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About Istarnion

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  1. Istarnion

    Linux and game programming

    I'm pretty sure that's not the case.   Can confirm. I just downloaded the unofficial platform agnostic linux installer from here: https://forum.unity3d.com/threads/unity-on-linux-release-notes-and-known-issues.350256/ The latest release is from 2016.11.30, so quite recent. It installed with no issues, and seems to run smoothly. I haven't put it under a lot of pressure yet, but it looks OK. There are some rumors that it might emerge from beta around the release of Unity 5.7   Details: I installed it on Manjaro Linux, 64 bit, using GNOME 3 desktop and adwaita GTK theme. I ran these commands: curl [link] > unity_installer.sh chmod +x unity_installer.sh sudo ./unity_installer.sh That's it! The editor is compressed and appended to the end of the install script, so it is fairly large. ~2.2GB
  2. Istarnion

    Linux and game programming

    If sticking with C#, those two are your best bets AFAIK, on any platform. In my opinion, Linux is the best environment you can be in for development. Trouble is when wanting to publish :D But if you're just starting out, that shouldn't be a cencern at all. Focus on making games. Monogame is great.
  3. Istarnion

    In-Game GUI Libraries for C?

    I use D as well. If ImGUI is not your thing, I'd recommend writing your own. Depending on what components you need, it doesn't have to be that complicated. There might be other alternatives out there as well, but I don't know of any other but ImGUI.. Edit: Maybe one of should start an open source project for this? would be nice to have something purly written in D :)
  4. Good fun! Wasn't quite able to cast the spells I wanted all the time,but still fun. Having 'magic wand' in the title made the ads here go a bit NSFW, though :D
  5. Istarnion

    2D or 3D for a Fantasy RTS?

    I'll skip all the 'an RTS is an enourmous project' warnings, although they are very valid. 1. WC3 is 3D. 2. Brood War was 2D.Enough said. 3. A little perhaps, but in an RTS there will lots of other stuff that will take much more time than the graphics anyway. 4. There is no such thing as Unity3D or Unity2D. The game engine is called simply Unity, and it contains tools for both 2D and 3D workflow. It is a quite good engine, and it has an enormous user base, so there is alot of resources online. In conclusion, I'd reccomend 2D, because it will make it a bit easier to create placeholder assets while experimenting, and performance issues won't pop up as soon.
  6. LibGDX fits your description of lightweight, and supports your target platforms, but you'll have to go java. It is well documemted and proven though. Niantic used it for Ingress, although they went with Unity for Pokemon GO.
  7. Istarnion

    Building game architecture

    I didn't intend to bash OOP. It can be a good way to structure code. I believe it is important to take what Alberth says to heart, though, and never think of OOP (or any other methodology) as a silver bullet.   As Alpheus said, when you are new it can be difficult to picture how the situation will be further down the road. Then having some pre defined structure can be good. Later you might understand you should have done things differently, and that is good. It is called progression :)
  8. Istarnion

    Some questions for unity+C#

    For saving stuff, you can start with PlayerPrefs. It is the simplest way to store data, if all you need is key-value pairs.
  9. Istarnion

    Building game architecture

    Why can't the units know about the world...? To me, this sounds like needless encapsulation. Try to think only about what will make your game easier to write, and not what is considered good practice by the OOP methodology. Those two often conflict. If you let your units know about your world, it will be easy for you to implement any sort of behaviour where they can affect it. If there is some methods in your world your units shouldn't call, simply don't call them :)
  10. Istarnion

    UML diagrams for video games

    I have to agree with what has been said above. Although, I think there exists some tools that spit out UML given source code. If those work,just generating the UML before you show the project to your professor won't hurt you much. I used something like that for a java project for an assignment. That one was a plugin for Eclipse.   [EDIT] Oh wait, I reread your question and realised that none of us really answers it directly. You are asking how would you make an UML diagram if you're using something like Unity or UE4? Then an Eclipse plugin for Java won't help you as much : D   Again though, I have to mention that making such a diagram is even more utterly pointless if that is the case.. But too often parts of assignments are, and what can we do? I'd just put such engine-implemented modules or classes as simple boxes with just their names in them. Also, when saying UML, I'm just thinking class diagram, not the countless other diagrams that goes in under it. How much are you required to produce? If they require UML-standard use case diagrams, an emotional breakdown is perfectly acceptable :)
  11. Istarnion

    Where do I start as a 2D artist?

    An interesting problem. There isn't a whole lot to differ creating game art from creating any art, actually. The special considerations you will need to make is largly project dependent, and you will get instructions from the programmer regarding how big the images must be, and in what file format and so on. But for a 2D artist there isn't really much more to the piprline than just drawing. You will need to learn about tile maps and sprite sheets. and animation. Google these terms, and you'll know what you need to know in an hour :) If you are interested in learning how to make games yourself, I would also sugggest looking into a game engine, and spend a little while learning programming. If not, I suggest going to opengameart.org, and check out the most popular stuff in the 2D category there to see how other artists structure their files. You could then get involved in some gamedev communities online, and offer your help in game jams and other small projects. Tell people you are new, and they'll be friendly and guide you through whatever process is needed for that particlar game. There's never enough good 2D artists in our communities, so I hope you'll like making game art. Welcome, and good luck! :)
  12. Istarnion

    hello world

  13. Istarnion

    Managing game logic?

    Whiskydogs advice is sound. In OOP you should try to put the logic with the objects that do them. So, the missiles themselves should check for collisions against enemies, enemies should check collision with the player, and so on. Generally, the use of '-manager' is a bad idea. Give your Entity/GamObject objects a reference to the world and put the logic for verbs together with their nouns. But always remember: It's not about writing pretty code after everyones standards, it's about writing code that is easy to work with for you in your current project. If you want to make games, focus on making games :)
  14. Istarnion

    Managing game logic?

    One very common pattern is to have a GameObject class with a draw method and an update method. Then you extend that class to a player class and an enemy class and so on. In your level class, or world class or what have you, you can have collections of these GameObjects and just loop through them in the update and draw functions. This pattern has some flaws, but it is a great starting point.
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