If you're making a 3D game, Unity is bliss. Right now I'm trudging through OpenGL to become familiar with shaders at a deeper level (I wrote my first vertex and fragment shaders today in fact!) and while it's kind of fun to write code where you're managing frames, multiplying your own matrices, and executing GLSL code on the GPU... it would be hugely overwhelming to try to build a game out of the mess.
If you're doing 2D stuff -- which is hugely popular on iOS -- your choice is fine. I don't know a lot of iOS devs who actually choose to drop into OpenGL ES for 3D when they could just use Unity or something, though. Doesn't seem ideal for a one-man squad.
What tools do you recommend to someone learning C? That's the language we're being taught at University, and I'm just wondering what engine is most suited to it and also what the best direction to head in is for someone who isn't all that great at programming.
I've got experience in web based languages (HTML, PHP, JavaScript) if that helps.
Also I'd like to be able to work towards developing games for mobile platforms if that changes anything.
Thanks for any advice!
Do you have any experience with Java? If so that would be good. The HTML and PHP won't really help you and the JavaScript will help a little bit. And are you learning C or Objective C? A place that has great books is oreilly.com. They have great starter books in a lot of languages and they have a nice book on design patterns that you should look into once you learn a language.
It's straight up C I'm learning right now, so wouldn't it make more sense to move onto C++ next? That's what I've been told anyway, I was originally planning to take up Java, is it more useful in game development then?
It's straight up C I'm learning right now, so wouldn't it make more sense to move onto C++ next? That's what I've been told anyway, I was originally planning to take up Java, is it more useful in game development then?
Learning C well is going to benefit you immensely in the long run. Following up with C++ is a good idea, but you could also turn around and learn Objective-C if you want to work iOS. Java is easy to pick-up if you've been exposed to OOP, so you can kind of pick when or if you want to get into it.
C# is popular. XNA, Windows Phone, etc.
Give them both a try, but I would -guess- Unity might be nicer for you since you're not afraid of scripting. I got the impression Construct was a drag-and-drop kind of development system, but I don't know much about it beyond that. Apparently it supports Python scripting.
If you go Unity though, you will probably need to mess with some simple 3D models, or mess with how to get 2D going. Either way, they're free and you should be able to find tutorials that will literally get you some simple game going in a weekend. Once you're past that point, hopefully you will have a better idea which one you like better.![]()
Are there one man squads on unity? Right now I'm working on this "small project" by myself, and all the memory management, pipeline planning and what not is totally overwhelming. I was sold on the initial idea of getting things on screen as fast as possible with these tool packages, but the gap between "drawing stuff on screen" to "proper game, with menus, interface, etc" still seems way too big for some odd reason.If you're making a 3D game, Unity is bliss. Right now I'm trudging through OpenGL to become familiar with shaders at a deeper level (I wrote my first vertex and fragment shaders today in fact!) and while it's kind of fun to write code where you're managing frames, multiplying your own matrices, and executing GLSL code on the GPU... it would be hugely overwhelming to try to build a game out of the mess.
If you're doing 2D stuff -- which is hugely popular on iOS -- your choice is fine. I don't know a lot of iOS devs who actually choose to drop into OpenGL ES for 3D when they could just use Unity or something, though. Doesn't seem ideal for a one-man squad.
As far as I know neither C/C++ nor Java are used in existing "engines" per se, like Unity or UDK, but you can do sprite work with either one by using a library. C/C++ has SFML, Java has Slick 2D, and there are probably others as well. Depends on what you want to do.What tools do you recommend to someone learning C? That's the language we're being taught at University, and I'm just wondering what engine is most suited to it and also what the best direction to head in is for someone who isn't all that great at programming.
I've got experience in web based languages (HTML, PHP, JavaScript) if that helps.
Also I'd like to be able to work towards developing games for mobile platforms if that changes anything.
Thanks for any advice!
IndyGAF, Retro 3D graphics: Vector/Wireframe vs. Flat-shaded Polygons -- Choose!
Indie-GAF, how do you stay focused?
I keep wondering off to vidja.
Help![]()
Indie-GAF, how do you stay focused?
I keep wondering off to vidja.
Help![]()
Indie-GAF, how do you stay focused?
I keep wondering off to vidja.
Help![]()
In all honesty, I think it's about planning. When you know what you're doing, and what comes next, each step done is rewarding + you don't lose time. Because after all, making a game is a long process and especially if you're alone or a small team. Without planning you can't stay focused and work effectively for almost a year.
Write ideas down as soon as you get them, put them in a document.
Thanks guys, it's definitely something I'm really struggling with.
I'll sit down to a blank .cs and stare for a few minutes and just durp -- then launch battlefield 3 / league of legends.
The next day at work I curse myself because of all that progress I could have had done already.
You might want to start with the "official" tutorials. They probably don't go anywhere near as in-depth with complete beginner stuff as a book might, but they're likely worth a glance at least:Can anyone point me towards any Java tutorials or books that you would personally recommend?
You might want to start with the "official" tutorials. They probably don't go anywhere near as in-depth with complete beginner stuff as a book might, but they're likely worth a glance at least:
http://docs.oracle.com/javase/tutorial/
I can't say for certain if it's any good (sorry, I know you wanted personal recommendations here) but if I'm wrong with this suggestion I'm sure someone will say so. Also keep in mind the most important thing: no matter what book/tutorial/video series you use, the most important thing is practice. Be sure to keep coming up with simple projects to design (not necessarily games to begin with) and do them to the best of your abilities based on what you've learned thus far.
I'm the worst person to answer this, but allocate part of your schedule ("This Saturday afternoon I will spend 4 hours focusing on an XNA tutorial", or something like that), or set a deadline. Make yourself sit down and at least start, and that can help keep you going for a bit if you're like me. Try doing things like ludum dare (next one in April?), or global game jam (in a couple of weeks), or the stencyl competition (ends in a couple of days), or the unity competition that already ended. That will give you a hard deadline, where you theoretically put something together no matter what and hopefully learn things along the way.Indie-GAF, how do you stay focused?
I keep wondering off to vidja.
Help![]()
This. I've got stickies on the osx dashboard with a list of any ideas that I need to do. They range from simple features that I needed to do like "load icons on buttons" or bugs that I run into and don't feel like fixing right away, to macro features to be implemented later. This way, even if I don't feel like tackling one feature, I can still go at something else, so I'm always making progress.*edit* Like other people have said, I also try to keep TODO lists and game ideas even if they're just in simple text files. That way if I get distracted for a week I still can come back and read what I was planning to do next.
That makes no sense... the models can be qually good, or bad, in either mode... And doing them smooth shaded instead of flat would be like flipping a switch... Neither choice says anything about the skill of the person doing them and both lack UV mapping and texturing which is what would need more time and additional skills...Flat-Shaded is more awesome, but it must be harder to call as your "choosen style" instead of a "well .. i suck so my models look like this" look
Wireframe while looking worst, it pass the "choose art style" best than the flat one
Flat-shaded. It's one of the reasons I think the original Star Fox is superior to the sequels. That and the music.IndyGAF, Retro 3D graphics: Vector/Wireframe vs. Flat-shaded Polygons -- Choose!
set a deadline.
Indie-GAF, how do you stay focused?
I keep wondering off to vidja.
Help![]()
I just think about the hundreds upon hundreds upon hundreds of hours of work, and how quitting would be throwing that all away. = (My biggest problem is that I just get sick of my projects after a while. I tend to make quite traditional games that needs a lot of content and x number of levels before I can release them. I keep thinking I should make games with lots of random generated stuff or games that can go on forever without much content, but those kinds of games doesn't really interest me in general so I can never get really excited for it in the first place, and then I sit cursing myself for it when I'm drudging through leveldesign and environment art for weeks.
I just can't imagine how some people, like a lot of the big name indie developers, can keep working alone on the same thing for 3-5 years. Even when I've worked in big projects, I start getting really sick of the game after six months or so and faster when I'm working alone. For Helium Boy I only spent about 2-3 months on it (apart from the work I did on it years ago when I made the first version) but it felt like forever and I was ready to give up several times, and I'm starting to feel the same way about my new game.
I downloaded Gamemaker lite a few days ago. Going to try my hand at making an rpg. If I like how things turn out I will purchase the full version.
My only problem so far is my procrastination.
At the moment I'm studying up on my pixel art. It doesn't seem that hard to me. Also trying to create another story without using one of my OC's. But since I already have a story and world for them I might just use them. ehh/
I just can't imagine how some people, like a lot of the big name indie developers, can keep working alone on the same thing for 3-5 years. Even when I've worked in big projects, I start getting really sick of the game after six months or so and faster when I'm working alone. For Helium Boy I only spent about 2-3 months on it (apart from the work I did on it years ago when I made the first version) but it felt like forever and I was ready to give up several times, and I'm starting to feel the same way about my new game.
I just think about the hundreds upon hundreds upon hundreds of hours of work, and how quitting would be throwing that all away. = (
Have you tried making smaller games? 2D games?
I have a similar "problem" to your but I find myself to really making "NES-like" games and such smaller projects, as long it's of a genre of games I love.
I've been a bit tempted to do something 2d again soon, but there's really quite enough indie devs making pseudo-retro games already, and honestly the graphics in my new game are so quick to make that I don't even know if making a nes style game would be much faster anyway, (apart from animation that is).
I just can't imagine how some people, like a lot of the big name indie developers, can keep working alone on the same thing for 3-5 years. Even when I've worked in big projects, I start getting really sick of the game after six months or so and faster when I'm working alone. For Helium Boy I only spent about 2-3 months on it (apart from the work I did on it years ago when I made the first version) but it felt like forever and I was ready to give up several times, and I'm starting to feel the same way about my new game.
Nearly opposite for me, the most fun for me is when it gets to the point where it is just me and an editor making levels.This is probably the biggest hurdle for the indie developer: motivation (or lack of).
I have never finished a project. I usually quit when the mechanics are in place. I guess the motivation goes away when the fun part is made.
You can release it on pc. You can get it on other systems like the iphone/android/mac if you port it to mono.This is probably the biggest hurdle for the indie developer: motivation (or lack of).
I have never finished a project. I usually quit when the mechanics are in place. I guess the motivation goes away when the fun part is made.
I'm currently working on a project for about 14 months now and although I'm tired of it, I'm not gonna quit. It's a XNA game tha't I can't even put on XBox indie market (the program is not avaliable in my country), so probably the game will never get published. I'm not really sure what are my motivations at this stage except to prove to myself that I can finish something.
I'm really looking forward for the release date (probably in 3 months from now) and show it to the GAF community and get some feedback.
You can release it on pc. You can get it on other systems like the iphone/android/mac if you port it to mono.
Once I get into the editor I waste hours per week just reshaping things or even restarting whole things because I want it perfect. If you do it long enough your whole view of perfect starts getting changed tho, and when you look back at your so called perfect creation vs the original you created you just want to punch yourself in the head...Nearly opposite for me, the most fun for me is when it gets to the point where it is just me and an editor making levels.
Looks inspired by Cave Story.![]()
A little update just about done making a Prototype so the basic stuff up and working just need tweaking and plan out the platforming and puzzles
its not being distracted for me and i always try and put thing off
I think you quoted the wrong person.
Looks inspired by Cave Story.