Teknopathetic
Member
"Do you still need a mac for that?"
Nope, there's been a version of Unity for Windows for about 3 years now.
Nope, there's been a version of Unity for Windows for about 3 years now.
"If you want to port you iOS I'm pretty sure you still need a mac
http://unity3d.com/unity/system-requirements"
He wasn't really clear as to whether he just meant unity or iOS, the post he was replying to mentioned both iOS and potential Windows 8 App Store.
I can now finally jump into this thread and answer the OP... yes, I've finally made my own game. It was both one of the most fulfilling and most difficult things I have EVER done, but I succeeded in learning how to program and see a game through completion.
I loved games and wanted to understand them more. This process has given me that deeper appreciation for the medium, and I no longer have to sit on the sidelines on internet forums with my 'wouldn't it be cool' ramblings.
*indie dev high five*I can now finally jump into this thread and answer the OP... yes, I've finally made my own game. It was both one of the most fulfilling and most difficult things I have EVER done, but I succeeded in learning how to program and see a game through completion.
I loved games and wanted to understand them more. This process has given me that deeper appreciation for the medium, and I no longer have to sit on the sidelines on internet forums with my 'wouldn't it be cool' ramblings.
I can now finally jump into this thread and answer the OP... yes, I've finally made my own game. It was both one of the most fulfilling and most difficult things I have EVER done, but I succeeded in learning how to program and see a game through completion.
I loved games and wanted to understand them more. This process has given me that deeper appreciation for the medium, and I no longer have to sit on the sidelines on internet forums with my 'wouldn't it be cool' ramblings.
I'm still at the stage where all I make is pretty standard platformers, haven't really come up with anything original.
http://www.youtube.com/watch?v=uHHJGX5z6YM
I often hit motivational blocks though, wish I was better at just forcing myself to do stuff.
You're game looks incredible. Was it a one man operation until the end or did ms step in with financial as well as professional aid? It was done in xna, right?
Like my boy, L.D.!Thank you. No, totally self funded, I did everyone but audio, and had a friend help tidy up my writing. I'm actually hoping to make a announcement soon regarding the contributions of some VERY talented people, that have helped make the game much more ... vocal.
And yeah, XNA. Started in 3.0, then 3.1, and now 4.0.
Thank you. No, totally self funded, I did everyone but audio, and had a friend help tidy up my writing. I'm actually hoping to make a announcement soon regarding the contributions of some VERY talented people, that have helped make the game much more ... vocal.
And yeah, XNA. Started in 3.0, then 3.1, and now 4.0.
I can now finally jump into this thread and answer the OP... yes, I've finally made my own game. It was both one of the most fulfilling and most difficult things I have EVER done, but I succeeded in learning how to program and see a game through completion.
I loved games and wanted to understand them more. This process has given me that deeper appreciation for the medium, and I no longer have to sit on the sidelines on internet forums with my 'wouldn't it be cool' ramblings.
We just implemented the first version of our gui for The village.
http://stolehd84.eightyfour.axc.nl/games/Village/screenshots/wip/gui.png[IMG]
All ingame graphics are temp :)[/QUOTE]
cool
seems animal crossing from the screenshot
Yes this is what I meant, thanksIf you want to port your app iOS I'm pretty sure you still need a mac
http://unity3d.com/unity/system-requirements
Yes this is what I meant, thanks![]()
If you have a little experience with C++/Java/Ruby, learning how to program with UnityScript will take all of a couple of days with a good book/video/Scripting Reference, depending on how you like to learn. I don't think you'll have too much trouble.
Hmm, the install finished and was about to run the program. Didn't know it was a 30 day trial, thought it was just a "reduced options" free version...
Maybe I'll look into it when I have that kind of money.
EDIT: "Unity is a free game engine software you can use to make your own game." Kind of misleading imo.
It's free, you just have to register.
Am I the only one who adds too much stuff to his initial programming idea?
For example I'm working on a gui program, know what I want to do and how but during the implementation I'm like "hmm that feature would be cool".
Basically functionality that could be useful in the future but have no need right now.
Like the asterisk to indicate that there are unsaved changes, even though the program will only be used by me for the time being and I don't need that usability
All it does is extend the time spent on that program and pushes everything further back.
I really have to say no and only work on the stuff so that it becomes usable.
That's something that having a simple, clear design document might also help with, depending on your personality. It takes effort to cut down on your own desire for perfection, especially if you're afraid that the internet is going to go OMG LAZY DEVELOPERS because you didn't include something.Am I the only one who adds too much stuff to his initial programming idea?
For example I'm working on a gui program, know what I want to do and how but during the implementation I'm like "hmm that feature would be cool".
Basically functionality that could be useful in the future but have no need right now.
Like the asterisk to indicate that there are unsaved changes, even though the program will only be used by me for the time being and I don't need that usability
All it does is extend the time spent on that program and pushes everything further back.
I really have to say no and only work on the stuff so that it becomes usable.
Am I the only one who adds too much stuff to his initial programming idea?
For example I'm working on a gui program, know what I want to do and how but during the implementation I'm like "hmm that feature would be cool".
Basically functionality that could be useful in the future but have no need right now.
Like the asterisk to indicate that there are unsaved changes, even though the program will only be used by me for the time being and I don't need that usability
All it does is extend the time spent on that program and pushes everything further back.
I really have to say no and only work on the stuff so that it becomes usable.
Finally finished? Congratulations dude, seriously everything in that game is polished and refined to an incredible amount and it just feels so RIGHT from the demo I played a few times.I can now finally jump into this thread and answer the OP... yes, I've finally made my own game. It was both one of the most fulfilling and most difficult things I have EVER done, but I succeeded in learning how to program and see a game through completion.
I loved games and wanted to understand them more. This process has given me that deeper appreciation for the medium, and I no longer have to sit on the sidelines on internet forums with my 'wouldn't it be cool' ramblings.
None really, I mean it's not as robust as RK4, but simpler to compute.I am look at verlet integration and I was wondering what the negatives are in using it?
My own biggest problem is probably getting hung up with technical problems I encounter early. Sometimes my engine seemed to go to 30 fps constantly for no reason, or scrolling isn't super smooth (this even happens with TF2 sometimes). Or maybe having both SFML and SFGUI in the same program resulted in a crash.That's why a minimum of planning is good. Even if you're doing a small game, you should have a small design doc (not in great details) that tells what you decided to do and not do before hand. With that its easier to discipline yourself. We can repeat "follow the doc!" all the time to our dumb brain. Personally I need that sort of thing or else I am always letting myself get carried away.
I'm currently working on a shitty jrpg in RPG Maker.
Precisely the same boat I was in. I'm now working with a simple(-ish) design document to eliminate scope creep and keep me on track; ultimately, hopefully, actually being able to finish the project.Am I the only one who adds too much stuff to his initial programming idea?
For example I'm working on a gui program, know what I want to do and how but during the implementation I'm like "hmm that feature would be cool".
Basically functionality that could be useful in the future but have no need right now.
Like the asterisk to indicate that there are unsaved changes, even though the program will only be used by me for the time being and I don't need that usability
All it does is extend the time spent on that program and pushes everything further back.
I really have to say no and only work on the stuff so that it becomes usable.
Im currently trying to get into the IOS game scene but have no programming experience.
pathfinding is a biyatch
Free Unity will work great. I don't think there are any differences between the two when it comes to the 3D engine. The paid version includes some extra lighting tools and pathfinding, but nothing you can't work out yourself.Question about Unity for those who use it. How capable is the free version for 3D worlds/environments? I have an idea for a horror game, but 2D simply won't work for the idea I have in mind.I messed with UDK for a bit, but I wasn't feeling it.
Free Unity will work great. I don't think there are any differences between the two when it comes to the 3D engine. The paid version includes some extra lighting tools and pathfinding, but nothing you can't work out yourself.
Don't have this book myself, but see it recommended all the time:
http://www.amazon.com/Programming-Game-Example-Mat-Buckland/dp/1556220782
I own this book, and it's OK. I use it as a reference to math-related stuff all the time. The book is all C++, just fyi. I'm not sure it's the best thing to introduce and explain concepts to people, but it's definitely better than most books.Don't have this book myself, but see it recommended all the time:
http://www.amazon.com/Programming-Game-Example-Mat-Buckland/dp/1556220782
Cool, thanks.
Any good books for Unity worth checking out?