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Member Since 10 Aug 2001
Offline Last Active Jun 26 2015 03:25 PM

#5219732 From scratch vs Unity

Posted by on 27 March 2015 - 05:01 PM

I agree about using Unity for the big complicated projects, simply because Unity is a popular and familiar tool chain where everything works. Reinventing the wheel rarely makes sense unless you have specific requirements that Unity either doesn't support or doesn't implement appropriately.


Some aspects of game development need specifically to be programmed even if using Unity, like the core game logic for instance.


Writing games from scratch teaches you a lot regarding the gotchas encountered in:


1. Game engine architecture.

2. Optimization.

3. Large-scale code maintenance.


These are skills that you cannot pick up using Unity solely in my experience.

#5217761 Game engine for Linux?

Posted by on 19 March 2015 - 04:28 PM

I'm currently using Ubuntu exclusively for my homebrew game development projects. The learning curve was pretty steep to get things going initially, and since I don't plan any commercial release of anything, I think it is a pretty cool environment. I'm not using any game engines so am not an authority on subject of the best game engine to use.


I would advise the OP to go with the main suggestions trying each one out if they are patient enough, and go with the one that is: stable, provides the features they need, and they enjoy using.


Sometimes people forget whatever environment you choose to use must also be at least somewhat enjoyable to use to see your project through to completion.

#5215080 learning game development/design with a car racing game project (mud, sand ef...

Posted by on 06 March 2015 - 09:20 PM

Any reason why you wouldn't want to use Unreal Engine?




Now free (with exceptions), better quality tool, used extensively for the best games, etc. I would be inclined to go with that now.


Regarding the skills that you need, it really comes down to the specifics of the game and who you can find to work with you:


1. If you find the right skills for your vision then they will know what you need.

2. If you can't find the skills, your game designing will have to be scaled down to a manageable project that you can complete.


I get the feeling you will have to complete a few easier games before getting to this one.

#5213812 How to build my first game

Posted by on 01 March 2015 - 10:35 PM

Here is my $0.02:


1. You are relying way too much on finding the answers via tutorials in making your game, when you need to realize that the tutorials only provide you with the basics on which to build. The phase that follows the tutorial following is entirely down to you, you need to decide specifically where your weaknesses lie and either address them through research, trial and error, and asking on forums like this.


2. I'm having a hard time working out if you are a designer or programmer type! This is pretty important in deciding the path you wish to follow: Are you a more technically-minded person who thinks along the lines of how a game was made to do what it does at the code level as you play it, or do you look for ways to improve the gameplay, look and feel of the game with little concern for the technical detail? I think you are taking on a little too much in trying to wear both hats.


3. If something isn't working for you, like the tutorials, adapt! It is pretty easy to find many types of information outside tutorials once you have nailed the specifics of what you need to know.


4. Clinging to the basics is a hopeless thing to do when you are looking to make your own game, you have to be prepared to dive in the deep end frequently to see if you can actually do it. Knowing the basics tells us almost nothing, as those who have no interest in making games also know the basics.


Move forward and discover yourself, and try not to take on too much at one time.

#5213210 How do I know if I'm an intermediateprogramming level?

Posted by on 26 February 2015 - 04:36 PM

Seniority doesn't just come from learning the basics of a language, it also comes from actually completing software development projects. Notice that I said "completed" and not something like "unfinished projects" or "projects in progress"? I have certainly learned the most from completed project, either solo or part of a team, and when you have a few of these completed projects under your belt professionally then that is when you can start ranking yourself as intermediate or whatever. 


Until you have completed projects you cannot be anything more that junior/novice. Others here have made excellent points that I don't need to reiterate.

#5213029 New Coder Struggles - What To Do Next?

Posted by on 25 February 2015 - 11:57 PM

You can:


1. Look at other people's projects, like on Github.

2. Write the game subsystems, like the audio, rendering, etc.


Harvest ideas from elsewhere. The reason why you are lost is because you have never written a game before, as I'm sure you know.

#5212572 Will game maker hurt me in the long run?

Posted by on 23 February 2015 - 05:45 PM

If you are serious about making games, you will not find it as a credential for getting a games job. I believe Game Maker is a purely hobbyist tool.


Otherwise, in terms of it harming you it won't - but do make sure you are learning the skills that are required to make games without such a tool.

#5066905 what the mechanics behind this ?

Posted by on 02 June 2013 - 11:18 AM

In addition to what was said above, you could look into thinking about a double-tap jump being higher than a single tap for example. It will help to simplify the mechanic.

#4947572 Singleton pattern abuse

Posted by on 08 June 2012 - 11:29 PM

I actually am pro singleton for the following reasons:

1. It is a generally recognized useful design pattern that is easy to grasp.

2. It makes a single instance of an object easily accessible.

3. It is not the same as a global because it has global scope. A well written singleton can have very controlled access even though it can be referenced globally.

4. If a singleton wrecks havoc in your code, blame the programmer and not the tool.

5. Singletons make the game states that they represent easy to debug.

These are just five points that come to mind.