hatenames

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  1. Which game engine should I choose?

    You should check out Moai. It's open source so you can use your C++ knowledge to add your own things if needed, doubtful that you will need it at the beginning though. But it uses Lua which is easier to pick up and code your first game in. You should also use the Flower library for Moai and look over the way it was coded so you can learn some good OOP methods. Once you have your setup for Moai up it's really easy to code and test as well. Best of luck with your project.
  2. Best Books For Beginning C#?

    Have you looked into UnityScript? It might be easier to use for an absolute beginner.   As for books, I suggest you follow some tutorials while going through a book as that might help. For example, if you want to create a Tower Defense game there are quite few tutorials that show you how to code a TD from scratch in Unity. This will help you understand how things kinda work and should help you understand what you are reading in the book. Either way I strongly believe the best way to learn is through trial and error. Best of luck   For the record, you can use UnityScript to build for PC and iOS. Also learning UnityScript is not a waste in the sense of, you won't be able to transfer your skills if you decide to change ships. UnityScript is very similar in syntax to Javascript, which in turn is quite similar to Lua as well.
  3. I just want you to know I spent a few good hours reading multiple threads on this topic and couldn't find more specific details about some of the questions I have on the matter. So i'm sorry in advance for making a thread that probably gets asked enough times. And would like to thank you in advance for taking the time to read through this and reply, if you have. Thank you.   Let me start off with my background I have been coding for 2-3 years now, not as a hobbyist though, as a full time job. Main part is creating mobile applications, although I've done quite a few websites that required heavy Javascript. For the past year (and the last 6 months more intensively), I have been working on prototypes, reading up on all kinds of game dev material, sort of tested myself in all kinds of ways. Now, I know they are just prototypes so it's nothing special, but I have been able to reproduce with relative ease, the basic game mechanics of a lot of genres. Tower Defenses, Sidescroller/Platformer, Bulletstorm, crazy collision and pathfinding tests, etc. I forgot to mention this was all in 2D. So I am pretty confident that I would be able to code a game in 2D. Now let me move on to the question.   The game I am interested in creating is a Tower Defense. I also want to include multiplayer in it. My problem is, I would very much like it to be a 3D game, since a few of my ideas require 3D. This entire game will be done and taken very seriously, by myself and a friend, and possibly my friend's brother as a part timer. I would be the main coder and he would be the artist. He isn't really specialized in either, so we wouldn't have to big of an advantage on either end (unless it being much easier by default on one end). Now I realize 3D in most cases is an order of magnitude more complex than 2D is, but I have been analyzing things for a while now and would like your input on what you think of the following:   Unity3D has a massive community along with tons of samples and tutorials to get any one started. I really believe this makes 3D possible for a lot of beginners coming into the 3D world, without Unity as an option I might not even be asking this question. All the samples, asset's from the store, tons of users on the forum to ask questions and all the tutorials make me feel like I could get a good intro on any feature I might try to implement. Since I am creating a tower defense and the most complicated things will probably be performance for path-finding + collision for everything on the screen, I think with enough work and tinkering I should be able to program it. Thus on to the real question:   Design What are some of the technical differences between 2D and 3D? How do data structures differ? How hard are assets to handle in 3D? I know there are a few more things like Shaders, Lighting and other things that I have not looked into yet. What are some of the things worth mentioning when going to 3D from 2D? I feel like for my particular case, 3D is slightly easier. A level for a TD is usually no bigger than the screen, so I wouldn't have to create all kinds of dungeons, destructible objects, and so on.   Art I have no drawing skills along with no art vision. Which makes me think if we go 2D I would not be able to help my friend, ever, if needed with art. I assume drawing styles come into consideration and then even if maybe I am able to use illustrator and other images off the internet to inspire me and create something, then the animation still seems more complex to me then creating a 3D model and animating it. With 3D models I feel like I can learn a lot and get inspired from professional models and their animations. I'm not saying copying them but being heavily inspired by them. This makes me think if we go 3D I might be able to help out with some of the art/animations, am I completely wrong to think that? I have worked quite a lot in After Effects, which I know has nothing to do with 3D, but I understand keynotes and the workflow for animation really well.   Any information and/or experience you can share is greatly appreciated. Thank you once again for reading and sorry for the wall of text.
  4. Wow, that's awesome. Thank you very much for your help! I was hoping it'd be like that but at the same time it sounded to good to be true. Thank you once again
  5. I feel like this is a retarded question since I'm pretty sure the spritesheet uses memory for the entire sheet, but I just wanted to make 100% sure and can't find the answer any where. Sorry in advance for the newbie post.   For a html project I wanted to be 'smart' and make as little http requests as possible, so I created a 2048x2048 image that only has about 150x150 not being used, which is actually great since it can allow me to add other images in the future if I need.   The problem is, after purchasing and configuring a server, I was afraid if a lot of people connected at once, that the server would be using more memory for the bigger spritesheet? I only use 10% of the images in the sprite sheet at any given time, and when they change, the previous ones get replaced. So was it stupid of me to make one big file, will it only use extra memory for no reason? Would the rule of thumb here be, use big sprite sheets for images that are always being loaded, and then split the remainder into smaller sprite sheets that are used only at certain times? Thanks for any advice and sorry for the newbie question. Thanks again for any help
  6. collisions? n^2 checks?

    http://www.gamedev.net/page/resources/_/technical/game-programming/intelligent-2d-collision-and-pixel-perfect-precision-r3311
  7. Programming Language?

    What are your target platforms?   Lua is pretty much Javascript with a different language. If you want mobile you can go for Gideros or Corona. If you want desktop there is Moai and Polycode. Love2D is also a great solution but it uses update and draw functions which might seem weird to you at first but if you mess around with it for a day it will start becoming pretty natural as well.
  8. Should I make a sacrifice?

    http://www.ambiera.com/coppercube/ 3D version of construct2, no programming required. Although it doesn't say it can export to iOS, only Mac OS.   EDIT: I haven't used it but here is the reddit of one of the creators, I'm sure he will answer any questions you might have about it:   http://www.reddit.com/user/ambiera
  9. Should I make a sacrifice?

    Hello friend,   There are always options, most of the time if you think a tool would be super useful, chances are someone already created it, except it's not always easy to find.   https://www.scirra.com/construct2   Construct2, never used it before but it's an HTML5 game creator that can deploy to pretty much everything and doesn't require a single line of code, perfect for a graphics designer.   You can also look into http://www.yoyogames.com/gamemaker/studio, seems like something close to Construct2. If you're a one man team and haven't coded outside of jQuery I honestly wouldnt recommend you starting with Unity, unless you have a lot of time on your hands. If you are only working on this in your spare time( ie. a few hours a day), you won't be finishing your project for a very long time. For 3D Models theres a lot to be done, the model itself, animations and textures alone are a great amount of work. If you want to create an amazing game, listen to what Sir frob says "While programmers spend their days smashing keys on a keyboard, artists spent their days drawing and sketching and making art. Just accept that both groups need each other.".   Now if you don't like any of those options, I would suggest you check out Lua 2D game engines/frameworks. Do you want to reach all platforms or just some of them? Lua is pretty much the same as Javascript except with a different name. However you use jQuery so I'm not sure the difference there as I've never felt the need to use jQuery. But coding in Lua would be quite possible for you if you can create some amazing stuff with jQuery.
  10. Creating My First Large Scale RPG

    http://stackoverflow.com/questions/17584717/2d-cross-platform-game-development-engines   Here's a long list of 2D engines I found. I'm currently using Moai for my 2D project. I am REALLY looking forward to Havok's 2D game dev support however. They released their Havok tool's under the name of Project Anarchy but only for Mobile development. Sometime this month they are supposed to be releasing more information on the Pro license which will allow you to build for consoles and desktop, pretty much everything. This is all 3D though, the GREAT news that I can't wait for is: http://forum.projectanarchy.com/showthread.php?278-2D-game-development-components , they are working on 2D components so you can make 2D games with it, all using Lua which is the easiest language in existence. You can also code the heavy parts of your code in C++, thus making it pretty much the ideal engine if they do the 2D components right, really looking forward to it. However I wouldn't expect it to be out for at least a few months =(
  11. Starting game development isn't really that hard imo. All you need is to have a game idea. Since you already are familiar with several languages then you should start with one of those. I would suggest you start with 2D at the beginning, but you are always welcome to go with 3D if that's what you want of course.   Here are some engines I'd recommend for you:   Loom Engine - You can build for Windows and Mac, also iOS and Android if you ever want too, and it uses their own language which is an AS3 + Lua style approach to coding. libgdx - This one uses Java, which is familiar to AS3 I believe? libgdx can deploy to every platform that supports Java, so pretty much every platform. Good news about this is that with the same language you'll be able to reach any platform you want almost, and if you ever make a game that is playable on mobile and desktop, this is a great solution. Forgot to mention the performance is great. Citrus Engine - Let's you build for Windows, Mac, Linux, iOS and Android and uses AS3 to script. Haxe + OpenFL - Let's you build for pretty much every platform out there and has great performance. Uses the Haxe language which is familiar to AS3. Qt-Project - Uses their own QML language which is a combination of Javascript + Css, let's you deploy to Windows, Mac, Linux and more.   For me it's always been, oh I want to make that kind of game and reach those platforms? First find multiple engines that can reach the platforms I desire, then pick the one I feel most comfortable programming in and that has the best support/community. After that it's just like a puzzle, learning to code your game, start from making your character to giving him controls and you just keep building on it. It is better if you have your game planned out though, it will allow you to code some things better knowing that you will be adding other features that are related to it. My advice kinda sucks since I'm still pretty new myself, but hopefully the engines will be helpful at least =) I also have even more engines for you if you don't want AS3 and prefer C++ or C#. Best of luck!
  12. Detecting Arrow Keys With JavaScript

    arrow keys are not triggered by onkeypress, try onkeydown keycodes are: left = 37 up = 38 right = 39 down = 40 Also rename e.charCode with e.keyCode for it to return the proper values. Either way, I suggest you use console.log instead of alert, makes things easier
  13. Art and Programmers

    I have a question for art professionals who have a lot of experience in the industry. Preferably someone who's done 2D and 3D. Now I understand that for every person it's probably different, but I'd love to hear everyone's opinion.   My question is, what do you think a programmer with ZERO art skills could create higher quality art for in a smaller amount of time for, 2D or 3D? For the last month in my free time I have been randomly messing around in Illustrator and 3ds Max. With the help of tutorials I have managed to do the basics of both worlds. In Illustrator I managed to create a few decent 'sketches' of random monsters, while in 3ds I managed to make a decent human quite easily surprisingly. There are two things I'm afraid of: - Animation. I think spritesheets are more complicated than people think? Although 2D skeletal programs seem like they might be able to help a little. In 3d it seems like animation would be a little easier. I'm talking about someone who has never really drawn in his life or ever done anything art related here. What do you guys think?   - Coloring. This seems harder than the drawing almost. I've only been doing the basics of drawing and have absolutely no idea how people make those awesome colorings in 2D art. I was looking at Nekro's concept art and it looks so amazing. I love their art. What do you guys about this? I'm guessing for models you use a program like Z-Brush or whatever it's called and pretty much paint a 3D figurine kinda thing? What are your takes and difficulties on coloring for 2D and 3D?   Pros and cons to both would be great. In the near future I plan on taking a whole month just to focus on learning 2D or 3D art. I understand this won't get me to AAA level, but I'd like to be able to make a few awesome high quality monsters as long as I stick to it. I surprisingly like using both programs, so I don't really have a preference. Any information on anything related is GREATLY appreciated.   Thank you in advance for taking the time to read this!
  14. Need help for how to start

    Oh, terribly sorry about that! Here's a wiki for the differences between UnityScript and JS so you can check for yourself: this and this . Unity is a great choice since the community is also as active as ever. Best of luck
  15. Need help for how to start

    If you already know Java check out http://libgdx.badlogicgames.com/ . It can deploy to any platform that supports java pretty much. Also it's really fast according to this benchmark: http://www.sparkrift.com/2012/1/love2d-vs-allegro-vs-clanlib-vs-libgdx-vs-cocos2d-x-vs-monogame-vs-xna-vs-sfml . Also I believe the community is pretty big so you'd always be able to find help along with decent amount of samples/tutorials. Good luck