This. And I also dont have the network. No matter what you make, journalists wont give it the time of day unless you're in their friend group. Video games is like hollywood: your'e either in or you're not.
https://www.humblebundle.com/software/unity-fantasy-games-dev-assets-software?utm_campaign=Humble+Bundle+Unity
Anyone know if this bundle is worth getting for $25?
Trying to figure out what's slowing my game down during scene transitions. All my prefabs are object pooled. What happens between scene changes in unity3d?
>What happens between scene changes in unity3d?
you literally will have to go to the Unity forums and ask and hope a unity engine developer answers. Unfortunately when it comes to scenes, Ive yet to get an answer on what scenes represent, and if it's a taxing process to have many scenes in one unity project and what the build looks like.
having multiple scenes makes no difference, it depends on how you are utilizing them, what's in them, whether or not you are using additive scenes. a ton of shit. in most situations if your scenes have a lot going on in them you should be building a system for a loading screen while transitioning between them where you can unload and load scenes while bringing in any information you need for the new scene. Trying to do scene changes on the fly will be clunky and unpolished.
could be just how i learned but for the 2 big projects I worked on we used additive scenes and basically there was always a main game manager scene loaded in and other scenes could be loaded in and out of that game manager scene. there are other ways to do it though without that structure. but you can load multiple scenes worth of data at a time. also when testing stuff like that it's worth it to do a test build and see how it behaves in the build vs. editor, lots of times weird performance shit only comes up in editor. Also what does your profiler look like when you are changing scenes? Is this just like, player walks into a teleport and you are loading a whole new area or something?
I don't know how to make heads or tails of a profiler yet. Still new to it.
Pic related. First part of the gif is the game sitting at a start screen. There is nothing going on in the start screen, but a u.i canvas with a script attached that starts the game on key down, and a camera.
Second part of the gif is when the scene loads the game.
slow, ue4 blueprints seem kind of cancer and it's almost impossible to google anything about c++ or best practices because game development is full of onions losers and dumb pajeets that can't actually code and just copy shit
>and it's almost impossible to google anything about c++ or best practices >because game development is full of onions losers and dumb pajeets that can't actually code and just copy shit >literally trying to use google to copy shit cause he cant code and complains that others didnt do it
the irony.
>doesn't understand the difference between copying shit directly and looking up apis, best practices for how to use the engine, and examples for context on how to solve problems
are you one of those pajeets that asks a general question then posts their shit blueprint code and wants people to fix their exact problem? ue4 forums are literally filled with people with no programming experience so it's impossible to find any good information
I'm rigging for the first time in Maya. The more I look into rigging, the more I find that I can add to my rig. This rig will be my main character in a 2D platformer; what's a checklist I should have for my skeleton before I move onto animation?
How much detail do you need in the animation for a 2D platformer?
If you don't get much closeups you don't really need individual fingers even.
Think about what you want to actually animate and rig what you need, else you can go down the rabbit hole forever.
Probably not too much detail for mine; that's a good thing to bring up. I'll probably have controllers for the fingers, jaw, tail, some basic face stuff, and skin weights. Unless I find more things egregiously wrong with my rig, I'll probably call it done after that. I'm doing everything myself, so I do want to make the rig as accommodating as possible when I begin learning animation in Maya. I've seen videos that suggest having the ability to switch between FK and IK on skeletons; is this a necessary addition? I think I've only got IK for the arms and legs.
I don't know how to make heads or tails of a profiler yet. Still new to it.
Pic related. First part of the gif is the game sitting at a start screen. There is nothing going on in the start screen, but a u.i canvas with a script attached that starts the game on key down, and a camera.
Second part of the gif is when the scene loads the game.
you should switch your profiler view from hierarchy to timeline
Making progress. It's slow, as usual. Dialogue system is coming along nicely, so far. Going to definitely need to cleanup and factor things after its done.
Uhhh. sure okay. I mean, most porn parodies are made in RPG Maker, or are just vn's with flash game gameplay, but go right ahead and trash the quality of my game without having even touched it, you schizo. Its nowhere near done yet either, lol.
I have to actually promote it and I have no idea how you do that shit
https://store.steampowered.com/app/1642010/
I started a leddit account to post it on r/indiegaming and the like but appparently got shadowbanned for existing. Probably detected my sheer radiating BASED energy. Or maybe I'm banned without notification for not posting enough before trying to make my own thread? Except there's literally no written rule that says anything about that shit. And that's somwhere that allows self-promo, for every bigger subreddit there is some self-promotion clause that forces you to pretend you give a shit about them just to pump up the post count. What a bizarre website.
I'm making a commander keen like game and progress is all over the place. I'm having trouble nailing my work-flow down because I keep skipping between writing pseudo-code, writing and mixing music, and designing the levels. Life gets in the way though, shit happens. Hope other anons are having better luck than myself.
Adopt a growth mindset. Be realistic. Acknowledge what it is you can change, and accept what it is that you can't. Never b***h about anything. The power is there to make your game and reap all that you desire. All you have to do is find and wield it for yourself.
Same with 2.0 and 3.0 (although 2.0 is kinda irrelevant these days)
It's also worth noting that 4.0 will not support OpenGL at launch (only Vulcan) and that will be added back in 4.1
I'm hoping we get some decent documentation on the new GDExtensions system soon. I'm currently writing Servers and Modules the old way but I'd like to get GDExtensions down and develop alongside 4.0 development so everything is in place for the alpha.
oh, just networking.
adding game developers on twitter, DMing them, acting like their friend and asking them questions.
like all of their tweets and flatter them, alot of people have big egos and enjoy being treated like they're important, they have no loyalty to the company, and are willing to talk.
using LinkedIn or the end credits of videogames is a good way to find employees to reach out to.
How long does it take to develop an AAA game these days?
Know how to participate in a Q&A in the Eanringscall, not as a listener but as a questioner? teilnehmen kann, nicht als Zuhörer sondern als Fragesteller?
>How long does it take to develop an AAA game these days?
usually around 3 years
>Eanringscall
I dont know if everyone does this, but in my experience you have to register beforehand, there might be a link to an email or signup sheet.
I've mostly given up on making a game, I just hate coding. I think I will focus on what I enjoy and am much better at doing, making 3D models and animation. I may try my other dream of making a animated series instead.
i'm gonna start i'm gonna do it i'll make the videogame
i still never made music and barely ever wrote shit so uhh it'll be poopy my art and coding is just passable too and i don't know if i can come up with something interesting because i'm moronic but i'll try i swear
>studying an engine feels like a waste of time because you're learning the nuances of the editor, but also seems like a good idea because you can (potentially) prototype quicker with it >studying a framework feels like a waste of time because you're learning engine instead of game development, but also seems like a good idea because you can (potentially) get more flexibility out of it
I'm at an impasse on where to start and what is the better investment of time.
unless you're a giant math nerd starting with anything but a popular engine is a waste of time, seeing results faster will motivate you to continue while giving you the general idea of how things would work if you ever wanted to go lower level
i did enginedev for a few years. honestly, i didn't use my time wisely so im not even that good at it. but im good enough to ship games. if you have the time to spare and you're genuinely fascinated with the deep inner workings of games i would say go for it. otherwise don't bother, it will feel like a waste of time.
Also fixed nasty bug that allowed the player to hold jump button and the character would check every frame to see when it could jump thus allowing the player to wall climb and reach places they otherwise should not.
Also fixed nasty bug that allowed the player to hold jump button and the character would check every frame to see when it could jump thus allowing the player to wall climb and reach places they otherwise should not.
It took me 2 weeks just to perfect the movement, now I need to work out the jumping but I'm too lazy for that.
My goal for the final product is a playable prototype of something like Mario Odyssey, but with Max Payne 3 shooting mechanics, from this description alone it sounds like shit but trust me I know what I'm doing.
I don't have the money to make game
You don't need any money to make a game. You can do it.
I do if I want to finish a game worth playing in my lifetime
This. And I also dont have the network. No matter what you make, journalists wont give it the time of day unless you're in their friend group. Video games is like hollywood: your'e either in or you're not.
I only make gamejam games
only matters if you're trying to make money, in which case it's not a good industry to be in
You don't need journalists to make a game.
https://www.humblebundle.com/software/unity-fantasy-games-dev-assets-software?utm_campaign=Humble+Bundle+Unity
Anyone know if this bundle is worth getting for $25?
I'm thinking of getting into unity this winter and was looking at these bundles.
How hard is it to make characters for unity? Is there something on the store that would help a talentless hack like me?
you can do all the meshing and rigging in blender and import it to unity
Its worth it for Odin and Bakery alone, but those are also both things that are kind of designed around already knowing how to use unity (sorta).
well
Trying to figure out what's slowing my game down during scene transitions. All my prefabs are object pooled. What happens between scene changes in unity3d?
>What happens between scene changes in unity3d?
you literally will have to go to the Unity forums and ask and hope a unity engine developer answers. Unfortunately when it comes to scenes, Ive yet to get an answer on what scenes represent, and if it's a taxing process to have many scenes in one unity project and what the build looks like.
I did go to the forum. No luck. I think I hit max quota on questions.
having multiple scenes makes no difference, it depends on how you are utilizing them, what's in them, whether or not you are using additive scenes. a ton of shit. in most situations if your scenes have a lot going on in them you should be building a system for a loading screen while transitioning between them where you can unload and load scenes while bringing in any information you need for the new scene. Trying to do scene changes on the fly will be clunky and unpolished.
I'll look into building a loading screen.
Unloading though, I never heard of that.
could be just how i learned but for the 2 big projects I worked on we used additive scenes and basically there was always a main game manager scene loaded in and other scenes could be loaded in and out of that game manager scene. there are other ways to do it though without that structure. but you can load multiple scenes worth of data at a time. also when testing stuff like that it's worth it to do a test build and see how it behaves in the build vs. editor, lots of times weird performance shit only comes up in editor. Also what does your profiler look like when you are changing scenes? Is this just like, player walks into a teleport and you are loading a whole new area or something?
I don't know how to make heads or tails of a profiler yet. Still new to it.
Pic related. First part of the gif is the game sitting at a start screen. There is nothing going on in the start screen, but a u.i canvas with a script attached that starts the game on key down, and a camera.
Second part of the gif is when the scene loads the game.
also turn off vsync and just put a frame cap
I already did turn off vsync, and I did put in a Frame cap.
slow, ue4 blueprints seem kind of cancer and it's almost impossible to google anything about c++ or best practices because game development is full of onions losers and dumb pajeets that can't actually code and just copy shit
>and it's almost impossible to google anything about c++ or best practices
>because game development is full of onions losers and dumb pajeets that can't actually code and just copy shit
>literally trying to use google to copy shit cause he cant code and complains that others didnt do it
the irony.
yeah I'm sure he's looking to copy "best practices" directly into his project anon, it's very ironic indeed.
>doesn't understand the difference between copying shit directly and looking up apis, best practices for how to use the engine, and examples for context on how to solve problems
are you one of those pajeets that asks a general question then posts their shit blueprint code and wants people to fix their exact problem? ue4 forums are literally filled with people with no programming experience so it's impossible to find any good information
>getting angry cause I called him out for being the same as pajeets who look for answers on google
slowly but surely
Home alone?
I'm rigging for the first time in Maya. The more I look into rigging, the more I find that I can add to my rig. This rig will be my main character in a 2D platformer; what's a checklist I should have for my skeleton before I move onto animation?
Oh, and I meant to clarify that I'm not finished with this rig yet if that wasn't clear.
How much detail do you need in the animation for a 2D platformer?
If you don't get much closeups you don't really need individual fingers even.
Think about what you want to actually animate and rig what you need, else you can go down the rabbit hole forever.
Probably not too much detail for mine; that's a good thing to bring up. I'll probably have controllers for the fingers, jaw, tail, some basic face stuff, and skin weights. Unless I find more things egregiously wrong with my rig, I'll probably call it done after that. I'm doing everything myself, so I do want to make the rig as accommodating as possible when I begin learning animation in Maya. I've seen videos that suggest having the ability to switch between FK and IK on skeletons; is this a necessary addition? I think I've only got IK for the arms and legs.
forgot my clay in the oven and it burnt
it alright, made a spherical stage and fixed some snags along the way
lookin good anon
you should switch your profiler view from hierarchy to timeline
thanks
yeah that is a rabbit
I like the 2d art style, looks cute.
is that a cute BUNY
i will now buy your game
looks awesome
Making progress. It's slow, as usual. Dialogue system is coming along nicely, so far. Going to definitely need to cleanup and factor things after its done.
>using that shit indie game as a template instead of the countless better games over game history
Goes to show that you will always be dead last in quality
lol wut. I'm just making a porn game, seething moron.
and yet there's porn games that are usually better than the game they are copying.
Uhhh. sure okay. I mean, most porn parodies are made in RPG Maker, or are just vn's with flash game gameplay, but go right ahead and trash the quality of my game without having even touched it, you schizo. Its nowhere near done yet either, lol.
And I never will touch it cause you copy a bad game.
And I think you need to take your meds, anon.
It's either that, or you need stop baiting. Maybe show off the project your working on, hmm?
>still getting angry
If you cant take criticism, you already lost.
Lol. Good luck.
I have to actually promote it and I have no idea how you do that shit
https://store.steampowered.com/app/1642010/
I started a leddit account to post it on r/indiegaming and the like but appparently got shadowbanned for existing. Probably detected my sheer radiating BASED energy. Or maybe I'm banned without notification for not posting enough before trying to make my own thread? Except there's literally no written rule that says anything about that shit. And that's somwhere that allows self-promo, for every bigger subreddit there is some self-promotion clause that forces you to pretend you give a shit about them just to pump up the post count. What a bizarre website.
leave a link in the comment section of youtubers
indieboost
Woovit
Keymailer
Adshot
Terminals.io
Look up youtube gaymen channels, not big ones just small niche ones that average 10k that you think they might like your gaym, spam send emails
I'm making a commander keen like game and progress is all over the place. I'm having trouble nailing my work-flow down because I keep skipping between writing pseudo-code, writing and mixing music, and designing the levels. Life gets in the way though, shit happens. Hope other anons are having better luck than myself.
Adopt a growth mindset. Be realistic. Acknowledge what it is you can change, and accept what it is that you can't. Never b***h about anything. The power is there to make your game and reap all that you desire. All you have to do is find and wield it for yourself.
Toying with new item.
Love the work you're still doing on this, fren
Slightly balanced the effect with logarithm.
Thanks
I'm studying Godot's documentation and learning the engine before starting on my game
just be aware that 4.x and 3.x are completely different, I'm writing C++ for 4.0 and the APIs have drastically changed
Same with 2.0 and 3.0 (although 2.0 is kinda irrelevant these days)
It's also worth noting that 4.0 will not support OpenGL at launch (only Vulcan) and that will be added back in 4.1
I'm hoping we get some decent documentation on the new GDExtensions system soon. I'm currently writing Servers and Modules the old way but I'd like to get GDExtensions down and develop alongside 4.0 development so everything is in place for the alpha.
Person here with knowledge about game studios game devlopment in general or Journos & Insiders?
a little, why
I'm always surprised how some insiders like Jeff or leakers like Tom H. get contacts and information, can you explain them to me in more detail?
oh, just networking.
adding game developers on twitter, DMing them, acting like their friend and asking them questions.
like all of their tweets and flatter them, alot of people have big egos and enjoy being treated like they're important, they have no loyalty to the company, and are willing to talk.
using LinkedIn or the end credits of videogames is a good way to find employees to reach out to.
How long does it take to develop an AAA game these days?
Know how to participate in a Q&A in the Eanringscall, not as a listener but as a questioner? teilnehmen kann, nicht als Zuhörer sondern als Fragesteller?
>How long does it take to develop an AAA game these days?
usually around 3 years
>Eanringscall
I dont know if everyone does this, but in my experience you have to register beforehand, there might be a link to an email or signup sheet.
Yeah. Eight years working in games. Six on UK, two in US. What do you want to know?
Sorry, i was Afk. You are still present or you have seen my questions?
How about working and moving to another studio (good and bad experiences)?
Was Superstar Saga pretty well recieved? Kinda want to make a timed hit game like it
Yes, the battle system is extremely fun. I was also thinking of making a M&L inspired game with a even more active system.
Are people still playing sailing games?
They always will, it's a nice niche.
no i hate bideogames, imagine making them.
got my glow system working
I've mostly given up on making a game, I just hate coding. I think I will focus on what I enjoy and am much better at doing, making 3D models and animation. I may try my other dream of making a animated series instead.
Sounds like a good decision, good luck anon
Thanks man, I hope we all make it, no matter what our project is.
i'm gonna start i'm gonna do it i'll make the videogame
i still never made music and barely ever wrote shit so uhh it'll be poopy my art and coding is just passable too and i don't know if i can come up with something interesting because i'm moronic but i'll try i swear
>studying an engine feels like a waste of time because you're learning the nuances of the editor, but also seems like a good idea because you can (potentially) prototype quicker with it
>studying a framework feels like a waste of time because you're learning engine instead of game development, but also seems like a good idea because you can (potentially) get more flexibility out of it
I'm at an impasse on where to start and what is the better investment of time.
unless you're a giant math nerd starting with anything but a popular engine is a waste of time, seeing results faster will motivate you to continue while giving you the general idea of how things would work if you ever wanted to go lower level
i did enginedev for a few years. honestly, i didn't use my time wisely so im not even that good at it. but im good enough to ship games. if you have the time to spare and you're genuinely fascinated with the deep inner workings of games i would say go for it. otherwise don't bother, it will feel like a waste of time.
I'be been messing around with particles
qt troony game :3
slick
Also fixed nasty bug that allowed the player to hold jump button and the character would check every frame to see when it could jump thus allowing the player to wall climb and reach places they otherwise should not.
bump
stuck at thinking of ideas for combination spell phase
It took me 2 weeks just to perfect the movement, now I need to work out the jumping but I'm too lazy for that.
My goal for the final product is a playable prototype of something like Mario Odyssey, but with Max Payne 3 shooting mechanics, from this description alone it sounds like shit but trust me I know what I'm doing.
where should i start if i want to make a first person platformer?
i just went to get a character playable + quicky blog out levels