Lodeman

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About Lodeman

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  1. GameDevStudent Looking for Blueprints Help

    The thought of process behind writing effective blueprints is almost identical to that of normal programming. My background before I started using UE4: - computer sciences education - made a custom game engine (hobby, so had plenty of glitches and roughness)   I can say that having gone through the trouble of making a custom engine really kickstarted my UE4 blueprints skill. I could almost jump in seamlessly, since I knew what sort of functions I was looking for.   So basically I would recommend advancing your normal programming skills, perhaps even making a small game yourself with for example C#. You'll be alot more comfortable with the blueprint system after that. Add to that doing a bunch of tutorials, constantly achieving more and more, and you'll find yourself all set!   Good luck, and feel free to ask any specific questions on the forums :-)   Cheers and beers, Kevin
  2. OpenGL x

    #1: Learn Direct3D instead.   L. Spiro   I have to agree with this strongly. I made the mistake of being lured into OpenGL myself as my first graphics API experience. While it may seem appealing, it just isn't worth the issues you'll have to deal with due to differences and instabilities in drivers across vendors, and indeed a lack of really proper documentation.
  3. Game creation software for kids?

    I first used RPG maker. Was fun and simple to use, you immediately can create nice looking 2D RPG worlds. Had alot of fun googling matching tilesets to suit a variety of different landscapes and cities. Eventually played around with its scripting capabilities and got some simple but cool story stuff going. Recommended.
  4. CEGUI for user-interface. I believe Ogre might have some support for this (since CEGUI has an Ogre theme included). I don't use Ogre myself though, although I am considering using it for future projects, since it's more complete than my custom 1-man engine can ever be :p
  5.   Hi. The clue is to not over-plan things. Of course you should put a reasonable amount of thought into your class design, but don't overdo it. Especially as a beginner, start with a minimal amount of features, and plan your design around that minimal set. It is not uncommon to later on expand your feature set and to then refactor your code to support those extra features.   By planning for less complex features at first, you retain a somewhat decent design, yet actually manage to get things done. I feel this is very important as a beginning game dev.   So yeah, when you have something that works, give yourself a pat on the back, and move on to the next feature. Of course your ability to judge the right balance will also enhance with experience.
  6. My Pokemon Game

    I will add to it that I am inherently distrustful of games that don't show any screenshots, and contain obvious spelling mistakes (such as staaaaaaaaart your journey).
  7. I have mixed feelings about this.
  8. Resources on level editor creation?

    The book "Game Coding Complete: Fourth Edition" has a section that covers setting up a C# level editor for 3D. It shows how to interface with your game engine .dll file (which was made in C++), how you can place objects, etc. I drew from this setup myself and it's worked out well so far!
  9. Zork-like text game in C#

    I have no experience with WPF, all I can tell you is that WinForms is incredibly straight-forward and easy to implement considering the needs you mentioned. So that would definitely not be a bad choice.
  10. New Earth RPG

    Your chickens must lay at least 0.73 eggs per day. Any less will greatly infuriate your target audience.
  11. Help with a really basic indie game!

    This reminds me of that cookie clicking game. A totally unserious game, but still cleary made with an odd form of love for the cookie.   You indeed need to specify what sort of help you're looking for though. Either way good luck with that goofy cat!
  12. Ficus

  13. ForestPic1

    From the album Ficus

  14. PineMix

    From the album Ficus

  15. For a simple 2D game it could be as simple as getting the mouse's current position on-screen, and from there go through your game objects and see which one matches that location.