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Member Since 18 May 2003
Offline Last Active Oct 21 2016 12:16 PM

#5255670 Best way to store NPC definitions

Posted by on 05 October 2015 - 10:28 AM

Thanks, I see that Im not so wrong in my approach. I wanted to confirm that there is no other better way, because I thought that asset files and ScriptableObject could be a way to store the info, and let the artist change the stored values directly in the editor, instead of editing an xml file.

Seems that if I want something more friendly Ill have to write my own editor extensions.

#5254362 RPG item/spell/combat system

Posted by on 28 September 2015 - 07:00 AM

Im working in the implementation of the combat system for my RPG (made with Unity3d and c#), which depends on the item system, skill system, etc. The idea is to have real time pausable combat, so my initial idea was to have a queue of actions. An action can be a weapon attack or an spell, and can be created by the AI or the player input during combat. But when started to work on the actual implementaiton I thought that perhaps my system was too complex.

Described in pseudocode, it something like this:


On the Update() of each entity (including player)

if queue is not empty

 get the first action if cooldown timer expired and it is loopable, else, remove and get next

 is it an item action?

    if the item is a weapon then get the item dmg properties, the target protect properties and decide if it is a succesful attack, dmg, etc

    if the item is something else, decide what to do

 is it a spell cast?

     then do the spell stuff, etc

 set the cooldown timer


The advantage I see: the item class is generic and can contain any item, because it just hold properties, doesnt knows how to actually use the item.

The disadvantage: the same. Also, the gameplay code becomes complex (you have to compare all the item damage types against all the target protection types). The action class is a mess: it must contain all possible combinations of actions: item on actor (like a sword attack), spell on actor, and any other I can figure out later.

Is there any other more optimal solution to this?

#5225033 GUI liblary C++

Posted by on 23 April 2015 - 08:16 AM

CEGUI, GUIChan, Google and you will find.

#5224673 exporting meshes and skeleton from Blender to Unity

Posted by on 21 April 2015 - 07:08 AM

Found my problem: I was exporting mesh, but not armature.

#5219304 Unreal Engine 4 and Win 8.1

Posted by on 26 March 2015 - 07:36 AM

My question is, why does it works in Windows 7, but doesnt under Windows 8.1?

The problem with tor is that now Im inside a corporate VPN and have all anonymizing solutions forbidden. unrealengine.com is now open, what is blocked is account creation (same with unity3d site, you can download, but then cant create an account or login, so cant activate the license or post in the forums). Im having a hard time here trying to setup my future game studio, Obama was supposed to be making easier for us, private entrepreneurs, to create bussiness in Cuba, Ill have to call him again biggrin.png

He, again my parent proxy is failing, cant access Autodesk site. Have been trying for 3 days and nothing. Is there some mirror for FBX SDK?

#5217641 Help Selecting a 3D Engine

Posted by on 19 March 2015 - 09:09 AM

Unreal recently added support for C#, but definitely, Unity3d should be your first choice. Are you completely sure that you cant get the whole scene geometry in some way?

#5215879 Good Engine For 2D Games?

Posted by on 11 March 2015 - 12:51 PM

Godot engine is free, has 2D map editor features, and recently added 2D lighting. There is also good tutorials about how to develop a 2d game.

#5215652 Lore for this alien race

Posted by on 10 March 2015 - 09:09 AM

You dont spread through the galaxy without some level of intelligence, even having some biological tech. If they dont return to their planets after the exodus, it can be justified as some overpopulation control mechanism or perhaps some way to create "new swarms", like the bees. The old specimens leave home planet, leaving eggs or young ones.

If the specie is highly intelligent, it can be some sort of warrior tradition that evolved from simply conquering other local territories to conquering other planets.

#5215650 Game Engines and beginner questions

Posted by on 10 March 2015 - 09:02 AM

If you dont know C++, then go for Unity: it has javascript as scripting language. But I recommend that you learn C++.

About your assets question, typically you model in 3d max, blender, etc, or buy pre-made models, export to some engine compatible format, and use the models in the engine scene editor to build your world. Except for the terrain, the engines have their own terrain tools.

#5215005 curious question, how good is Source engine?

Posted by on 06 March 2015 - 01:34 PM

Now that Source 2 is (or going to be) free for content developers (what about game developers?), I would like to ask if some of you have experience with Source. How does it compares to Unity/Unreal in terms of perfomance, features, tools and ease of use?


#5202239 Looking for a good way to make games in C/C++ on linux for cross-platform

Posted by on 06 January 2015 - 08:27 AM

I would also recommend some higher level engines, like Urho3D and Godot. Not sure if Godot allows to use C++, as it has its own scripting language (but offers a nice one click deploy feature). Urho3D does support c++, AngleScript and Lua (Im currently using AngelScript, which is very c++ like).

#5134127 C++ IDEs for Linux

Posted by on 24 February 2014 - 10:19 AM

I vote for Code::Blocks. I have been using it for some years for everything I do.

#4919547 reading zip files with zziplib

Posted by on 05 March 2012 - 02:04 PM

Im trying to implement zip archive support based on zziplib, but I cant find any documentation describing how to read the archive contents and then opening a stored file. Can somebody give me a help with this?

#4889204 3D world -- triangles vs squares

Posted by on 30 November 2011 - 03:39 PM

Some years ago a professor told me that they worked with triangles because the graphic cards would split quads to triangles anyway. I dont know if that is still valid. I would go for triangles.