• Advertisement

Recommended Posts

I know that there is no right answer to "which game engine is the best". That's why I'm not going to bother. I have Unity 5, Unreal Engine 4, and Cryengine installed on my computer. Not very good specs, and I'm running on a $0 budget. But I wanted to know if there was any engine out there with easy (relatively) animation capabilities, blueprint or flowgraph like programming, and simple creation methods. there are probably going to no answers for this, but I thought I might as well ask the community.

Share this post


Link to post
Share on other sites
Advertisement

Unreal has blueprints, but otherwise, no idea.

Why don't you check out the tutorials or the overview of each of the engine to get an idea if you like them or not?

Share this post


Link to post
Share on other sites

Construct comes to mind.

It may be limiting, but it is a powerful prototyping tool.

I believe Game Maker 2.0 has made progress towards that as well (and has some of the most avant-garde 2D animation tools I've seen in a long time!)

Don't judge before you try, I can confirm both are used professionally ;)

Share this post


Link to post
Share on other sites

Try Unity 2017, the newest version.  Animation is so simple. 

Here is a game I made.  The balloon and the boy animation took 5 seconds to create in game and 10 seconds to code it in.

Balloon Boy

You literally drag in your animated frames and it makes an animation for you to access.  If you need future help with it then hit me up.

Share this post


Link to post
Share on other sites
1 hour ago, Raithen said:

You literally drag in your animated frames and it makes an animation for you to access.  If you need future help with it then hit me up.

Same for Unreal.

Unreal's Animation Graph, has the exact same functionality as Unity's "Mecanim". It also has 3-4 times the performance of Mecanim, this is because of Unity's redundant math and blend functions; Unity knows of these problems and constantly work to fix it.

 

The long and short of it is that Unreal has everything Unity has but better. It also does not have the limits of Unity, for example in unreal you can re-target any animation like spider -> horse and you don't have to do that idiotic T-pose thing.

This however doesn't mean Unreal is the best engine. The huge amount of animation tools are intended for professional animation artist and do not explain them self. This makes Unreal a bad engine for beginners but a fantastic engine for people with even basic knowledge.

Unity starts here: https://docs.unity3d.com/Manual/AnimationOverview.html

Unreal starts here: https://docs.unrealengine.com/latest/INT/Engine/Animation/

Unity's animation state machine, this image shows 40% of Unity's animation tools:

MecanimShowcase.png

Unreal's Animation graph 5% of Unreals animation tools:

Image result for Unreal 4 animation graph

 

Both engines are great. Unity is easy to learn and has all the basics. Unreal has the best tools and is just much better at creating a living world.

 

Most of your animations is created in your 3D editor, like Max, Maya or Blender. The engine just gives you tools to play around with the animations.

Share this post


Link to post
Share on other sites

Depends on what you want to achieve. If you don't really know yet,  just start learning GameMaker or Construct, these are great tools for starting out. Or anything else, really. Nowadays almost every engine has some kind of visual scripting tools. Unity does not have a built-in one, but you can grab a free version of PlayMaker from Asset Store.

To be honest, I don't even think it really matters which engine to choose at this point. It's better to not hesitate and just relax and start learning whatever you feel more like working with. You will figure out what suits you best along the way. The only thing I would not recommend in this case is CryEngine.

Share this post


Link to post
Share on other sites
3 hours ago, Oxeren said:

Depends on what you want to achieve. If you don't really know yet,  just start learning GameMaker or Construct, these are great tools for starting out. Or anything else, really. Nowadays almost every engine has some kind of visual scripting tools. Unity does not have a built-in one, but you can grab a free version of PlayMaker from Asset Store.

To be honest, I don't even think it really matters which engine to choose at this point. It's better to not hesitate and just relax and start learning whatever you feel more like working with. You will figure out what suits you best along the way. The only thing I would not recommend in this case is CryEngine.

I have Unreal, unity, and Cryengine installed on my pc at this point. unity because, I didn't know if i wanted to use it or not. Unreal because of it's streamlined dev pipeline. Cryengine because you can make simple assets, levels, animations, cinematics, and complex scripts all with relative ease, and I have done. All of them (Cryengine). But my computer can't render it. I want to make full 3d games, maybe even with an open world. Unity I have a huge struggle remembering how to code with c# and Java has been removed in the latest version. Unreal, I can just never stick with because everything I want to do requires me to learn more "visual coding", but that's still coding.

Share this post


Link to post
Share on other sites
4 hours ago, SuperChronicleSparten said:

and Java has been removed in the latest version

Unity supports JavaScript, not Java.  They're dropping both JavaScript and Boo (a derivative of Python). 

Their telemetry shows about 3% of users are using JavaScript and 0.006% are using Boo, the languages have been on a downward trend in their stats for several years, so it is deprecated as of a few months ago with probably another year. It will probably not be fully dropped for another year or so, and the compiler for it will remain on GitHub where it currently resides.

4 hours ago, SuperChronicleSparten said:

Unity I have a huge struggle remembering how to code with c# and Java has been removed in the latest version. Unreal, I can just never stick with because everything I want to do requires me to learn more "visual coding", but that's still coding.

Yes, making games require work.  That's the biggest barrier to entry these days.  Amazing tools are cheap or free. Computers are cheap. Human labor is expensive and scarce.

Both Unreal and Unity are similarly powered, especially for anything a hobby developer is likely to develop. Both can target all the major platforms.  There are some notable differences for major games, but games that fall into that category cost several million dollars on development and the costs to work around the differences are relatively small.  If you're asking questions like these, you don't fall in to that category.  Use whichever feels more comfortable to you.

Share this post


Link to post
Share on other sites
20 hours ago, SuperChronicleSparten said:

I thought I might have to use unity, the only problem is that I have 1% total c# knowledge.

There is tons of tutorials , smartphone apps to help you learn languages, I remember using Programing Hub and SoloLearn , they are free and teaching you the basic stuff, once you learn your basics , you can go for more complex things, First is cofussing , but once you learn c-Sharp other languages will be a lot of easier to learn.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Katie Byrne
      F.OB: Forward Operating Base is a military themed base building and resource management game.

      I am currently about 6 weeks into development. still implementing core game mechanics. The game is playable in a basic sense right now but there are no objectives or missions or anything motivating really lol. 

      I have been inspired by games such as prison architect and rimworld. both in visual style and general gameplay ideas. Here is a quick 2 minute video i put together that hopefully communicates the general feel of the game and what gameplay is like. Any feedback or criticism is welcome
       
       
      I have been keeping a development diary on my youtube channel and i hope to have more developments on this project very soon. 

      UPDATE FEBRUARY 2018 - DOWNLOAD LINK FOR BUILD 0.38 AVAILABLE
      So i decided to upload the current build. hopefully get some feedback.

      Its still incredibly incomplete and poorly documented so please feel free to ask me any questions about how to do tihngs. I am working on better documentation and more intuitive interactions.

      Any feedback would be a huge help. positive or negative.

      https://drive.google.com/open?id=1WpgO5h1nHyTh5AGYX7kxeC9qnDZ_ByAX


      It's just a zipped Unity build. simply unzip and run the .exe no need to install anything

      Oh yes, there will be bugs  but please let me know if you find any and i'll do my best to fix them 
    • By Bokchee 88
      I am animator by hard, and i am doing game animation for at least 8 years so far. During the last 2 years, i came with a idea for game and maybe some day, i want to start indie game company. As i am thinking to start game company, i am also thinking what kind of value i can give to the company. For example, am experience in animation,sales(I was selling web development services, before i jumped to gaming), bit of rigging- just not for production, i am learning on the side as well. The rest of the gaming production, like modeling, concept art, texturing, i am total noob or to say better, i am no near interest to do modeling for example, don't have such a patience to do it. But before characters and things are made for animating, what the hell i am would do?
      Also, what is the ideal size of the founding team of a game company? Positions to be filled mostly are, Concept artist, Modeler/Texture artist, programmer, animator-rigger. And later would need more people to join, like more animators, programmers, sound, fx,etc.
       
      And lastly, do i need to have something,like a prototype, to show people and get them interest, or should i ask someone i know, for skill that i lack, for example, Modeling would be great, texturing and rigging, and to start all together from scratch?  
    • By Swift Katana Studios
      Do YOU play Horror Games; if so WHAT is your favourite and WHY?
      Hello! I want to develop a Horror Game for PC and Consoles, however, I need to understand WHY people enjoy playing Horror Games. 
      Here's a list of Questions:
      What's your favourite Horror Game and Why? What environment scares YOU the most? What Creature/ Enemy scares YOU the most? Do YOU like Maze's/ Labyrinths?  Do you enjoy Puzzles/ Riddles? Thanks for taking the time out of your day to read this topic, I appreciate it!
       
    • By Fleshbits
      Back around 2006 I spent a good year or two reading books, articles on this site, and gobbling up everything game dev related I could. I started an engine in DX10 and got through basics. I eventually gave up, because I couldn't do the harder things.
      Now, my C++ is 12 years stronger, my mind is trained better, and I am thinking of giving it another go.
      Alot has changed. There is no more SDK, there is evidently a DX Toolkit, XNA died, all the sweet sites I used to go to are 404, and google searches all point to Unity and Unreal.
      I plainly don't like Unity or Unreal, but might learn them for reference.
      So, what is the current path? Does everyone pretty much use the DX Toolkit? Should I start there? I also read that DX12 is just expert level DX11, so I guess I am going DX 11.
      Is there a current and up to date list of learning resources anywhere?  I am about tired of 404s..
       
       
    • By Dave Haylett
      Hi all. My project is coming along wonderfully, and am starting to consider alpha deployment, and would like your advice.
      My project need access to 10,000 small PNG image files at runtime, each is only a few kilobytes each, which during development I used to load in directly from a fixed path on my HDD whenever one was needed (obviously not a solution for go-live), using something like this:
      img = new WriteableBitmap(new BitmapImage(new Uri(@screenshotsPath + filename)));
      The image would then be blitted onto a buffer screen, etc. etc. At a time, a few dozen would be being used.
      Now I'm thinking about deployment, and also when I produce an update to my app, there could be more images to add to the folders. So I'm considering the best way of a) deploying the images to the user as part of the project, and b) how to most easily handle updates to the app, whereby more images will be added.
      I have just experimented with adding them all as a Resource (!). This inflated the exe from 10mb to 100mb (not a major problem), increased the compile time from 3 secs to 30 secs (annoying), increased RAM usage from 500mb to 1.5gb (not a major problem either), but means that it solves my fixed directory issue, distribution issue, and update issue, simply by having the files all stuck into the executable. Here's the new code I'm using:
      img = BitmapFactory.FromResource("Shots/" + filename);
      The next thing I was going to try was to mark them as Content > Copy if Newer. This would resolve the executable size and RAM usage (and also the directory issue as well), however it seems that I'd need to highlight them all, and move them from Resource to Content. As an up-front job this isn't too bad, but as I add new images to the project, I'll need to go in and do this every time, which gets annoying, as the VS2015 default is Resource. Also, I'm not sure how this would work in terms of updates. Would something like ClickOnce deployment recognise new PNGs and install them to the users?
       
      I also have 3,000 ZIP files (~500kb each) which also need deploying and updating in the same way. These are currently read directly from my HDD until I can find a permanent solution for adding these to the project as well.
      Can anyone thing of a better way of doing what I'm trying to achieve?
      Thanks for any help folks.
       
  • Advertisement