Here's a look at the new lab area from Bushiden:
This looks incredibly good, congrats!
Here's a look at the new lab area from Bushiden:
Apart from Overwatch, are there any other modern console multiplayer games, well I guess games in general, that have slick and easy-to-understand menu systems? We're discussing changing our menu layout to make it nicer looking, and we're really taking Overwatch to heart. Maybe a bit too much xD We're mainly concerned with better looking fonts than Arial and placing the buttons at more obvious positions and getting a more cohesive feel to the layout and button styles etc.
Thanks, don't know why I didn't think of that. Got any more?Destiny?
I'm all-in, man.Thanks, don't know why I didn't think of that. Got any more?
missile: What do you do for actual work?
I don't even know why I go into threads about Unity on GAF
I don't even know why I go into threads about Unity on GAF
I don't even know why I go into threads about Unity on GAF
I don't even know why I go into threads about Unity on GAF
I just saw it too and noticed some people trying to educate others but its a lost cause here for a majority on GAF. Unity does have hurdles to work with but that will be the same with any engine I develop for.
I enjoy using Unity and will continue to finish my current game in Unity. Its not like if I made it in UE4 instead, it will be free from technical problems that need to be optimised.
Previously my interactions (interactions with objects/npcs/whatevers) were a mess both in terms of design and in terms of programming.
It was pretty tricky to get it all untangled, but I revamped the whole system. How it worked before was anything interactable simply had a symbol floating above it. Now I have it so you target interactable things by going near them -- which both looks cooler visually and lends the world a bit more mystique since you may not know for sure whether something is interactable or not until you walk close to it.
I don't know any other robust multiplatform engine that supports Android/IOS/PC/console.
I dislike C# (though I guess I'm sort of stuck with it if I go Unity) and if we're talking irrational associations, Monogame says "Clone of failed XNA" to me. That said, it's probably a good suggestion. Are there any high-profile games that have used it?Monogame?
e: although more a framework than an engine, but IIRC you were writing your own engine anyway possibly more useful to you than less
I dislike C# (though I guess I'm sort of stuck with it if I go Unity) and if we're talking irrational associations, Monogame says "Clone of failed XNA" to me. That said, it's probably a good suggestion. Are there any high-profile games that have used it?
Thanks. It looks like only a few targeted Android, but at least it's possible.All of the Supergiant Games games are written on their own modified version of Monogame.
Those are all high profile very successful games.
So thats Bastion, Transistor, and soon Pyre.
Axiom Verge is also another very successful game built on Monogame.
Here is a list:
https://en.wikipedia.org/wiki/MonoGame
I dislike C# (though I guess I'm sort of stuck with it if I go Unity) and if we're talking irrational associations, Monogame says "Clone of failed XNA" to me. That said, it's probably a good suggestion. Are there any high-profile games that have used it?
Eh I can kinda see some of the points they make. I read about half of that new thread before I couldn't be bothered to write my own response xD I haven't had many issues with Unity as a gamer, but as a dev, I agree with those who say it can be really annoying to work with. There are a lot of strange kinks and quirks that make development much more difficult than it needs to be. I probably wouldn't use the engine if I didn't have to for technical specs reasons. If I hadn't gotten a hold of a free full version of ProBuilder, I'd probably gone insane by now :lol
Yes, UE4 probably has issues as well, considering the fairly quick engine version cycle they have. I haven't used it enough myself but at least it seems to be less quirky. I do know from friends though, at least in AAA, that compile times and code changes can take entire literal work days to complete, which seems like a massive issue.Some points were valid and I'm sure something like UE4 will have their own issues as well, from a developer point of view.
That being said, I will probably investigate another engine after my current game is done. Not that I hate Unity, I actually enjoy using it these days... but I'd like to expand my portfolio on using different engines.
Yes, UE4 probably has issues as well, considering the fairly quick engine version cycle they have. I haven't used it enough myself but at least it seems to be less quirky. I do know from friends though, at least in AAA, that compile times and code changes can take entire literal work days to complete, which seems like a massive issue.
I'm in the same situation as you, I want to expand my portfolio as well. I don't think Unity is as cool on a resume as UE4. It seems to me that having UE4 skills makes you more "employable", for what it's worth. Depends on your role though I suppose.
Speaking of Unity, ProBuilder Advanced is currently free for all! Since Ludum Dare is coming up soon, they're running a promotion!
http://www.procore3d.com/probuilder/
Edit: You'd be incredibly daft to not get this :lol Among the top 3 best addons you can dream of imho, especially as a designer.
Can't believe how much time some devs burn in that Unity thread. xD
...with me reading parts of it. xxD... 😳
They fork your project, then merge request.My burnout excuse is waiting for Godot 3.0 (haha get it? Seriously though). In the mean time I'm trying to think up a low scope project to complete. I'm also thinking about trying to use Github or something like that and making my projects open source. Never really done that before so I don't know what it would entail. Like do people submit changes to me or do they have to join the project?
My big idea is a kind of open ended rpg where you always have the same base stats but you get more power through weapons armor, etc you find, craft. I don't know much about multiplayer but I'd like to have some kind rudimentary mp in it somehow. Even if it's just a connect to IP type deal. But that's pie in the sky for me right now.
I'm hoping my scripting language and virtual machine have the same effect if I ever get back to my game. If nothing else, it was a very educational experience making it.Writing an interpreter for hotloading game logic continues to be a great decision. Huge productivity win despite its junky implementation and capability. Opens up a lot of previously unexplorable areas in game design. Kinda slow theoretically because I use a bunch of hashtables to store procedures, but I can change those to vecs with a little effort.
Just saw Ghost Song is affiliated with Adult Swim games - neat
Yeah. They've been really kind and oh so incredibly patient.
I'd be more concerned about the dev that is worried about the 5 guys on the internet who will actually not buy a game made in Unity despite the rest saying they won't but still do.Can't believe how much time some devs burn in that Unity thread. xD
MonoGame uses modern C# runtime - massive performance boost for allocation heavy code. And access to modern C# makes multithreading way easier. It's pretty bare bones in general, unless you mean C# is bloated.Personally speaking I'm sort of agreeing with you Blizzard. It's certainly true that you can make a great game with MonoGame. But I feel like there is a lot of bloat there and feels more backward looking than forward looking.
What about your engine?The only reason I'm considering using Unity is because it's a million times smaller than UE4 for mobile, and I don't know any other robust multiplatform engine that supports Android/IOS/PC/console.
Missile already admitted they were also reading that thread.Also, worry about where you spend your time and not where another dev is burning their time while on the shitter browsing GAF.
I'll continue using my engine if I develop my game further.What about your engine?
You don't have to learn that much Android/iOS to bind to an OpenGL context, and you can conditionally compile for console libs.
I mainly just wanted to drop in here and show off some of my work and say hi Also, I'm building the game in Unity (so hot right now).
What method do you guys use to capture gifs of your work? Surprisingly difficult to find info on this topic from google.
I'm curious, did they just approach you or did you talk to them first?
This is probably the most anticipated indie game with a long development cycle since Fez.
What I don't understand is that people have a need to defend an engine or not.I'd be more concerned about the dev that is worried about the 5 guys on the internet who will actually not buy a game made in Unity despite the rest saying they won't but still do.
If you are a dev and that worried about those lost sales affecting your bottom line then the problem is your game, not the engine. Piracy is far worse than some internet edgelord trying to look cool on Steam or Neogaf by claiming they won't buy your game. Make a better game people will throw money at and cater to your target demographic. ...
Yeah, was more of a statement of mine saying how we devs burn some good amountMissile already admitted they were also reading that thread. ...
Glad for the influx of new people in the thread, and old faces coming back
Here's this week's loot:
One more week and I should be done with the Acrobat, finally - though I'll still color the Warrior before putting all of that ingame in one fell swoop!
Glad for the influx of new people in the thread, and old faces coming back
Here's this week's loot:
One more week and I should be done with the Acrobat, finally - though I'll still color the Warrior before putting all of that ingame in one fell swoop!