Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 15 Feb 2013
Offline Last Active Nov 28 2015 04:13 PM

#5263260 Unity or Unreal?

Posted by Mekamani on 23 November 2015 - 08:35 AM

In all honesty, I think that you are setting yourself up for a failure. But if you still do believe in yourself, you definitely should chop your project into smaller pieces, and work on one piece at a time.


-For example you could create one type of a game, where you can just put trees or structures down on a map, and later on evolve that to a world editor.


-Secondly you could do a small game like pong that works as a 2 player game over a network. Eventually you could learn about how to create a multiplayer game and apply these things into your online game.


Surely these should be split even in smaller tasks, but the idea is that like jigsaw puzzle you start putting it together from edges piece by a piece and maybe create some islands of area then merge some islands together and eventually you'll have your whole picture finished.


Also when it comes to engines, you could just toss the coin to determine if you should use Unity or Unreal, other wise you might end up spending next 1 to 2 years pondering if Unity is better or if Unreal would the best choice. Just choose one and stick with it. Although I do personally think that Unity is more suited for low poly things, since Unreal doesn't seem to be optimized into low polygon things.

#5262856 Can't learn c++

Posted by Mekamani on 20 November 2015 - 07:32 AM

14 is definitely a good age to start programming, since you have decades of time to learn to program, and it really does take time. Just remember to start from small so that you actually can get the feeling of achieving something, instead of trying to aim for the skies. I can almost guarantee that you will have hard times on your way, but try not to give up when things do not go too well. And most importantly, everything you try to learn takes time. Even the greatest people at drawing spend years to decades to whole life to learn how to draw.

#5253600 Why 2D?

Posted by Mekamani on 23 September 2015 - 01:13 AM

I think the 2d vs 3d is same as when people say that you should start with simpler games, not with the new MMORPG. It takes a lot of time, and if you start your game programming with something that fails 99.99% of the times, although making 3d instead of 2d probably will not be that much more failing, you might end up losing interest with your hobby before you get anything finished to begin with.


Also having to learn how to do 3d models also requires you to learn an extra skill takes again more time. I think the 2D vs 3D question can mostly be translated into, how much time you are willing to spend on your first game? 1 month? 6 months? 2 years? Can you honestly say that you still have motivation to keep going with your project after spending 500 hours on a project for half a year (roughly 4 hours a day)?


So adding more complexity always adds more time needed for the project, and the longer your project goes, the more likely it is to fail and thus people recommend 2D over 3D.

#5250968 Need to be taught to make a 3D MMORPG

Posted by Mekamani on 07 September 2015 - 06:05 AM

I guess most people have given their feedback, but just to give you an idea about rpgs, in burgzergs youtube page there are about 300 video tutorialish on making rpg, and this is without the online thing. Basically that is good 50+ hours of tutorials. It is using old unity, but at least concepts should work on new unity. Even tho the lenght of the videos are only 50ish hours, I assume the planning of what he is doing and the time he has spent on errors and figuring out what to do outside the video time took far more than 50 hours.


Also remember that if everything looks easy by watching the video, it is A LOT harder if you actually have to make the code by yourself, which will be the case in making your own online rpg. I wouldn't honestly be surprised that for someone who doesn't know programming to begin with it could easily take 1 year if you spent 8 hours a day to get to the point where these videos stops at.



#5249934 Turn Based Game AI processing display

Posted by Mekamani on 31 August 2015 - 10:33 AM

My solution might not be the best one, but basically it is something like what DishSoap presented. With addition of using tweens to create a visualization for the actions that are going to happen.


For example on my game that I am making the solution is somewhat like

1) Pick next unit for moving.

2) Calculate the move the AI wants to make

3) Create tween that shows the ai-movement in screen.

4) Add the action the AI does such as attack after the tween

5) Use tween to animate the attack animation

6) Start tween

7) Play tween until its done.

8) Move to 1)


Basically while tween is playing, remove the controls from the player or possibility of changing turns. Now depending the logic of your game, if the AI can move any given piece on the board and the turn ends after AI has moved every single piece, picking the correct unit to move might cause some trouble or trying to evaluate how good a move truly is.


But yes I would probably look for Tweens as a solution for representing the movement. Most likely most of the game engines out there have some sort of solution for tweens.

#5248067 RPG, Engines and Frustration

Posted by Mekamani on 21 August 2015 - 10:20 AM

I keep wondering if this is trolling or not.


Anyways if you've already made a Pong clone, then you should have most of the knowledge needed to make any other game. Just change the balls sprite to fireball and make other paddle shoot them and try to dodge those. Then you have a boss that shoots fireballs. Give your other paddle something that triggers from pressing fire button, and you have a sword swing. Then check its collision to the boss. Swap the paddles sprites to whatever boss and hero character.


I think the first thing you should do is to start modifying your pong, try to figure out what each line of code does.


As for engine pick anything you feel comfortable. If you only wanna make rpg games, then rpg maker is probably the fastest way. There is Love2D, which is something I like to use, but it requires you to understand at least the basics of what is a game. Also a lot of people keep suggesting GameMaker for 2D, I haven't tried it myself. Also you could use Unity5 and if you're going for 3d later, you might be able to save some time. Also there are engines like LibGDX, Cocos2D-x, pygame, panda3d. Most likely picking any of them will not be wrong.


The bottom line is, that instead of worrying if x is better than y, just make something. If you are afraid of making a mistake, or going a detour then most likely programming in general might not be your thing. Also something that works for one person might not work for another, so I don't think there is any kind of golden road how to accomplish your goal.


Also I don't think you mentioned about the platform you want to develop to. If you're looking for mobile devices, some engines might be better than others. If you're purely looking at windows desktop, you do have more choices. If you are planning on making multiplatform game as your first game, you probably should at least focus only on one platform, and later on the others.


As for you don't jump off the road and start walking randomly... I think that is exactly what you should do. Fiddle around the game code you've made, play with it until you have gained understanding what it does.


Also something that might help you later on in a project is writing down some kind of todo-list. Like learn what is game loop, learn how to read inputs, learn how to draw images on screen. Learn how to make character move by inputs, learn how to make characters that move on their own. Learn about collisions, and so on. Break down your thing into smaller pieces and take one of em at a time, and eventually you'll have your game.

#5227857 Best engine/language for a ~2d golden sun/pokemon type game?

Posted by Mekamani on 07 May 2015 - 05:17 PM

If you consider portability for future, as in maybe one day wanting to code your game to mobile phones as well, Cocos2d-x might be a good choice as well, although SDL does support quite variety of systems. I think Cocos is a bit higher level than SDL, as I think that Cocos2d-x is a game engine, where as I consider SDL more of a framework. Also it has some tools for UI + rather big community. It does have it's own learning curve though. 

#5225713 Why Does Everyone Tell Newbies To Make Games?

Posted by Mekamani on 26 April 2015 - 03:21 PM

I guess this is kinda same as I always try to convince people not to use C++ as their programming language when they are just starting with programming. I really think giving good tools would be something that can make it or break it when someone tries to take their first steps on programming. It is quite some time when I tried to use XNA, and I noticed its definitely not the easiest one to start with. Before learning how to use the engine, you'll first have to learn to code C# and stuff about classes and inheritance.


If I were to recommend something I would probably suggest trying out love2d. Even tho there are a lot of questionably named libraries for it, I think using LUA would be easier to get started with. Not to mention you can draw stuff on screen in less than 10 minutes by writing 10 or something lines of code.


It might not be the most fastest nor optimized, but it should be good enough for almost any kind of 2d game people would make.


As for making pong or tetris, making even that one game will be more than what most people will be able to ever do. Even better if your final goal has similar elements as the first game you are trying to make, or maybe make small games that have the elements that you are planning to have in your dream game. Then eventually building the game piece by piece in small steps. You probably won't win olympic gold in 100 meter sprint if you haven't yet learned how to even walk.

#5213754 Architecture vs Performance [Android game]

Posted by Mekamani on 01 March 2015 - 05:35 PM

I would probably test out how much you can even output tiles per frame. From what I've tried before using sprite batches on libgdx for example, on my android (Nexus5) I can spam around 10k tiles per frame. So basically as long as you try to avoid changing textures in middle of drawing you should be all good.


If you really are worried about the speed of your solution, you might want to make sure that you try to avoid cache misses, in other words from quick glance swap the for loops around, so that it loops y, and x inside y. So for(y ... ) { for( x ... } }, when you are using tiles[ x + y * tilesX ]. I am not even sure how much difference it would make.

#5210381 Looking for 3d engine suggestions for android+windows development.

Posted by Mekamani on 12 February 2015 - 06:16 PM

I suppose these past few days have really showed to me how thin my knowledge about 3d is.


I did notice that urhos profiler is really nice, but after playing around with different engines and testing stuff, I realised that what I measured was not exactly what I should be measuring. There were many things said about draw calls, and I figured 1 draw call per model is not so bad and 130 draw calls would be fine.


I noticed that in both libgdx and cocos2dx both I think one of the problems for the slow downs is actually animation. If I use non-animated objects I can put a lot more of those, which made me try more vertices per bone. I subsurfaced my model 2 times, so it had 16 times the verticles in blender. So in blender I had 12530 triangles, which seems to become close to 40k triangles.


So I tried rendering 121 40k triangle animated mesh, to my surprise the fps dropped to around 15 from 30 on cocos2dx, and to 15 from the roughly 50 fps without shadows and 40 with shadows on urho and on libgdx the fps remained 11 like what it was with the old mesh. I guess adding even more triangles would make them all equal, when it fully uses the whole capacity on rendering.


So my conclusion is, that the speed doesn't seem to be issue as long as I understand why the slow downs do happen. Also I am sorry if someone else who has been reading the posts and my own tests have drawn wrong kind of conclusions from my wrong kind of testing methods. At least I myself am now more aware of this.