Jump to content
  • Advertisement

Mister L

  • Content Count

  • Joined

  • Last visited

Community Reputation

329 Neutral

About Mister L

  • Rank
  1. From my experience, you only need to know the basics to create code for a game. In Unity, for example, most of the physics, simple shaders, collisions, and rendering is done for you. You only have to code the logic for specific events such as how an object moves or what happens when a key on the keyboard is pressed. The stuff you learn from one semester of Computer Science almost covers the basics of you need to know. The only thing you would need to learn is Unity's API, but there are a lot of tutorials on YouTube to walk you through it. Also, there are some programs that don't require conventional programming at all. GameMaker and Construct 2 have a drag and drop system, meaning you drag in actions to make a game object do something.    I recommend researching software that would work with the type of game you are working with. It depends on what type of game (2D or 3D) and whether or not you are comfortable writing out your own code for the game. 
  2. Mister L

    Where should i start ?

    1) Always begin with somewhere small. Make a simple game just to learn the basics of whatever software you decide to use. Do your research to find out which software is best for you and use that for when you create your first few games. My recommendations are: Unity if you want to program by hand and GameMaker if you do not. I prefer programming by hand because it's more flexible, but do whatever is more comfortable.    2) It depends which software you use. For Unity, I have found good tutorials with Brackeys to learn the basics, and the rest I learned was experimenting when making my own games. GameMaker has tutorials built-in. This is something you may have to research on your own.    3) Once again, Brackeys has a good tutorial for C#, but if you choose software like GameMaker or Construct, you won't need to know how to program because it used a drag-and-drop system where you select different actions for each object to perform. Most languages use the same conventions so, once you learn one, you won't have to learn much to understand others.    4) The simplest genres to do are stuff like point and click, platformers, text-based adventure, etc. I am not going to say a specific type of game, but I recommend doing something fairly simple to understand the basics (Colliders, Movement, etc.). Once you have a good grasp of the fundamentals, you can slowly build in complexity.    5) Make games! Racing games, arcade games, point-and-click games, reimaginings of classic games, adventure games, strategy games, platformer games, whatever type of game comes to your mind. 
  3. Mister L

    I Started a Game Development Channel

    I decided to re-do my previous videos due to a sound quality issue. Also, the main three series I will work on are: Point and Click, Platformer, and Arcade Shooter. I may branch out and do more types in the future, but my channel will begin with these three. Now it's a matter if retaining an audience.
  4. Mister L

    I Started a Game Development Channel

    I uploaded the first few videos. I decided that I wanted to focus on creating simple games to teach the basics. Does anyone have advice for how I can improve my videos? What do you like about them? What should I do different? Any constructive criticism you have will be great!
  5. My advice is to start somewhere small. A project like this has a lot of complexity and, given that you posted this in the "For Beginners" forum, I'm assuming that you don't know enough about coding or Unity to implement the features you want. Keep in mind that character customization, battle systems, and experience systems are very complex. As someone who made the mistake of starting with a complex game with a large scope, I can honestly say that it's a frustrating process. I never felt like I really did anything because there was a lot of stuff I didn't know how to do, and I was constantly running into set-backs. I honestly wanted to give up making games because I was so annoyed by the whole process. I don't want you to make the same mistake. A project like this cannot be done from someone with your skill level. I recommend working on simpler projects to learn how to use Unity. Build your way up as a developer and, when you're confident that this project is feasible, then you can get back to it.
  6. Mister L

    I Started a Game Development Channel

    I got the first three videos uploaded (sorry it took so long, I had a mishap with the audio recording, and I wasn't satisfied with the first batch of videos).    I decided to work on several different tutorials at once because I find working on one project at a time gets boring, and, to maintain quality videos, I don't want to feel forced to finish the tutorial before being able to watch this one.    I hope you all enjoy them, and if you have any advice for how to improve them, please let me know. 
  7. Recently, I have started a YouTube channel featuring tutorials on making 2D games in Unity from the ground up. This includes planning, asset creation, programming (in C#), and, once the game is finished, publishing.    Here's the link the the channel:    https://www.youtube.com/channel/UCq417Slwr-Qt8hN-gemJS0w?&ab_channel=GameDevelopmentinUnity   I would like to get advice for how to improve upon this channel, especially from beginners who have little experience using Unity or game development in general. Is my pacing too fast or too slow? Can you understand what I am doing? Is there something I missed with the explanations? Is there something I need to expand upon?    Any constructive criticism and general thoughts you have will be helpful. 
  8. Mister L

    Making Your First Game Is Only 7 Steps Away

    The problem with this "tutorial" is that you didn't really teach anyone anything, other than how to export the finished project. When doing these types of tutorials, you need to ask "what should the target audience learn?" Since you want to give a general idea of how game development works, you need to go over the fundamental aspects from sprite creation, programming, testing, debugging (perhaps purposely make code not work as intended and fix it in another stage of the tutorial), polishing, and, after many hours of hard work, publishing. There's also a matter of knowing how to use the game engine, and teaching what the audience needs to know about the game engine.    I can't really see this blog post as a tutorial because it don't go over any of that. All it teaches is how to download sample assets and publish; that would be fine, if that was what you intended. If you want to do these beginner-friendly tutorials, you need to be a lot more in-depth with how unity works, how to program in C# or JavaScript (depending on your preference), and the steps to building a game from the ground up. Also, try to limit sample assets to just the sound effects and sprites, meaning no components, no scripts, no pre-built scenes, just the default editor when starting a new project, sound, and imported sprites (it's counter-intuitive to teach someone by giving them all the answers). 
  9. Yeah, I don't think I will be able to finish this project, and I haven't made enough progress to want to continue pressing forward. Perhaps the problem is that I don't know how to implement the mechanics to make them fun and engaging, either I don't have enough skill or determination to make this concept work and be satisfied with the outcome. Nonetheless, I feel like it would be best to work on a different game.    In fact, I have been working on a different project that actually has a clearer sense of direction. It's a top-down game where the player must maneuver through an obstacle course, eventually reaching the goal flag and completing the level. There are stuff like lasers, moving walls/ platforms, switches, and projectiles. Since this uses similar mechanics that I have already experimented with, I believe I am more capable of seeing this project through, and I will be satisfied with the end result.    I may go back to my block puzzle idea, but, unless I find a way to fit the mechanics in a way that is appealing, the project will remain in digital purgatory. In the meantime, I am going to continue working on my obstacle course project!
  10. My current project is a puzzle platformer where the player must navigate blocks to the goal while dodging obstacles and solving puzzles. Each block will have different abilities, such as green blocks can move on land while blue blocks are good swimmers. My problem is: I have been unable to make any good progress. I started working on this idea months ago, but I constantly find myself reconsidering concept and mechanics, and I am wondering if I should scrap this and work on something completely different. Simply put, I don't want to make a platformer because I already did a few others, and I want to work with a different genre. However, I don't want to waste the work I put in because I like the idea, and it has a lot of potential. Does anyone have advice for what I should do? Would it be wise to quit this project, work on a few different projects, and, if I feel like I can make this work, return to this idea? What should I do in my predicament?
  11. Mister L

    My Block Puzzle Game

    Weekly Update #4   I didn't make much progress this week. I have gotten a better idea for how to use C# for programming. Since C# treats velocity and position as read-only variables, I had to use other methods to move the objects the way I want them to. The major thing I did was that I found a tilemap editor, so I can easily build levels by painting tiles into the scene. Also, I have decided to take a short break from this project because I want to spend some time on a different project. I need to figure out what I want from this game before I start making major progress.    I want to make a game that revolves around puzzle completion and platforming. I need to have some level of user-interaction opposed to simply moving through an obstacle course in order to create good puzzle mechanics. I am thinking of getting rid of the different colored blocks having different abilities and switch it to one block that can use power-ups to get different abilities that are used to solves puzzles (similar to a Zelda-esque style of puzzle solving). In fact, having one block unlock different abilities over time will give the player a bigger sense of accomplishment after completing levels; there's something special about being able to look back to where you started and seeing how you grown.    I will probably ask about this more in depth when I get a better idea for what this new concept will be. 
  12. I have been working on a new project where the player must pilot a robot through a space station, dodging obstacles and solving puzzles to reach the end goal. I know how to design and program the assets, but I am finding difficulty creating the levels. I am making a tile-based game. To do so, I have created tilemaps and prefabs so I can drag and drop tiles and obstacles into the scene, and then position them so they match the grid. I try to make the scene represent my sketches for the level. However, this process gets very tedious and time consuming, meaning I am unable to make as much progress as I would like. Given this, does anybody have advice for making tile based games in Unity? Are there extensions that I can get from the asset store or a more efficient way to design levels that I do not know about? Also, what do you other developers do to make level creation easier?
  13. Mister L

    What should i learn to become a gamedev?

    It may help to have some experience in programming and basic math, but it is not always necessary. The best method for learning game development is to start with a small idea and work your way up. You will learn what if/else statements and for loops do while you develop your basic idea. You will probably start with simple 2D shapes as your game art, and you will learn how to improve your visuals as time goes on. What I recommend for a beginner like yourself is to work on a small project that both challenges you, but remains in your scope (somewhere between Pong and world 1-1 from the original Mario Bros). When you are satisfied with your game, you can work on a slightly bigger project, and if you need help with your code, game art, or game design, we're here to help.
  14. Mister L

    My Block Puzzle Game

    Weekly Update #3   I have figured out the design for the green block along with how it will interact with the environment. This character will be a glowing green block that's attached to a unicycle. I would upload a picture of the sprite, but I honestly cannot figure out how to do it (usually there's an "attach file" button but I do not see anything like that). This character can only move left and right. The only way it can jump is by bouncing off its wheel after falling for a certain distance. Other than that, there's no real way for this character to jump or scale vertically.    I am trying to get the code to work how I want it to, but C# is a lot different than using JavaScript. For instance, declaring variables is done by writing the variable type first and I cannot modify vector components directly. I have to use an interesting work around where I declare a Vector2 variable, set it equal to the vector value that I want to modify, and then use "myVariable.component" so I can modify the vector. I imagine that using C# will get easier as time goes on. For the following week, I am going to keep programming this sprite so I can get it to move around the level the way that I want it to. As long as school work doesn't get in the way, I should have more time to work on this project next week than I did this week. 
  15. Mister L

    Vector Art

    For my current project, I have been using GIMP to create sprites and scenery. Unfortunately, I can't get my pixel art to closely resemble my sketches or what I envision. I would like to try using vector art because, to me, vector art feels more natural, as though it was hand-drawn. Given this, does anyone have recommendations for vector-art software? Is Inkscape a good one to start with or is there something more beginner friendly? Also, if Inkscape is a good one to use, does where can I find informative tutorials to help me understand how to use the tools and animate the sprites? If there's other helpful advice for making game art that you want to share, please do so!
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!