I have been doing research into optimising 3d models in 3ds max. There seems to be so many different ways to optimise 3d models. I am unsure which method is the best and have been trying different tools such as the pro optimizer tool in 3ds max. Does anyone know the best way to optimise 3d models in 3ds max? I am trying to reduce the file size whilst maintain a high quality model. So produce a low polygon model which looks like a high polygon model.
I'm working on Warriorb for about 2,5 years now and recently we made a playable version of the first part of the game. There are still some elements missing (mostly vfx and sfx) but most of it is close to final.
I would love to hear what do you think about our game so far. Any critique, feedback, idea or tip is appreciated.
If you are interested send me a pm and I will give you a steam key for the game.
I'm eager to receive your feedback:
By Erik Nivala
So, as the title says i am trying to figure out a good way sync all that information with other players in Unity. My problem is that i can't come up with a good solution since i am used to creating classes for everything e.g. attachments are its own class and then the weapon would save a reference to that attachment. But since you can't send custom classes over [Command] & [ClientRPC] i am a little stuck. A solution for this would be giving each attachment for a slot a unique ID and then passing the ID to other player but i feel like that is very error prone if other ppl add a new attachment or the IDs get mixed up.
Is there a "standard" way that this is usually done that i am missing?
I am fairly new to programming so any help is appreciated!
By Catalin Danciu
In the hopes that my thread is not off-topic or offensive in any way, I dare to ask the following "noob" question:
what would be the correct way to create sprite animations from 2D *.bmp files?
I have for reference the 2001 game Desperados:Wanted Dead or Alive.
with the help of some tools i found , I was able to extract files containing what seems to be animation frames and frame shadow masks for animating a horse.
Attached are the archived assets.
My goal is to recreate the demo level of the game using Unity, for educational purposes.
I have started by loading the background map layer (also a large bmp file), and next step is to load a 2d character object and animate on the perspective.
I am looking for a small team to do a rendering project with me. The roles I need are:
You can use this in your portfolio and you will be credited at the end.
If you are interested, please email me at email@example.com. Thank you!
While going through a Game Design Document Template, I came across this heading - Core Game Loop & Core Mechanics Loop.
What's the difference? Can you provide some examples of an existing game? Suppose if I am including these topics in a Game Design Document, how should I explain it so that my team can understand?
My name is Bob Pepek, I'm an audio post production engineer for film / TV. I'm looking to try my hand at Game Audio. Did you know that great sound design is rarely ever noticed but is always felt by an audience? That's where I can help.
I've worked as the dialogue editor and sound designer for Sprout / NBC's Saturday morning cartoon Astroblast. I sound design for the web-series Channelate (hosted by Explosm / Cyanide and Happiness). Though most notably work as the go-to sound designer for the hundreds of the LEGO Star Wars / Marvel / Ninjago product animations and mini-movies.
My past sound design clients include NBC, ESPN, LucasArts, LEGO, Sprout Network, Disney, Sci-Fi Network, Walmart, Sesame Street, The list goes on and on! Below I've included a link to my demo reel as well as other projects I have done sound design for:
Sound Design Reel
Other Work (Channelate, Explainer Vids, Ads)
360 Sound Designs (LEGO Star Wars / Avengers: Infinity War)
Recent Film Work:
If you're looking for a sound designer I'd love to help out! Feel free to reach out at firstname.lastname@example.org.
I'm looking to get into the gaming industry. I've skirted around the idea for a long time, always thinking that I couldn't do it. I've finally decided to take the plunge.
My question is whether it's worth going to school for game design/coding etc. I've been writing content for paper games for a while, and have a good idea of story and some basic design. But I have next to no technical know how.
My instinct is that such things can be learned with a lot of practice, video tutorials, and more practice. I've also heard that a degree is not really that important, since you get hired based on your portfolio/prototypes. Why not just make the games?
But won't a degree help with contacts and mentoring--I'm not a great networker.
Of course, it'll plunge me into more debt, but...
If anyone has advice, let me know. Also any idea of a program to start with: Game Maker, Unity, Godot, Construct, Stencyl--I've heard good things about them all, so much so that I don't know which would be best to start with!
I'm making an small 2D engine using Kha and I have a timer class, which basically simply either waits a certain amount of time to call a function, or repeatedly calls a certain function after every x seconds. I simply want to know if I should have timers run on different threads. I'm aware that makes sense, but I might use many timers in a game for example, would that still be okay? Also I'm currently writing an animation components, which waits every x seconds to draw another image using the timer class. And in a normal 2D games, I would have many objects with animations on them, other than the other timers. So I just wanted to ask people who have more experience and knowledge than I have what I should do for timers: Either leave them on the same main thread, or make them run on different threads. Thanks in advance.