Scouting Ninja

Members
  • Content count

    1027
  • Joined

  • Last visited

  • Days Won

    6

Scouting Ninja last won the day on September 29

Scouting Ninja had the most liked content!

Community Reputation

3996 Excellent

3 Followers

About Scouting Ninja

  • Rank
    Diamond belt!

Personal Information

  • Interests
    Art
  1. Light Alternative to Unity3d

    Can I recommend you only download the parts of Unity you want. I have the core engine, the mobile modules and documents it's roughly 2.5GB. I think Unity the core engine without the documents is less than 1.8GB and less than 600MB to download. That is a problem. Most engines smaller than 500MB is going to have no editor, that is how they are so small. Panda 3D is the smallest powerful game engine I know. It is a code based engine. There is editors for Panda3D, user made, it uses Python so it is very easy to use. It has a well constructed framework and can produce good looking 3D games. Download is at around 80mb.
  2. It's not really taking a chance when you can see the review. You can read other peoples opinion and see from it if downloading the game is worth it. There is also game critics, who we as developers should support, as they go out of there way to take chances with games, they inform there communities and the players don't have to take risks. It should also not be possible for the average player to even find a game with less than 200 downloads, you have to go look for games with lower downloads. If a game advertises it self well, it won't be just dependent on players stumbling on the game in the store, and it won't be a risky investment as people would know about the game. Then there is the developers who start by publishing bad games. Scott Cawthon is a good example. The developer is well known for his Chipper And Sons that didn't even make it to steam because of critique. This lead to the much lesser known() Five Knights At Freddy's. If a developer just uploads a game to steam, never tells anyone about it or markets the game, and hopes for the best. How is that different from a developer who never uploads a game at all?
  3. My apologies I didn't get what you where saying, I am a android user. Even my own games I focused on android and did not know apple changed how the store works. You are correct with apple changing the store to remove info that other stores provide does make things a bit harder. You can still see if a game is good by checking the total rating and the amount of reviews. This is more of a store problem than a asset flip problem. To fix it spam apple with complaints.
  4. Wait what??? Did you get some kind of knockoff version of it or something? I mean over a thousand people liked it, wouldn't call that a bad game.
  5. This is the most important fact isn't it. All these half made games are just killing the half made games. The good indie games really worth playing do a lot more than just gamble there chances on being found on the app store. All of the good indie games I bought on steam are games I found out about elsewhere.
  6. NoobLV1 would like to create a game.

    Monster hotel is what I am getting from this. Funny considering that most of it's best games is 2D. They lied to you, Unity is much better 2D engine than it is a 3D engine and it is even a acceptable 3D engine. It uses C# so your C skills will help you a bit. If you use Dragon Bones your animations will be vectors so you need a engine that supports vectors, so all engines on the list will work. Unity is what I would recommend. With some of the other engines you will need to make your own json importer, it's easy but time consuming.
  7. Unity's ads is a pain and honestly I downloaded a example file so I could review how it's suppose to be setup. These complete games are perfect learning tools for someone who wants to see how it works and unlike the tutorials videos and web pages is more up to date with changes to Unity. Unity makes ridicules changes for no reason. Unity has no legal responsibility to stop asset flips and doing so would cost them money. They would have to pay money(maintenance) to loose money(there cut from the sale) and there would be no gain from it and could even be backlash from developers who use the asset store. It's easy to see why Unity doesn't dare change things. The only thing Unity did was provide people with a beginner friendly engine. That's the thing about people who asset flip, they are new developers who are desperate. I in counter the type all the time, a new developer who just quits his job because they don't like it then go into indie development because some website somewhere told them its easy. The new developer spends a month or so and learns the hard truth: it's easy to make a game but hard to make a good game. Financial pressure gets to them and they either sell what bad game they made or buy a better game and try to sell that. So if you want to blame someone for the bad games on steam and the stores you can blame the people who go around telling people that they can quit there jobs to make games. A good example of how few developers actually want to sell asset flips is how small of the percentage of games on steam is asset flips. It wasn't even a 1% last time I checked and I think it's less now as many of the ones I know about has been removed. Unreal has almost no asset flips even when it has assets in the store that can be exploited as such. Most new developers who try Unreal abandon it in a few days, so it has the least amount of new developers. It also has the least amount of asset flips. I am not saying there isn't people out there hoping to make a quick money, just that most of them don't start out that way. Also the bad games on steam only hurts buyers who dive into the indie game part looking for games. To find a asset flip you have to really go searching for one. Re-skinning is where a developer foolishly thinks they will make money by selling the same game many times with small differences. Don't get me wrong you can earn some money that way, but the effort you would put into it could have earned you more money as a waiter. If you ever read online a post with someone starting with "If only I had know..." it's a scam. The people who re-skin the games charge more than a developer would ever make with a re-skinned game. You would need to do the work manually to profit from it and again that amount of work and skill could earn you much more money than re-skinning can.
  8. Advice What language or program should I use for this project?

    This is a abstract idea. There is no way we can tell you what software to use or what language as it won't matter what you use to realize your idea. Python is often used by Universities for teaching students how to make educational software , Pygame is often as the engine. I want to point out that the Universities use these because they are good starter platforms, if your new to game development these are good choices. You could also use a engine like Unity, it's aimed at beginners and uses C# or Java as it's main programming languages. Unity does have the side effect that the basics is easy and the essentials is difficult in comparison. If you want to dive into the deep end of game development start with Unreal 4 and C++. I will warn against this for new developers, Unreal expects that you know about game development before you use it. As always you can also skip the engine part and just use what ever language you want with a API like OpenGL or DirectX. This will give you the most freedom but is also the most work. So I tried a JackBox game and although it looks simple it really isn't amateur work. You will definitely be practicing for a few months just to clone it if your new to game design and programming. You can easily achieve this quality with any of the above software.
  9. Best way to create terrain/assets for 3D JRPG?

    There will be places you can get assets like this, the downside will be that you won't get all the art you need for a game this size. Creating art like this will take a few months to learn and you won't find a tutorial teaching you from point A to B; you will need to piece things together yourself. You will need to learn 3D modeling basics, character design and digital painting. Blender is a great tool to start with and to see if you even want to try learning 3D modeling. Like I said in the other post. World machine will provide you with a mesh or a height map, a blueprint for starting your final terrain. You will need to hand paint the textures and correct the map by hand. What your aiming for isn't a complex style, it won't take as long to learn as realistic art. Hiring a artist to do this for you also won't be that expensive. I recommend using placeholder art, then when your game is at least half way done you should look into hiring a artist.
  10. To get your mesh collision to deform in Unity you will have to either destroy and re-create it each frame, or you will have to replace the Unity collision system with your own. The problem you have is that the mesh collider uses the original mesh and stays that way. So even when you animate the collider will always look like that. The slow update of recreating the collisions at run time is why we re-create the collisions using primitives like I showed you. That way you can parent each part to a bone and it will deform with the character; solving this little problem you had. Then again, games is about solving problems and you did solve this one. The spawn manager is well made, liked that a lot.
  11. If Unity discovers a asset is stolen they will remove it and warn or ban the publisher. I know this as I have had stolen assets removed from the store before. Unity's license is fully legal and covered. Meaning that if it is discovered that you broke the license they can do as they wan't and because you agreed to it there is nothing you can do. Yet at the same time they have no legal obligation to monitor the assets on the store, so you can't take legal action against them if they don't. Edit: Unlike many other licenses that gives a court location Unity uses this: Meaning that no matter what court you go to you will be judge under Danish law.
  12. What Engine for a 2D Pixel Themed Game?

    The whole point of using the pixel art is that there isn't a game engine that can't do it. It's the easiest art style to use and as such is very popular with indie developers. Easiest engine would be Game maker, Unity is excellent for 2D games if you know how to program, Cocos2d is a fantastic 2D engine yet is a bit hard to learn, Unreal4 is good if you plan on making more than just 2D games; it's aimed at more experienced developers.
  13. Doesn't the Unity asset store cover this with there own license? My understanding is that all Unity assets downloaded from the store is done at the developers own discretion, in turn any asset creator submits there content to the Unity license and can't have there own license. So if your asset harms a developers game they can't hold you or Unity applicable, in turn if a developer uses your assets in a way you don't 100% agree with you can't take legal action as long as the developer doesn't break the Unity license.
  14. Day 27 of 100 Days of VR: Adding New Bandit Enemy

    Mesh colliders is considered bad practice. The obvious reason is performance, the collision mesh would have to update each of it's vertices at run time, so you have 2 animated. The huge amount of polygons and the fact that the mesh can change shape while colliding is wasting a lot of performance. Instead you should use capsules, spheres and boxes to build a full collision over the game character, parent these against the bones linked to that part. The same way you added the box colliders to the hands in your example above. Not only doesn't the mesh deform, it also is much lower polygons than your character mesh, giving you a huge performance bonus. The other advantages: Easy to find the hit points, because if the head hit box is hit it means the character was shot in the head without these collision boxes you would need vertex weights and complex hit calculations to find out if the head has been hit. Having these colliders also makes it easy to add ragdolls and some engines use it for quick shadows. This is a Unreal example, wasn't able to find a example in Unity that wasn't a animated gif: Unity also supports compound collisions. So you add a empty the the character call it something like "ChestCompound" add the collisions onto that empty to create the complex chest. Now when ever any of the collisions on that empty is hit it would trigger the script attached to the empty as if the collisions was one. For your game now, this isn't important. When you reach the VR stage all optimizations like this will be extremely important so it is something to think about.
  15. My company

    That is why you have to learn. Everyone on this site is here to learn how to make there own games, this is a good place to start. Ask around and you will find people willing to share what they know, ask for other to do the work for you and they will ignore you while focusing on there own games.