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About Mathematix

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  1. Whatever you choose, like Unreal or Unity, given that they are so young I would create a base project than will form the foundation for them to add their models and other content. For the more adventurous/skilled participants you can encourage them to enhance features of the base that you have prepared to make the overall game feel more like their own.   You certainly do not want them to start from a blank sheet - I'm guessing you want it to be a fun challenge.
  2. It all depends on where your particular passion lies. What have you been coding using C#? Do you have a Github repo?   These are things only you can decide.
  3. Unity

    I agree about using Unity for the big complicated projects, simply because Unity is a popular and familiar tool chain where everything works. Reinventing the wheel rarely makes sense unless you have specific requirements that Unity either doesn't support or doesn't implement appropriately.   Some aspects of game development need specifically to be programmed even if using Unity, like the core game logic for instance.   Writing games from scratch teaches you a lot regarding the gotchas encountered in:   1. Game engine architecture. 2. Optimization. 3. Large-scale code maintenance.   These are skills that you cannot pick up using Unity solely in my experience.
  4. I'm currently using Ubuntu exclusively for my homebrew game development projects. The learning curve was pretty steep to get things going initially, and since I don't plan any commercial release of anything, I think it is a pretty cool environment. I'm not using any game engines so am not an authority on subject of the best game engine to use.   I would advise the OP to go with the main suggestions trying each one out if they are patient enough, and go with the one that is: stable, provides the features they need, and they enjoy using.   Sometimes people forget whatever environment you choose to use must also be at least somewhat enjoyable to use to see your project through to completion.
  5. Any reason why you wouldn't want to use Unreal Engine?   https://www.unrealengine.com/what-is-unreal-engine-4   Now free (with exceptions), better quality tool, used extensively for the best games, etc. I would be inclined to go with that now.   Regarding the skills that you need, it really comes down to the specifics of the game and who you can find to work with you:   1. If you find the right skills for your vision then they will know what you need. 2. If you can't find the skills, your game designing will have to be scaled down to a manageable project that you can complete.   I get the feeling you will have to complete a few easier games before getting to this one.
  6. Here is my $0.02:   1. You are relying way too much on finding the answers via tutorials in making your game, when you need to realize that the tutorials only provide you with the basics on which to build. The phase that follows the tutorial following is entirely down to you, you need to decide specifically where your weaknesses lie and either address them through research, trial and error, and asking on forums like this.   2. I'm having a hard time working out if you are a designer or programmer type! This is pretty important in deciding the path you wish to follow: Are you a more technically-minded person who thinks along the lines of how a game was made to do what it does at the code level as you play it, or do you look for ways to improve the gameplay, look and feel of the game with little concern for the technical detail? I think you are taking on a little too much in trying to wear both hats.   3. If something isn't working for you, like the tutorials, adapt! It is pretty easy to find many types of information outside tutorials once you have nailed the specifics of what you need to know.   4. Clinging to the basics is a hopeless thing to do when you are looking to make your own game, you have to be prepared to dive in the deep end frequently to see if you can actually do it. Knowing the basics tells us almost nothing, as those who have no interest in making games also know the basics.   Move forward and discover yourself, and try not to take on too much at one time.
  7. Seniority doesn't just come from learning the basics of a language, it also comes from actually completing software development projects. Notice that I said "completed" and not something like "unfinished projects" or "projects in progress"? I have certainly learned the most from completed project, either solo or part of a team, and when you have a few of these completed projects under your belt professionally then that is when you can start ranking yourself as intermediate or whatever.    Until you have completed projects you cannot be anything more that junior/novice. Others here have made excellent points that I don't need to reiterate.
  8. I had my time with Unity during my years in games, and it was great. Gamemaker has certainly moved on from what it was a few years ago when it was certainly a novice tool.
  9. I think the word you are looking for is an "impulse". This is a momentary force that dies away or is otherwise altered at the point of contact between two or more objects. See the following link for an explanation:   http://hyperphysics.phy-astr.gsu.edu/hbase/impulse.html   Note the time component (dt) such that if you increase the time difference you end up with a greater impulse.
  10. Thanks, that's somewhat helpful. I don't really think I'd need to do much in the way of rendering though, considering I'm using Monogame and am not working from scratch. I also realized I have to create a GUI so that levels can be accessed and whatnot.   No problem. I wasn't really being specific to Monogame really. Eventually, if you enjoy making games with Monogame you will want to break free and write your own everything - see this as a heads-up! :)
  11. You can:   1. Look at other people's projects, like on Github. 2. Write the game subsystems, like the audio, rendering, etc.   Harvest ideas from elsewhere. The reason why you are lost is because you have never written a game before, as I'm sure you know.
  12. I personally wouldn't have the timing of my rotation based on the refresh rate as you have here: float dt = 1.0f/GraphicsDevice::GetRefreshRate(); Because it varies wildly and can affect accuracy and consistency of results. It should be over a more stable timer like those offered by chrono in C++ 11 shown here http://en.cppreference.com/w/cpp/chrono/steady_clock. As the wheel slows you sample the time interval less and less to decelerate it.   So using chrono your dt will look something like: std::chrono::steady_clock::time_point start, stop; std::chrono::duration<double> elapsed_secs; ... // Start the timer. start = std::chrono::steady_clock::now(); // Do something in here like the time taken for the wheel to rotate 1 degree as it decelerates. // Stop the timer. stop = std::chrono::steady_clock::now(); elapsed_secs = std::chrono::duration_cast<std::chrono::duration<double>>(stop - start); double dt = 1.0 / elapsed_secs; Something like this will give you better results because it isn't based on framerate.
  13. If you are serious about making games, you will not find it as a credential for getting a games job. I believe Game Maker is a purely hobbyist tool.   Otherwise, in terms of it harming you it won't - but do make sure you are learning the skills that are required to make games without such a tool.
  14. I made the decision you did the over ten years ago now using C++, OpenGL, DirectX and some other stuff. Although my then code structure is embarrassing I actually got a good 3D game going that a few people actually played on Windows Millenium and XP. If you are curious,    https://github.com/ButchDean/AntiVirusGame2   Should give you an idea at least of the effort involved from a realistic standpoint to get it done.
  15. In addition to what was said above, you could look into thinking about a double-tap jump being higher than a single tap for example. It will help to simplify the mechanic.