SuperChronicleSparten

Starting Out

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

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


  • Announcements

  • Forum Statistics

    • Total Topics
      628306
    • Total Posts
      2981947
  • Similar Content

    • By Mikepicker
      Hi everyone,
      I'm Michele (not Michelle, I'm a guy ok? Just call me Mike), italian computer engineer with a strong passion about video game development.
      I decided to start a blog about making games from scratch using SDL and C. Why am I doing this? First of all, because I strongly believe that you don't need an engine to realize a MVP of your game. I will make games starting from a very basic idea to the first release, discussing the code and the choices.
      Name of the blog is "Making Games The Wrong Way", which provocatively means that we don't want to over-think the code structure and, above all, we don't want to do premature optimizations.
      Code will be plain, not beautiful for sure, but it will get our job done.
      I hope to see many followers from here. It is going to be a nice learning experience both for me and for you
      Here's the link: https://michelerullo.wordpress.com/
      See you there!
    • By RoKabium Games
      We did the 7 day BW challenge for our game on FB, so thought we would show of our best one here...
    • By mister345
      Does buffer number matter in ID3D11DeviceContext::PSSetConstantBuffers()? I added 5 or six constant buffers to my framework, and later realized I had set the buffer number parameter to either 0 or 1 in all of them - but they still all worked! Curious why that is, and should they be set up to correspond to the number of constant buffers?
      Similarly, inside the buffer structs used to pass info into the hlsl shader, I added padding inside the c++ struct to make a struct containing a float3 be 16 bytes, but in the declaration of the same struct inside the hlsl shader file, it was missing the padding value - and it still worked! Do they need to be consistent or not? Thanks.
          struct CameraBufferType
          {
              XMFLOAT3 cameraPosition;
              float padding;
          };
    • By ForgedInteractive


      Who We Are
      We are Forged Interactive, a small team of like-minded game developers with the sole purpose of making games we love! We're a team of artists, animators, programmers, level designers, writers, composers, producers, and other creative minds. We want to make games that you, the modern gamer want to play! We hope to build a community that enjoys our games as much as we love creating them. With your feedback and support we will be able to achieve that.

      About the Game
      GAME NAME is a fun, action-packed army builder with unique characters, challenges and engaging levels. Set forth on an adventure to protect friends, family and countrymen from new adversaries. Once defeated your enemies turn coat and join you in your adventures. Players can enjoy a range of troops and abilities based on their gameplay style which become more important as maps introduce more challenging terrain, enemies and bosses. Strong orc knights, dangerous shamans, and even a dragon are out on the prowl. Knowing when to fight and when to run, and how to manage your army is essential. Your actions alone decide the fate of this world.

      Previous Work by Team
      Although we are working towards our first game as a team, our team members themselves have past experience in the industry.
      This includes members who have worked on titles including:
      Final Fantasy Kingsglaive, FIFA, Xcom 2 and Civilization.

      Who are we looking for? 3D Modellers Concept Artists Marketing Specialists Level Designer

      What do we expect? Reference work or portfolio. Examples what have you already done and what projects you have worked on academic or otherwise. The ability to commit to the project on a regular basis. If you are going on a two-week trip, we don't mind, but it would be good if you could commit 10+ hours to the project each week. Willingness to work with a royalty based compensation model, you will be paid when the game launches. Openness to learning new tools and techniques
      What can we offer? Continuous support and availability from our side. You have the ability to give design input, and creative say in the development of the game. Shown in credits on websites, in-game and more. Insight and contacts from within the Industry.
      Contact
      If you are interested in knowing more or joining. Please email or PM us on Skype. Myself or Colin will reply to you within 48 hours.

      E-mail: Recruitment@ForgedInteractive.com
      Skype: ForgedInteractive

      Regards,
      David and Colin

      Follow us on:

      Facebook: https://www.facebook.com/ForgedInteractive/
      Twitter: @ForgedInteract
      Youtube: https://www.youtube.com/channel/UCpK..._as=subscriber
      Reddit: https://www.reddit.com/user/Forged_Interactive/
    • By Rannion
      Hi,
      I'm trying to fill a win64 Console with ASCII char.
      At the moment I have 2 solutions: one using std::cout for each line, let's say 30 lines at once using std::endl at the end of each one.
      The second solution is using FillConsoleOutputCharacter. This method seems a lot more robust and with less flickering. But I'm guessing, internally it's using a different table than the one used by std::cout. I'm trying to fill the console with the unsigned char 0xB0 which is a sort of grey square when I use std::cout but when using FillConsoleOutputCharacter it is outputted as the UTF8 char '°'.
      I tried using SetConsoleOutputCP before but could not find a proper way to force it to only use the non-extended ASCII code page...
      Has anyone a hint on this one?
      Cheers!
  • Popular Now