With GameMaker and Unity I feel like I'm giving up control. Like in GameMaker you can set the number of steps per second, like 30. That's great, except... What if it can't achieve 30? Will I know? The whole "room" thing to me is just odd. And I'm a bit worried about not having my OO toys. Is Unity's C# at least fully featured (C# 2.0 -- if not 5.0) at least?
Don't worry, you can use LINQ. (It's sort of C# 4.0, but not entirely because Mono)Is Unity's C# at least fully featured (C# 2.0 -- if not 5.0) at least?
Unity is based on an older version of the Mono C# implementation. It's very much the native language for programming it. But based on what you've written I'd take a look at adding MonoGame to your evaluation before making a decision.
GM:S has global variables "fps" and "fps_real". fps is the integer frame-rate capped at the room speed. fps_real is an extrapolation of the time it took to perform a frame's comp and draw (so a time of 10ms would show 100) despite still the game not necessarily actually running at the speed, since it's still capped at the room speed.
The room functionality is something I generally ignore. I just make one room and put my controller in there to start and handle everything. It's more a system for helping novices build separate levels than anything else.
Regarding OO stuff, I couldn't speak more to it unless you were more specific about what you're hoping to not have to abandon.
Don't worry, you can use LINQ. (It's sort of C# 4.0, but not entirely because Mono)
You can also basically write an entire game by just attaching one script to one empty game object in the Unity scene editor and doing everything else in code.
As for OO, I have for instance a Map<T> class where T is a MapNode. I have SquareMap<T> and HexMap<T> subclasses that implement square and hex grids, respectively (and other types would be possible too). I have a Pathfinder<T> class that operates on MapNodes and calls the Map<T> to get adjacent MapNodes and their costs, for example. It's neat because pathfinding is oblivious to the layout of the underlying map (could even have a GraphMap<T> that isn't even a typical regular map) and the map can be switched out on the fly. Anyhow, that's just an example, I'm just pretty fond of generics and re-usable code.
As for OO, I have for instance a Map<T> class where T is a MapNode. I have SquareMap<T> and HexMap<T> subclasses that implement square and hex grids, respectively (and other types would be possible too). I have a Pathfinder<T> class that operates on MapNodes and calls the Map<T> to get adjacent MapNodes and their costs, for example. It's neat because pathfinding is oblivious to the layout of the underlying map (could even have a GraphMap<T> that isn't even a typical regular map) and the map can be switched out on the fly. Anyhow, that's just an example, I'm just pretty fond of generics and re-usable code.
here's one more screenshot using the natural bloom + dirty lens image effect we're working on
How would you use OpenGL as a fallback? I'm making HTML 5 games with construct 2, and am curious because the lack of hardware acceleration on XP and vista through node webkit has been frustrating. Currently I'm using the --ignore-gpu-blacklist flag to get around it, but it only works when launched from a shortcut with a modified target, but that's still better than no solution at all (of course, that's not going to help playing a game over the internet in chrome, I can't ask users to turn off the blacklist to play it). So yeah, I'm interested in hearing about any other options available.
Ok gaf, i want to make an infinite runner for mobile phones. what's the best way to go about learning how to do this?
I've been thinking about programming a game for a while now but i have zero experience. but i have a fun idea for an infinite runner. seems easy enough to pull off. simple and fun like flappy bird. nothing fancy.
so how long would it take to create something from scratch with no previous knowledge that is like Mr. Flap or flappy bird?
edit: note I'm not copying that outright. just it's a simple enough idea as that was.
Saw this on the Unity forum too. Looking good.
I'm in a bit of a quandary deciding what platform to commit to for my next development effort.
Background: Coding for 30 years, 20 professionally, last 12 in C#. Hobbyist programmer mostly with C#/XNA for the last couple of years.
So let's say I wanted to start making a game in my free time, I'd like to start with minimal graphic needs in order to keep iteration flexibility high; that means I have no idea if I want to make the game 2D or 3D and will figure it out as I go along. I'd like to make something RPGish, so the first thing I would do is a basic stats system where if you have enough points in one stat you can equip an item or some such, nothing complex.
I know of RGP Maker but really it's quite limited in terms of what it can do visually and other aspects.
I'm guessing that Unreal/Unity/CryEngine would be good, except if I eventually decide to go entirely 2D, but I think I would always go 3D anyway but maybe limited in terms of camera control (FFT-like, etc.).
Any suggestion? I have experience with Unreal and CryEngine-like engines and 3D graphics, no coding experience, but I can learn.
Have a link to UE4 tutorials?Not better time to jump into UE4 and have a play. Thats what I am doing at the moment. I have no coding background at all, so I am using tutorials and community interaction to find out.
You don't need a thought out plan for a game but it does help to have some direction. Start with simple cubes and get them running around. Then add some interaction with other cubes/pickups etc and go from there. Don't worry too much about art, focus on the core ideas. They might be the most simple RPG mechanics but at least you will learn.
Most of the above stuff seems pretty quick to do in UE4, even stuff like text pop-up boxes, health bars etc. All can be done with their Blueprint (Visual Scripting) stuff. No coding needed.
Again, start with the basics and when you're happy, move on to more complex things. That way you will actually feel like your're getting somewhere.
If you have some Unreal experience, UE4 could be a good fit.
I found 6 steam keys and they've all been used already, darn.Just started a egg hunt with my procedural generated Easter bunnies army:
http://www.lastknightthegame.com/easter/Eastergiveaway.html eggs contain hats/masks and some Steam keys.
Yea, seems like they were all gone very quick. In retrospect I should have made it with a announcement before with some timer thing.I found 6 steam keys and they've all been used already, darn.
Cool stuff though, I like the "not an egg" bits.
I used the word fallback in quotes because usually it is the other way around. (As in: you try getting the 3d context for your canvas, which is the webGL one, and if it is not supported, you create a 2d canvas instead).
But even if you allow the users to choose between canvas and webGl rendering, you will need have something as an intermediate link between your objects and the renderer. I created myself a camera class which gets stuff thrown at it like ClearRequests and DrawRequests, and each frame, it processes all the requests. Now, since one is intermediate mode rendering, other is retained mode rendering, I would assume that I would need to maintain a list of objects that send their data and positions each frame (WebGL), and filter the same list depending if the object changed or not for Canvas rendering (2d context).
I have no knowledge of the construct library however, but I would assume that you have no such direct control over your preferred rendering methods there. I know that stuff like pixi.js uses webGl as default rendering with canvas fallback, though.
From my understanding, the numbers are usually pulled out of their asses and have no real correlation with each goal. It's just, "if we reach this, we will do this".Have a question for the devs here.
I follow a lot of Kickstarters, and many have high stretch goals to bring their game to various consoles. One of the recent campaigns like this is Hover: Revolt of Gamers. The game is already coming to PC, PS4, and Xbox One, but has the Wii U version at an 100K stretch goal
From a developer's perspective, why would a port to Wii U need such a high price tag? Is the programming language different than the one used on the other platforms? Is it because the devs would have to craft new features that work wth a touch screen? I'm curious about the possible reasons
Have a question for the devs here.
I follow a lot of Kickstarters, and many have high stretch goals to bring their game to various consoles. One of the recent campaigns like this is Hover: Revolt of Gamers. The game is already coming to PC, PS4, and Xbox One, but has the Wii U version at an 100K stretch goal
From a developer's perspective, why would a port to Wii U need such a high price tag? Is the programming language different than the one used on the other platforms? Is it because the devs would have to craft new features that work wth a touch screen? I'm curious about the possible reasons
Not better time to jump into UE4 and have a play. Thats what I am doing at the moment. I have no coding background at all, so I am using tutorials and community interaction to find out.
You don't need a thought out plan for a game but it does help to have some direction. Start with simple cubes and get them running around. Then add some interaction with other cubes/pickups etc and go from there. Don't worry too much about art, focus on the core ideas. They might be the most simple RPG mechanics but at least you will learn.
Most of the above stuff seems pretty quick to do in UE4, even stuff like text pop-up boxes, health bars etc. All can be done with their Blueprint (Visual Scripting) stuff. No coding needed.
Again, start with the basics and when you're happy, move on to more complex things. That way you will actually feel like your're getting somewhere.
If you have some Unreal experience, UE4 could be a good fit.
Oh, you certainly can. You get full source access so you can modify the engine as well as write game code if you want. It's C++, so it's not necessarily...beginner friendly when it comes to the code side, but as long as you start small you'll be fine - and you'll learn a lot!I can still do some coding right? Cause I would like to learn to code as well
Have a link to UE4 tutorials?
I can still do some coding right? Cause I would like to learn to code as well
Glad you like it, yet it isn't even a fraction of what will come. Well, I...
EDIT: missile, your retro filter and GB dither effects look fantastic.
You know, I'd love to see a Dudebro II screenshot with your retro filter applied.
so, how many here have started using ue4? i'm wondering if there is enough included content/assets that i, as a programmer with no graphical abilities, could build my own game solely out of what comes with it. sound/music i can handle on my own.
The basics are there and you can make your own materials etc but most of the actual content you with either get free or pay for....or make yourself.
If you want to get a prototype up and running, then there is enough to get that working and it is fairly simple to swap out the basic geometry for some more detailed models down the line.
Hey guys i want your honest opinion on this character for a sort of fighting game:
this is just a neutral pose and the character is not finished but pretend it is. My aim is to use a clean and sober "art"(if we can call this way...)style, my questions are:
1)2)does it look cheap or bad?did you understand the character is a girl? I don't want her to be blatantly feminine but i want to be clear she is a girl
3)are proportion good? There's something wrong?
4)are legs and jacket too simple? Do they need more details?
5)suggestions?
i appreciate you answering my question, but i'm not quite sure what you are trying to say here.
I had no idea it was a girl and I would have never guessed it to be. Now I can see it though and it'll be fine once the audio is in place. I thought it looks like The Crow. She looks like a character from Dive Kick which can be good or bad depending on what you are going for.Hey guys i want your honest opinion on this character for a sort of fighting game:
this is just a neutral pose and the character is not finished but pretend it is. My aim is to use a clean and sober "art"(if we can call this way...)style, my questions are:
1)2)does it look cheap or bad?did you understand the character is a girl? I don't want her to be blatantly feminine but i want to be clear she is a girl
3)are proportion good? There's something wrong?
4)are legs and jacket too simple? Do they need more details?
5)suggestions?
This is a dangerous statement.The internet is full of free to download content.
This is a dangerous statement.
Not everything on free sites is actually free, and quite a lot of content is unsuited for actual game usage.
</pedant>
Finally get the chance to post something in here! Me and a good buddy have been working on a game for the last 5 days. It's a point & click story game set in Kowloon City. We're starting to polish it up nicely now!
http://youtu.be/5ouDJYiLBIA