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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

Casey Hardman

Member Since 08 Feb 2011
Offline Last Active Yesterday, 07:48 PM
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Posts I've Made

In Topic: Article Writing Reflections - How'd we do?

Yesterday, 03:26 PM

I see...but when I was trying to view articles in the AuthorCP, it said they were Under Review, but it still gave me an error when I tried to view them.  I should be able to, since they're Under Review already, which means Drew already approved them, right?

 

For example, in my AuthorCP, I can find the article 'Games as art and why you shouldn't care', but if I click on it, it gives me the error.

 

This is the error page it leads me to.  Note it says "we couldn't find that" instead of "you don't have permission to view that".


In Topic: New to the forums? Start here!

Yesterday, 03:21 PM

If I want to add some article which I found out to be good, how can I share that here?

 

Send me a PM and I'll check it out :)


In Topic: Article Writing Reflections - How'd we do?

20 May 2013 - 09:59 PM

So why are there certain articles that I can't view?  Shouldn't members of the Crossbones+ group be able to view all the articles so they can review them and such?

 

The articles I was trying to view had the 'UNDER REVIEW' tag on them, which I believe means they've already been moderator approved (so I should be able to read & review them, right?)


In Topic: Article Writing Reflections - How'd we do?

20 May 2013 - 04:36 PM

I think the article initiative is going very well!

 

I agree with Gaiiden about the annotations.  Also, I'm still not sure how I'm supposed to 'critique' articles.  I've used private messages a few times, then I saw others (like JBAdams) using comments to note on typos and grammar errors, so I used that instead...but then the comment is sitting down there the whole time, after the changes have been made, and they aren't really contributing anything any more.  Maybe a more 'official' way of reviewing an article would be better, if it's not too much trouble.

 

I also agree with Servant of the Lord.

 

Oh, and I noticed the same problem as Bacterius, with the Preview button.

 

EDIT:

I forgot to mention this...

When I go to the Author Control Panel and click on article Queue, a lot of the links bring me to GameDev.net error pages, saying that the page couldn't be found.  Have these articles just been deleted, or is this a glitch?

 

Also, while I'm talking about the author control panel, it seems the link to get to it is rather obscure.  Since it's just sitting up there with a bunch of free space at the top-left of the screen, maybe you could just make it read "Author Control Panel" instead of "AuthorCP" and make the text brighter so it catches the eye?


In Topic: UDK VS Unity3D in making a classical ResidentEvil-like game?

18 May 2013 - 09:32 PM

I've experienced the same problems with UDK as you: it's a huge pain in the ass to try and code things with it.  It's just...ugh...

 

A while ago, I made this reply to a post about the differences between Unity and UDK.  My opinion still stands, though I now dislike UDK a little more...

 

It just seems poorly designed, especially in comparison to Unity.  It might have a lot of fancy features and it may be powerful, but I don't really care if it takes me 15 hours to do something with it that I could've done cleanly with Unity in 15 minutes.  Unity's development process is intuitive and it gets out of your way; it lets you program your own way.  I'm not sure if I ever even figured out how to code something and make the code run in-game with UDK, but with Unity it's as simple as making a script, putting down some code in one of the event functions, dropping the script onto a GameObject, and playing.

 

Also, Unity is constantly and visibly improving, whereas UDK seems to be slower about this.

 

I use Microsoft Visual C# 2010 Express to edit my code (a later version is probably out by now).  It doesn't allow you to set up breakpoints that will activate while you play in Unity, whereas I think MonoDevelop does (or did at one point), but it's a very robust tool and I think it's great.

 

So, to sum it up, I can personally recommend you stick with Unity.  If you need to optimize your performance sometime along the road, then as you said, you can purchase Unity Pro.  If Unity can't do something you want it to do, then you could probably figure out a way to do it yourself, or find someone else's method of doing it.


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