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About RPTD

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  1. It depends what build system you use, and therefore what build management system you choose for your project. Now I don't know what build system you are using but I'm using SCons with the "Makefile" based build system (needs only 2 parameters to be set and SCons rules over CMake anyday). If it's Make/CMake based it should not be too difficult. I quickly tested it: 1) Create new project 2) "Run" -> "Configure Launches" 3) Select project and click "Add" -> "Compiled Binary" 4) Select under "Project target" the build target to use (for example NewProject/newproject) or select the binary location itself 5) Set "Action" to "Build" and using the button right next to it add your project. 6) "Run" -> "Current Launch Configuration": choose the one to use. It's not automatically selected when creating new ones. I hit then Execute and it build and execute. Does this work for you? Otherwise there might be something broken with the installation. Now step 5 is the one which might have bitten you. That's really something KDevelop needs to change (adding these fields automatically when creating new launches). (NOTE: You can skip step 5 but then you need to always "Build" then "Execute" which is something people tend to forget so setting this action properly helps).
  2. It's not "just a subculture of people" as you claim it to be. It's certainly much less effort and engagement to copy-paste a game together instead of doing the assets, scripts, code (if required), sound, music, UI and what not else yourself (alone or with a team). Most of the time these C&P games are bad since you need to understand what you are doing. Just slapping things together is what the majority of people do but real game developers don't. That's why Unity has the negativity attached to it. That and the fact it's a horrible engine to work with. Better use UE4 or some other engine. It's cumbersome to work with too but less of a problem. (Bracing for fanboy down-voting... 1...2...)
  3. What exactly has been the problem? Just curious to know.
  4. Astonishes me nobody mentioned KDevelop. Acts as frontend to GDB as debugger so you get all the power GDB has. Have been using it for all my projects so far. Please DON'T suggest MVSC for C/C++ ! It works well for C# but for C/C++ it is horribly broken. Half the time IntelliSense stops working leaving you with nothing but a fancy bloated text editor. You need to reload files and projects endlessly until it starts working again. Know this from own painful experience.
  5. That's what I do... it's called "L-GPL". A software license. GitHub for example to make the project available. This is what you can do. But don't expect many to give feedback. Most are (as you correctly said) "script kiddies" and don't know solid c++ coding as it is required for a game engine. But that's a normal thing in all software projects.
  6. Actually... get used to working alone. So many claim they want to help and a couple of weeks later they are gone without a trace. In the end coders are the team members sticking to a project the longest. Artists... not so much... unless they are on your payroll.
  7. You're actually quite right about Unity and this "is a religion" thing. But it's not only around here. Say something against Unity (no matter how solid and valid) and you've got all the fanboys over you. I've seen this many times so far. Just ignore them. By not using Unity you do yourself already a large favour. No need to apologize for anything there.
  8. RPTD


    Media for Epsylon Game Project
  9. RPTD


    Epsylon - The Guardians Of Xendron Powered By: Drag[en]gine Game Engine Introduction Epsylon is a game project based on the good old detective stories but taking it a step forward mixing it with an unconventional cast and a new game engine technology. Detective stories are in general static narratives with limited set of interaction and little replay value once the story is done. The player has next to no influence on the way the story unfolds. Here the Epsylon project hooks in and expands the game mechanics to allow the player to conduct investigation his own way. How the player conducts the investigation influences the world and people around him. An AI in the background reacts to the moves of the player potentially altering the course of actions. Besides the basic detective moves the player has access to some "characters" providing some special abilities that can be of help. You are Georgo Valentino, a private eye. On your way looking to solve one of your longest standing unresolved cases you end up with a hunch leading to the parallel world Alpha-10. In this universe multiple worlds exist next to each other. Very little people know about this though. One of your friends, a scientist, does know. and he most certainly knows more than that. He has a special "friend" himself that he met while researching what is called the "Xendron", the multidimensional space. Arriving at Alpha-10 Georgo is quite surprised finding his "friend" having dropped off his little girl at his side as he has "own business" to take care off. You should learn soon that this little girl (Sean) has some special abilities that can be of help to you. And if that is not enough the organisation you end up with has two special "agents" (Odjin and Bahatos) at their disposal that have their own set of abilities to bring to the table. The interesting part? The little girl and these two special agents are dragons of different kinds. As it looks like they play an important role in the case to unfold. Will you be able to solve the biggest case you ever had? Gameplay All your actions have large influence on the events in the world. It is better to conduct your investigation without force if possible. As you are a stranger in this world people tend to not tell you all they know so you have to find your own ways to gather the informations you need to crack the case. There are multiple ways to solve the case depending on how you approach the investigation and with whom. Be careful though with who you talk and what you do. The underworld is watching you and will react to your snooping around. Counter measures can range from making "vanish" information you seek all the way to trying to silence you or people you got in contact with. Various features can help you on your way: The Dynamic Investigation System allows the story to adapt to your investigation style. Information can be dynamically created and destroyed. If you are not careful certain information can become hard to find. The extended conversation system prevents boring multi-line selection conversations. Furthermore topics can be talked about from the pool of information you know. Some people don't tell you all they know unless they trust you enough. Some don't tell you in fear of something in their past. Sean has unique abilities helping you to break through these mental chains. Or you can try to confront them with evidence or flaws to throw them off balance. The past holds the clue to the current events. In certain situations Sean can use her abilities to catch a glimpse into the past. While this won't solve a case it could yield the puzzle piece you need to fit all together. The interactive environment allows you to use objects in various ways including computers to snoop around emails and documents. Be careful though that the AI can notice changes in their surroundings. Different camera perspectives including the Dragon-View mode allow you to play the game the way you like it. Implant systems are useful to get through tight and deadly spots where other characters have troubles. Odjin and Bahatos are equipped with two kinds of augmentation systems. Infiltration and stealth or assault, for every situation there is the right man (or dragon). Some puzzle pieces can not be retrieved without taking a risk. The investigation system helps you solve your cases. Keep track of information about various entities in the world as well as the progress on your investigation. Most of the time you are not told where the information is you are looking for so use the entity informations as well as snooping around to find it. You have to find "a" way... "your" way... you don't follow a predefined way. One of the key points is that the story is part of the game mechanics. It is not told to the player by hitting NPCs. The story is the main case in the investigation. So to learn the story solve the investigation. Depending on how you solve it you can learn more or less about the story. It is therefore useful to look sometimes deeper than requested. And who knows what influence your choices have on the outcome... or members in your team.
  10. Currently I'm quite busy but when this news post is out of the door I might do it.
  11. So far I used this modifier to get quick trees. The modifier produces the trunk and branches while a particle system produces the leaves. That sounds though like an interesting other use for this modifier. It's a pity some magic in Blender is hard to find online. This application is very powerful.
  12. RPTD

    Ideal rendering engine?

    Thumbs up for somebody not wanting the broken metalness concept (meaning, going against the original idea of using PBR).
  13. When I started my engine I wanted to especially tackle this "cross-platform" stuff without the annoying "recompile for each platform" part which frankly fails to work properly for all engines I've seen so far. The core concept is the problem so I went ahead and changed the core concept to get a game engine what I need to deal with current and future projects. So I disagree. Pursue a game engine is very well viable even if you don't want to sell it (L-GPL as I mentioned). Selling engines nowadays is anyway something I would not recommend. As somebody in our company once said correctly: Don't sell a product... sell a platform.
  14. I know this Unity stuff fighting against you instead of helping your for anything worthwhile and for me UE had been just bloated beyond being useful for fas developing. For that reason I created my engine from scratch back then (LGPL and no royalties... I hate royalties) to put up something which is geared for working fast and efficient but without sacrificing power and versatility as certain other engines do. So I would say just continue with it. You seem to be at a usable point so I would not drop-and-switch engine unless you have to. Unity is a pain. I would not switch there if it can be helped.
  15. I've to disagree there. When I look at games I can mostly immediately tell it's UE4 (all looks like "metal" or "metal covered" (metal hallway syndrome)) or Unity. People have PBR... but only few (including engines) know how to use it as the inventor intends (I look at you UE4 and your "incorrect" PBR (metalness... *shudder*)). By choosing an engine the vast majority of titles get stuck in a specific style. The art-style varies but the final render appearance is vastly the same.
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