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Member Since 06 Feb 2013
Offline Last Active Jan 14 2016 02:39 PM

#5264834 How to ease sprite creation for an RPG

Posted by on 03 December 2015 - 11:42 PM

I'm not sure what you are using for a game engine here, but I have seen a method in Unity where you draw the basic sprites and then animate them in the editor using bone/rigging techniques similar to 3D animation methods.  I'm not sure if this reduces the work load as I'm pretty new to game dev. in general, but this came to mind and I don't think anyone above mentioned it.


For an example of what I'm talking about see - http://gamedevelopment.tutsplus.com/tutorials/bone-based-unity-2d-animation-introduction--cms-21364


This maybe is available for other engines as well?  Either way, best of luck with your project!


*edit*  Here is maybe a better example - http://forum.unity3d.com/threads/2d-puppet-rigging-tips-tricks.245564/ *edit*

#5264557 The hardware and server

Posted by on 02 December 2015 - 02:49 AM

If you have not worked on any game projects I would recommend something very simple to start with.


Recently I created a trading card game prototype using Unity, and this prototype uses peer-to-peer networking.  A card game is fairly straight forward, be able to move cards, interact with some interface elements using the mouse, nothing too complex.  However had I not considered needing to send "events" and "messages" to a peer when thinking up my architecture, networking would have been a disaster. 


Even for this simple card game, more complex issues needed to be considered.  Issues like, how do I send complex objects over the wire so they can be "reassembled" and used by the peer?  Learning how to use the underlying API, be it Unity or native Windows or whatever, is maybe half the battle here (probably less than).  Creating an architecture that can use that API successfully is a challenge that really depends on "what you are doing".


If you have never written a game in your life, then consider taking that on first, something like Pong.  Understand what it takes to get a game going locally before you tackle networking, at least that's how I've gone about it.

#5264556 Direction for a seasoned web dev

Posted by on 02 December 2015 - 02:36 AM

I feel... slightly violated... 

#5264551 Where I start

Posted by on 02 December 2015 - 01:42 AM

I've really been cracking down on my math lately and I'm sure you are familiar with khan academy, but if not I highly recommend as it's helping me both review what I've forgotten and start learning pretty quickly.  I'm not here promoting anything I swear, just noticed you learned Japanese and thought "if you can do that, you could probably pick up Algebra from some video instructors".


Personally I have been enjoying C# more and more lately.  I've had small tastes of Java, and this seems very similar in many ways.  I started with C++ because I had no idea and just picked a text book.  Looking back at that I think Java would have been an easier task (C# was not a language at the time), and so C# would be my language recommendation.


Good luck!

#5264550 Direction for a seasoned web dev

Posted by on 02 December 2015 - 01:31 AM

It's been many many years since I've visited gamedev, it's good to see this community has been alive for so long, thanks to all those that keep it going.


I've always had an interest in writing code that contributes to graphical rendering, particularly related to games of course, but graphics in general have always had the back of my mind.  When I was quite a bit younger and had no professional software experience I would try my hand with OpenGL and DirectX from time to time, usually with low levels of success.  In the past 10 or so years I have had the opportunity to learn some great web application stacks and systems/operations level technologies with various companies.  At this time with some solid programming under my belt, I feel I should move on this desire once more.  


My Languages (chronologically)

  • Learned my 101 stuff in C++ long ago, the basic 1-2 years of college material like data structures, algorithms, architecture 
  • Some small command line Perl things
  • Terrible back ends in PHP
  • Lots of Javascript/ECMA
  • Lots of Ruby
  • A small amount of Objective C (debugging)
  • A small amount of C# (again debugging)


Ok, what I'm really looking for here is some recomendations on where to focus time and energy if I want to end up making contributions to graphical libraries and rendering engines?  I'm not asking what language but rather, what stack, library, API, engine or thingamjig might be best to spend time on to learn the dirty details of real time graphics rendering.  


Is it an engine such as Unity or Unreal, or something "lower(higher?)" like OpenGL?  


Is there a certain amount of math (I'm not scrd) I will need to conquer?  I'm assuming some kind of "geometric algrebra" would be involved, but that's a guess at best.

Is this something that a particular college would offer a degree in?  I'm not interested in computer science, but something more focused on graphics rendering.


Otherwise I hope to be spending some more time with the material hosted on this site, see what I can pick up and move from there.