programming tools like Stencyl or C2 (in my case, Stencyl, but C2 is also good) to be invaluable for introducing me to programming concepts and getting me making games. Not all of us are alike; Some of us are extremely right-side brain types, we don't focus well on complicated tasks, we aren't good with numbers, we aren't good at solving complex problems or thinking about things deeply. We're just bad at it, and if the only way into game development was learning C# from a cold start, then, well, I don't know if I'd be in game development right now.
There's a reason we introduce children to programming with the likes of Scratch or, going back to when I were a nipper, Logo instead of C++.
That's not my take at all. If someone is passionate about it - there is nothing stopping them. Drive is something that can never be taught, you either have it or you dont. If one has the drive, there is nothing keeping them from absolutely obliterating a problem with laser like focus. It might not be easy but determination is a strong force that should never be discounted.Pretty much my feeling although we are approaching it from different angles. I see it as more about things been fun and engaging from the offset whereas you are a bit more upfront in that artists aren't always the types that deal with code too well.
I think missile and Jack_AG are coming from the direction of "I understand it so others should be able to", but things don't really work that way. There's a reason we introduce children to programming with the likes of Scratch or, going back to when I were a nipper, Logo instead of C++.
That's not my take at all. If someone is passionate about it - there is nothing stopping them. Drive is something that can never be taught, you either have it or you dont. If one has the drive, there is nothing keeping them from absolutely obliterating a problem with laser like focus. It might not be easy but determination is a strong force that should never be discounted.
I would suggest that the bolded is just plain not true. Has anyone in this thread started with a tool and ended up with scripting or programming? It sounds like Jobbs started from that angle.And by that I mean; do not to use any tools (in the
beginning). Its fundamental that you learn the rules/logic of a programming
language and not the antics of any (game maker) tool. If you start with tools,
you will never come back!
Drive isn't mutually exclusive to everything. Some people just can't do something but have that focus on something else. Its different for everyone.As an artist/game designer/writer I have laser focus.. when I draw, write, animate, make up game design systems, prototype and go through and create stats and the like for things.
When I sit down to learn code, I wander, quickly. It can't keep my focus. Even getting the determination to sit through programming something is really hard, but I can do all of the rest. So game jams and working with a friend has been the best.