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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Today, 02:15 PM

#5198787 Can I do this in Blender?

Posted by Scouting Ninja on 17 December 2014 - 10:36 AM

Blender has several ways of doing what you asked.


You can import a image and then map it with a polygon, extrude and then shape it.


You can use the Grease Pencil, draw and convert.


Blender has a spin tool for making simple shapes.



These things are among the first things you will learn when working with blender.

#5197295 game running slow but only consuming a tiny proportion of the CPU

Posted by Scouting Ninja on 09 December 2014 - 06:26 PM

What I'm finding strange is that running with about 200 objects it's super slow

I can be wrong, it's just that the number matches with my own.


If your game slow at 200 objects, even when thy don't move or do anything then you have reached your graphics card limit.

My own numbers showed:

SDL          200 - 42 fps

OpenGL   250 - 61 fps

DirectX     300 - 58 fps


Even when drawing 2D sprites thy are drawn on a polygon, most graphics cards can render 200-300 at good speeds.

Note this has noting to-do with polycount, 200 one polygon objects and 200 five-thousand polygon object will render at more or less, the same speed.


Firs you should run a test by removing the programing from each object, if it only improves performance by 5-10 fps then look into batching.


If removing the programing for each object improves performance by a lot, then you should look into multithreading.

#5196874 Game that takes place in real life, allows firing at other players from all o...

Posted by Scouting Ninja on 07 December 2014 - 05:19 PM

I have seen many project ideas like this on the web, with not one ever entering prototyping.


First I will point out the obvious flaws.


This kind of game will not work in public, unless the place is reserved.

People will run others over, and get them self hurt by playing this game on the street.

Players who just want to grind score will target people in meetings or at work, who can't get away.

This game will need more than a single player, probably four or five to be fun.


Now looking at the above we can see that this kind of game needs, zoning rules, a suspend mode and will appeal mostly to active groups.

Your best bet for a market is appealing to kids.


My advice is get to prototyping as soon as possible, this is a very new field and there is very little data to be found on doing this.

The faster you prototype, the faster you can find problems and the more interest you can build for this game.


Sharing your findings will allow others to speculate and share there own ideas with you.

#5196312 Question about Vector graphics artstyle

Posted by Scouting Ninja on 04 December 2014 - 02:05 PM

I was confused for a while, I didn't realize you where writing about a art form.


If you mean using vector tools to draw, then yes the only thing holding you back from drawing that image of the pokemon is your own skill level.

The deference between pixel and vector graphics is, that pixels are the smallest component of a image/picture/screen, and vectors are points in 2D/3D space.

For a vector to display on screen, it is first converted to pixels by the API.


As a 3D artist I use vector graphics for textures, this allows me to export the image at any texture size a client needs, there is no reason you can not draw what you wan't.


If you mean vector art as a art form, then yes you could make something worthy of a "freak show".

You will need to look into shapes and forms that scare people, like sharp needles and jagged edges.


The concept of fear will also aid in the making of your monster, a normal person can be scary if thy have no remorse or empathy.

a little girl standing over a body, holding a bloody knife is also scary because of the contrast of innocence paired with murder, something a person is usually guilty of.

#5195170 Learning to create Art - by Riuthamus

Posted by Scouting Ninja on 28 November 2014 - 06:54 AM

I would like to get it out of the way so, I felt your first video was too long, simple editing would shorten it.

You could make the video then remove the audio, do a voice over and edit out the parts where you have noting to say.


When you first announced that you would do a tutorial series, I wondered where you would start.

By the time a artist reaches the point that we don't fear onlookers judging our art, we have forgotten the questions we first asked.

You chose a really good place to start.

It isn't for those who pick up a pen for the first time, when someone draws an apple and asks WHY! doesn't it look like a apple, then thy will value these tutorials.


The second video was great, I found it interesting how the silhouette differed from the "rough sketch and refinement" method often taught.

In your future tutorials you should introduce each new step and then apply it to the owl image, showing watchers how each step builds on the final.


You should remind game developers why this is useful to them, at the beginning or end you could show a piece of level art or game character that thy could make after watching.


Topic ideas:

Form and shape, how thy influence shading.

How the thickness of lines can change a image.

How to plan moving parts.

Drawing a pose.

Color and contrast.

Geometric and Organic drawing.


Choosing a art style for your game, and sticking with it.

List of simple art tips.

Simple daily exercises to improve your art.


It is always good to review the basics, and you could even learn a thing or two that was missed, I will continue watching and learning.

Thanks for the great tutorials.

#5193858 Creating 3D models from photos/videos?

Posted by Scouting Ninja on 20 November 2014 - 02:43 PM

As a 3d artist I can tell you that using this kind of model would be really inconvenient.


Most of these kinds of software create point data clouds that convert to vertices, thy are inaccurate and heavily depended on the image input.

In short you would require a large amount of high quality images, to make a model that is only half as good as a professional's model.

The model will also need a lot of cleaning or a complete retopology before use.


It is also cost ineffective, the camera and gear necessary to capture details like bevel edges, would cost more than a artist making the model.


A lot of artist work on laser scanned models, but even these are inaccurate, so thy are mainly used as a base mesh.

#5188171 Tutorial Series

Posted by Scouting Ninja on 20 October 2014 - 11:48 AM

Personally I would like to see a topic on anatomy, I find that it's the largest deference between programmer art and professional art.

Anatomy is also useful for 2D, 3D and animation art.

#5175317 Unreal 4: c++ vs blueprints

Posted by Scouting Ninja on 21 August 2014 - 11:52 AM

So is there any real difference between using c++ and blueprints in unreal 4?


I have searched post using Google and it seems the largest difference is speed, yet there are large variances on how much faster, and no solid prove.

With my own test I made large looping functions using both, and found no significant drop in frames.


The c++ tutorials for unreal seemed focus on creating blueprint functions, that can be made within the blueprint editor.

My own tests proved that I could add small features that the blueprint couldn't, like making a Actor input for a material.

Assigning a material before a mesh caused visual studio to break, this makes blueprints seem safer, because then there is no way to have a material input without a mesh.


Is there any unique functions that can only be made with c++, or is there any thing that c++ is more efficient at than the blueprints, besides speed?

#5174180 What's the problem here !?

Posted by Scouting Ninja on 16 August 2014 - 05:43 PM

When using raw_input python will prompt you for the input.

All that raw_input does is convert the raw data text into a input()

TextHolder = input('->')

It will now print:

-> Now you type your text

This will give you a error.


if you did this

-> "Now you type your text"

"Now you type your text"  #it will print this

TextHolder = raw_input('->')

It will now print:

-> Now you type your text

"Now you type your text"


if you did this

-> "Now you type your text"

""Now you type your text""  #it will print this with "Now you type your text" inside a string.


The code you are using allows you to change the name of the file with what you type in after "^_^"



You will need to use the new file name to read it now or a value linked directly to the file like "another".



print(mfile) # to see what is inside

#5174019 What's the problem here !?

Posted by Scouting Ninja on 15 August 2014 - 06:08 PM



from sys import argv
script , myfile=argv[0],argv[1]
print "here bro" :                        #this is where you printed the memory
rfile=open(myfile)                      # rfile now = myfile open to reading
print rfile.read()                         # same as open(myfile).read()
print "*" * 5
print "type ur file again"
another=raw_input("^_^ ")         #another =  A raw input into the file
mfile=open(another)                 #mfile is new
print mfile.read()                       #this will now print the raw input
print rfile.read()                        #will print your old file again
I hope this helps, read the python manual it's well worded and easy to learn.

#5173458 How to make a AI choose?

Posted by Scouting Ninja on 13 August 2014 - 06:08 PM

but you want a layered approach:


So It should be similar to a card battle game phases?


First phase:

Check to heal or attack.

Check target.


Second phase:

Check for most effective attack or ability.


Last phase:

Check to repeat First phase or pass.


With each phase based on the "best search" code.

Maybe even a sub step to decide what effect like poison or stun is best?

#5173445 How to make a AI choose?

Posted by Scouting Ninja on 13 August 2014 - 04:54 PM

Enter utility-based AI.


Thank's this does look like what I want, but it seems like a lot to learn.

Will I really need to know this for a gaming AI?

#5173440 How to make a AI choose?

Posted by Scouting Ninja on 13 August 2014 - 04:25 PM

I have very little experience in AI programing and was wondering how I would make the AI choose the best option for it's self.




Small Sword     = 1   dmg   /cost: 1 point  


Medium Sword = 5   dmg    /cost: 5 points


Large Sword    = 15 dmg    /cost: 10 points


Total points = 12


So any player seeing this will know that the large sword is the better option, but I want the AI to know this.


I can't just tell it to use the highest costing attack because the values will be random.

I don't only want it to compare attacks it should also be able to decide what enemy to attack if there is more than one?

#5172590 Art for game programmer or beginner.

Posted by Scouting Ninja on 10 August 2014 - 07:12 AM

If you want quick and easy 3d graphics you can use Toon shaders, also known as cell shading.


This way you can easily match models you download or make to your own style.

It's also easy to use, if you wan't the hero's shirt to be blue you just color it blue.


If you learn normal maps and diffuse maps you can make the game even look better, but it isn't needed.

Search about cell shading and you will see some nice examples.

#5172186 How would the graphics be if...

Posted by Scouting Ninja on 07 August 2014 - 08:09 PM

If you can program the game yourself then you could keep your budget under 75,000 if you buy single assets from the correct store.


There are a lot of shops selling 2D, 3D and sound assets, it just takes some bargain hunting and a bit of tweaking to get what you wan't

There are free resources also, you will just have to get use to the fact that other games could also have those resources.


Paying artist per asset instead of time could also save money, especially if thy make mistakes or you changed your mind.

Most artist also know what it's like to struggle and might over you a better deal, if you negotiate with them.


If you don't have any Programming skill you can use a gaming engine for most of the heavy lifting.