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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Yesterday, 03:57 PM

Posts I've Made

In Topic: Erasing Character

Yesterday, 01:27 PM

The way I do it is I have a character class, each character on screen is a instance of this class.

The draw call and all other effects is contained in the instance so deleting the instance deletes the character.


Some times this can lead to some basic problems, like if a turret is targeting the character and a bullet deletes it then the turret calls a invalid object. This can be prevented by checking if the turret has a valid target before executing the code.

In Topic: Rpg Stats - Temporary Changes, Harder Than I Realised!?

Yesterday, 12:44 PM

A quick and simple fix I use myself is just to let buffs and de-buffs effect the percentage of a stat, so: round(Speed/de-buff).

This is nice as it will also prevent the speed from reaching 0 in most cases.

In Topic: What's The Best Software To Create Particles For 2D Games?

22 July 2016 - 08:13 PM

They all work the same.

If you want a good all-round tool go with Blender 3D modeling software, it can make any particles effects if you know the basics, it's a lot more versatile and can do a lot of effects that the others can't.

Even just knowing how software like Gimp or Photoshop will help you when doing particles in Blender.


If you are new to particles and just don't want to spend a long time learning, just pick any one of the hundreds of particle creators out there on the internet. Particle software is all the same and there is no "Best" one. Just check that it can export into a image format that you can use and that it supports multiple emitters.

In Topic: Light/glow Fx In Unity

22 July 2016 - 05:15 PM

In Unity you can just use a emission texture, to get actual light you will add a light object to the scene.


In Maya again you add a emission texture. You can also add a blue sprite over the render and use a "add effect". Can also be done in post processing.

Easiest way to do it in Maya is just to add a bright blue light with some smeared blue billboards.


This is a easy to achieve effect with hundreds of ways to do it .



If you want I can upload a example for you, I know I am not good at explaining.

In Topic: How Much Complicated Would It Be To Create Real-Time 3D "point And Click...

16 July 2016 - 07:43 AM

ironically it will take you the same time to make pre-rendered scene as it will take to make a full game ready scene.


For a game ready scene the flow will be like this:

Tessellation mapping. -> quick block model -> High model -> Low model -> UV unwrap -> Baking textures -> Texturing = Low poly model -> Build level using low poly models


For a pre-rendered scene it's like this:


Tessellation mapping. -> quick block model -> High model -> UV unwrap -> Texturing = High poly model -> build level with high poly models -> render -> Map level to a plane.



As a rule of thumb it will take your 3D modeler a day to make a model. Things like chairs and desks will be fast, with the 3D modeler making several in a day other models will take much longer with the most complex model taking four days.

Once your art style is clear to the modeler they will know where time can be saved.


In the end it will depend on what you want, pre-render scenes can be rendered at a high quality except you lose in effects like shadows and has to be viewed from mostly fixed angles. Game ready scenes can be viewed from anywhere and is easier to do collisions and most game engines is optimized for it, shadows and lighting will work as it does in most games.



The larges deciding factor here will be what style you want, also if you plan on using a PBR engine like Unreal you could build very realistic game scenes.