Scouting Ninja

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About Scouting Ninja

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  1. C++ it also has an editor for those who don't want to do heavy coding. If your language is the main factor then you should look into Unity, it's a better 2D engine than 3D, it supports many languages. Edit: my friend says that cocos2D also supports java.
  2. Cocos2D is the most powerful 2D engine there is. It has ALL the fancy things and the basics, you can make simple and advance games with it. The only downside is because it can do so much it takes a long time to learn, although if you keep things simple it will be less of a problem.
  3. Like I said in my original post they are drawn that way: You don't have to make one for each tile, however it is normal to make a few because then you can fill a full tile zone with them. The edges are just smaller partial tiles.
  5. A quick tip here before you work your artist to death, you only need to make the maximum resolution one. Most engines will allow you to create mip maps, this is smaller versions of the images you have generated for you. So instead you only need to make art for the ratios not the resolutions. So because 4:3 and 3:2 is very similar you can use the same assets for both. Then you only need a 16:9 or 16:10 one for wide screens. Last you need 17:10 one for tablets. That is 4:3, 16:9 and 17:10. So from these 3 sprite sheets you can make mip maps so that the art works on all mobiles in that range. Even better, make a background that extents beyond any of these scales, then instead of adjusting the rendered image to fit the screen you adjust the camera in game to match the screen and correct it's projection.
  6. If you mean an outline as in a dark drawn line, then that would probably be done with composition. Some kind of shader that scales the already rendered image, makes in black and renders the original over it. If you meant a outline as in where a ground tile meets a water tile, those tiles are drawn that way, then linked in a tile set.
  7. So many of these have free counterparts that out perform these, strange how things have changed. If you plan on doing any high quality 3D art you can't go wrong with substance. Even developers doing simple 3D models or 2D art can get a lot from substance painter. I really recommend it.
  8. That is the thing, you need something that works for you. I stopped using software like that when I got my first stylus, drawing mind maps is easier, so I am out of date with these if you don't like mind maps, try sticky notes, if you have windows you should have them already. check this to see if there is any thing you like. If your PC has a word pad or any text software that can store images, use that and add a image the describes each idea. Considering that you plan on making games you should have some programming skills, why not make a simple way of storing ideas? It would be a good exercise for making games.
  9. There is mind map software for this. You just make a bubble with your new idea and keep arranging them around as you add ideas. This way you can build a story from pieces. If you are over crowded keep some ideas for other games, you will make more than one if you complete your first.
  10. You should consider LODs if it's 3D. For 2D you can remove the ones not visible to a player. 20 - 40 mb of memory for a floor tells me your going to have other problems long before you hit the 20gb mark. What engine are you using? Have you considered instancing,, this is what it was made for.
  11. This is the standard everywhere, whether your working with computers or not. It's gotten to the point where even a person with a stable job can be laid off at a moments notice. It's not even unheard of people loosing there stable jobs right before a holidays. It's not surprising to see familiar faces in new unexpected places. This is why you NEED to freelance. I work from contract to contract, often with 2-4 months in between. If employees see that gap the chances of you getting a new contract goes down the drain. Freelance jobs are mostly once off things, you can do lots of them in a short period, keeping your CV stocked with numbers your new employer can call. Just remember that while you are freelancing to use an alias, that way a single freelance job won't kill your career. Also use an alias when doing a very low paying job, employers seam to think the money you get payed reflects your skill; even if it was a freelance job you did to help a struggling indie developer.
  12. Like dropping a napalm bomb on a spider. Unreal is a extremely powerful engine, advised for 3D games or 2D games with lot's of effects. Making this game on a engine like unreal is a practice in precision. I think you should look into gameMaker for this or even just using OpenGL.
  13. So I found a fix: just move the X by (sprite.width- sprite2.width) /2 and move the Y by (sprite.height- sprite2.height)/2. Then you need two branches to prevent the getPixel from reading sprites that isn't there. I would still appreciate a cleaner solution because this uses a while loop to adjust the pixels and is slow. Where my other one uses the rectangle of the sprite from the texture and isn't even noticed.
  14. So I am using Unity, I have a large sprite and a small sprite that I am merging with SetPixel, in code c#. This was working fine while both sprites was the same size as I would just multiply the two pixels. Now when I try it I get an error because it doesn't fill the array, so I filled in with a blank vector, it works, except now the sprite is in the upper left corner. What is the math for merging any larger sprite with a smaller one at it's center?
  15. The money went to feeding the people, paying for the computers and software, paying for electricity to keep things running, paying for advertisement and paying tax. All of these you will have to pay as well; just to a smaller scale. Making it less detailed isn't going to reduce production price as you think it will. Reducing the scale does reduce the price and by a lot so keeping things simple is the best way to go. Lets take a basic vehicle as an example: Low poly: 2 days for mesh and evaluation, 2 days for textures or special shader, 1 day for rigging, 3 days for implementation, 2 days for fixes and unexpected problems = 10 days for one low poly vehicle to work in game as expected. High poly: 4-7 days for mesh and evaluation, 2-4 days for texture and shader, 1-3 days for rigging, 3-5 days for implementation, 7days for fixes and unexpected problems = 17-26 days for a high poly vehicle to work as expected. 26/10 = 2.6 $ 200 000 000 / 2.6 = $ 76 923 076 - 25%(team size communication) =$ 57 692 307 so we can say about $ 50 000 000 for a low poly clone that works exactly like GTA 5. Lets say you game is only a fifty of the game GTA 5 is: $50 000 000 / 5 = $ 1 000 000 That is $ 1 000 000 for a GTA 5 clone that will have 52 vehicles instead of 262 GTA 5 has. So consider that the average american makes $45 000 * 3 = $ 135 000 $ 1 000 000 / 135 000 = 7.4 lets round up to 8. That is about 8 average people, 3 years to make a GTA 5 low poly clone that is only a fifth of the size. There is a lot of arguments against the above equation, however money is a good way of finding work potential and of course the worth of the people you hire is difficult to work out. This is a good estimate and in favour of the indie devs, where realistically it would take around 15 professional employees 3 years to make the low poly clone.