you didn't make the game
Thalidomide Vintage Ad Shirt $22.14 |
Shopping Cart Returner Shirt $21.68 |
Thalidomide Vintage Ad Shirt $22.14 |
you didn't make the game
Thalidomide Vintage Ad Shirt $22.14 |
Shopping Cart Returner Shirt $21.68 |
Thalidomide Vintage Ad Shirt $22.14 |
>NOOOOOOOOO YOU CAN'T JUST MAKE PROGRAMMING QUICKER AND EASIER
>YOU HAVE TO SUFFER LIKE MEEEEEEEEEEEEEEEEEEEEEE REEEEEEEEEEEEEEEEEEEEEEEEE
>PROGRAMMING
you're not programming codelet, you're playing with legos.
go write more assembly code grandpa, i'm sure someone is waiting with baited breath for your pong clone you've been working on for decades
Tell me the difference on the price tag of the game?
Did you develop the OS you're coding in? Did you build the hardware you're programming on? Did you even make the engine for your game? No? Then don't get triggered by the word "coder"
if more people had your poor predisposition for logic we would be playing nothing but pong mods for the rest of eternity.
I'm not saying you should do those things. I'm saying if you're going to act like a purist make sure you actually are a purist first
>Did you develop the OS you're coding in
Yes
>Did you build the hardware you're programming on?
Yes
>Did you even make the engine for your game?
Yes
Okay last question, are you alive?
oh yeah? well did you handcraft your pc and monitor from scratch mr. "game developer"?
>EASIER
Maybe.
>QUICKER
Hell no. Especially if you are the kind of autist who constantly wants to adjust the positions of the notes so that they look more neat.
>SUFFER
You see, that's your issue. If you don't enjoy programming then don't bother.
I hate 3D modeling, thankfully there are people who like it and we will split the load.
i got the pay check, who cares?
I would buy AI generated slop unapologetically
Only genuine autists enjoy programming
I’m currently learning unreal for a team project and this shit is cancer. It’s just illogical. Meanwhile, unity took me a few days to learn c# to a scripting level with zero prior knowledge.
Blueprints aren't that bad but people tend to organize them terribly making horrible spaghetti graphs that are unmanageable
it's almost a 1:1 translation. All the concepts carry over.
i can see this being great for a side project for someone not in the field. that people are entering the industry and this being all they know is alarming.
Believe it or not, but a lot of UE game development is done in blueprints and then, when needed, rewritten into C++.
Blueprints are really good for tutorials to demonstrate stuff and they make collision debugging very easy, literally just check the setting.
>Undertale
>Hotline Miami
>Lisa The Painful
programming is unironically the easiest way of gamedev, because you can just halfass it like an idiot and no one will notice. there's no talent required, it's just a timesink.
>programming
>rpgmaker
You ALWAYS use blueprints even if you use C++, nice way to out yourself as a non-dev OP
Even blueprints filter me. How do I cope with being a brainlet?
Go into engine hate threads and post your uneducated opinion. That's what this board is doing to cope.
Blueprints aren't much easier than coding, you still have to learn all the commands, blueprints just make sure that you physically can't make a syntax error, that's about it
I can't do that. I can't post about something I can barely wrap my head around.
>print string
NGMI
Artist will still b***h about losing jobs to AI when gamedev has been baby proofed and they already have the hardest skill to learn for a solo dev.
This is what’s blocking me. I have no interest or talent for spending years getting good at art, and that’s what everything seems targeted for.
What’s a fast art style I can develop that doesn’t look like a five year old made it?
Nodes UI's are quite literally a visual representation of functions. Inputs are function parameters and outputs are return values.
like 60% of indie devs are animators with excess downtime from work. on one hand it's good that more people than ever can try themselves out in gamedev but on the other hand it's the reason why 90% of indies are pure slop
>60% are animators
anon, 90% of indie games are asset flips with premade animations and such. ironically, the best indie games are made by artists first, programmers second.
i switched from UE5 to Unity
despite its impressive fidelity, theres a lot of little graphical glitches in UE that irk me to no end. plus, i want to make something more stylized. ive only seen UE for hyperrealism or fortnite-esque styles with oddly jarring realistic lighting.
plus i like c#. my biggest concern is that unity seems like its not as good at handling large worlds but while i want a large """open""" world, its not an open world game. so some load screens are fine, and i know how to incorporate them immersively/artistically in a way that wont be a super "gamey" loadscreen.
thanks for reading my homosexual blogpost.
>he switched from UE to Unity because he wants fewer glitches
huh
graphical glitches, anon. almost every UE indie game ive played has weird lighting artifacts that kill the mood for me.
ive done plenty research and i just honestly think unity is a better fit for my goals.
That's because people don't know how to work with lumen and lighting scenes like they did with UE4.
Lumen is dead simple, it just werks. If you've lived through the dark ages of baking lights I don't see how you can have trouble with Lumen
It is but people still don't know how to make clean images with it especially in software mode producing noisy splotches. Generally you don't need fill lights or at least not many to light a scene plus it really likes using more intense larger attenuated light sources to minimize noise.
It's less hard to work with but has catches if not used properly.
God, I wish UE supported C#.
Lumen and free megascans are a big thing.
C# is a garbage language.
A lot more intuitive than C++
Man, the only reason I'd switch to Unity is to piss some shit tier C# code. Blueprints do everything I want game logic wise.
You can tune the renderer to look however you want. Look up Northern Journey. It's made in UE and looks like some PS2 game.
Also I'll add that Unity has so many CPU issues it's insane. You got a fat fricking GPU? Even a shitty project in UE and you can have it use 99% of your GPU. Little amount of cpu bottleneck unless you really try hard.
With Unity even decent projects don't scale at. Bump the resolution to 4K and enjoy your stutterfest and shit framerate. At this point I'm not even interested in finding out the culprit I just want something that works.
While I won't dispute with Unity, UE isn't well threaded and anything that uses the CPU (like AI and physics) can bring the engine to it's knees without a ton of work.
>You can tune the renderer to look however you want. Look up Northern Journey. It's made in UE and looks like some PS2 game.
No shit, it's up to your assets, shaders and post processing. Every engine nowadays is using pbr.
Did anyone do the hour of code in middle school? This reminds me a lot of that
We had Turbo Pascal for that.
underage
We don't sign our posts here.
Unreal is the only choice for a professional game engine. If you use Unity or Godot you are just coping for your lack of skill. If you are making your own engine you will never release a game
What you said is the real cope though. A good game relies on how well the dev can make a good game. Only a shitty dev blames his tools.
Some tools are very broken
He got filtered and couldn't fix some lighting bug
An engine isn't a tool, it's a part of your game. You ship with it.
There are two types of tools, the ones you complain about and the ones you don't use.
And I'm not complaining about Unity, so..
Give it time and you'll find complaints, this is true with any engine or tool though
>caring about animations and graphics
ngmi
You can make an entire game with blueprints now anon, it's not just about putting shaders together
Can you use these tools to make an exact 1:1 copy of something like Slay the Spire with no mechanical differences? Then I don't care how the game is made.
Documented workflow is about exposing C++ code into blueprint nodes
>"you didn't make the game"
>abandons his 30th project because of burnout
game 1
>work hard for half a year, treat it like a job
>realize it's going to be mediocre
>no motivation left, drop
game 2
>wrote a script for 2 weeks
>eh making it seems hard, drop
game 3
>made a prototype in UE
>this could be nice actually, if I put in the work
>realize I don't care about making games anymore and can't be bothered at all
Oh well I guess it's joever for me. I did ship 3 shitty titles working in a team so I can still say I'm a game developer on the Internet and that's what really matters
i kinda have decision paralysis on the engine to use.
id like to make a first person with a focus on comfy exploration. probably basic combat, nothing mechanically complex since its my first time. and a somewhat gritty, semi-stylized look e.g. half life 2 or northern journey.
also does unreal handle 3d to pixel filters well? i havent found very.. appealing examples from a search.
make your own engine
>b-b-buh that's too hard
don't make a game then haha
no im not fricking moronic
im decent enough at art, though mostly 2d, but ive dabbled in 3d and it doesnt seem too hard. i fricking hate rigging and weight painting though.
shaders on the other hand is a bit of a worry to me since im not aiming for realism. idk how easy it is to break away from realistic lighting in unreal due to how defaultly catered it is towards it, at least so it seems to me
>no im not fricking moronic
Sounds like you are to me.
shit bait try harder
sometimes the models themselves arent good enough for that which is one of the reasons i hate it. the model will look exactly how i want but ill still have to change it to have it rig correctly. i should learn how to do it myself
thanks. i guess my primary concern isnt gameplay or function, but visuals. i noticed theres typically a visual tell of the engine or its limits/common issues, and id hate to fall into one of those gaps
>i fricking hate rigging and weight painting though.
Literally pay someone to do it
Rigging is a pain and there is a reason it's a seperate job in studios.
To break away from realism you have to learn how pbr works and how to bend it to benefit you. The first thing to know is it's not strictly realism but how things are accurately lit in any lighting scenario, the most common adaptation is Disney's principled brdf shader they developed for monsters university. It's a set of guides not strict rules.
You could probably use any engine that handles 3d given what you want. Unreal can but it's gonna come down to how you make assets and shaders regardless of engine.
unless you are trying to do something extremely specific, new, or ambitious, it probably doesn't matter what engine you use. It's more important to find one you like to use.
you could get an entire project on unreal 4 or 5 that covers all the shooting mechanics for you, just have to tweak some things. unreal's basic character controller is also god tier for the 0 work you have to put in.
>visual scripting (whatever Unreal uses) is not programming
>dynamic languages (Lua, Python, GDScript) are not programming
>object-oriented languages (C#, C++) are not programming
>high-level languages (C) are not programming
>assembly is not programming
>real programmers write machine code by hand with a hex editor
you are like little a baby
watch this
Fricking hell. Wouldn't it be easier to just use C++ at that point?
If they make graphs like that I don't want them near c++
the only BPs that can get messy are material ones. if any of your other BPs have more than 3 wires crossing, you're a fricking moron.
Never underestimate how moronic people can be especially the ones who refuse to learn beyond the basics.
An unfortunate number of people are uncreative.
I KNEEL
>godotgays thinking they are coding a game with their simplified-ass language
You can use C# and C++ in Godot.
same with UE. no one uses those languages because they are a moronic time sink and the debugging will make your blow your brains off. not to mention compiling can take a long time on toasters.
>try to search for stylized environment examples in ue5 for inspo
>all i get is hyper-clean, overly saturated botw/totk, fortnite, or ghibli wannabes
th-thanks
>he doesnt modify the engine source code to add his own rendering pipeline
ngmi
i havent even begun yet, im probably a ways away from that.
got any examples or reasons id want to do that? are the given tools not enough in ue5 to define your own artstyle?
There are some things that can't be done that well with deferred rendering, one popular example of that is cel-shading, some try do hack it around with post-processing (that's how it's done for the fortnite anime skins I think) and I remember I saw a project of someone modifying the engine for cel-shading. But really I would recommend to better learn UE pipeline and find a way to make your own style with it
you're probably too stupid to find what you're looking for. I suggest researching post-processing materials.
ignorance =/= stupidity. ive literally never used the engine yet (or any for that matter). not my fault i wouldnt know.
fair point, mate. have good one.