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Simon Larsson

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  1.   Sorry for the late responses, just finished the semester and had quite alot of work to do, anyway thnk you for answering. I went ahead and did just this. I was a bit unsure about the capabilities of different engines and wanted some answers from people who maybe had worked with them. But trying several out myself (doing simple things like a Pong game with Huds and things) showed clearly differences between the engines.   So it worked out alright!     I was thinking about UE4 but since I will release on the mobile platform I want my games to only contain the bare minimum. And from my experience releasing games with UE4 leads to very large builds, not sure if you can bring down the size for projects to a reasonable size. So far my tests has shown when making the same game and building it for windows in different engines the sizes vary quite alot: Defold ~ 10mb, Godot ~17mb, Unity3d ~ 32mb. And I will presume that with Unreal the project size would be even larger, resulting in an unnecessary file-size for the simplicity I want in my game.     Okay I might check it out, I have had quite alot of preconceptions about Gamemaker, about it being a bad engine that you should stay away from. But maybe that's changed over the years. (sorta like the preconceptions people had about Unity a few years back.) But thanks for the advice I will look into it a bit more.   Other than that, my choice right now falls on Defold, will do a bit more testing with some more engines and test some thing with Defold but it's from my testing a really simple and neat engine. The only thing it lacks right now is support for extensions like admob and things like that, the team is currently working on this and it will which hopefully be added before the release of the game.
  2. Hello Gamedev community! This has probably been asked before somewhere but I couldn't find anything really relatable to what I wanted so I am going to ask anyway.   What I am wondering is what game engine do you prefer and what do you think I should use for making a simple 2D mobile game. I have in the past developed different 2D games as well as 3D games in different libraries and engines such as SFML and Unreal Engine 4. I am going to be the lone creator of the mobile game (at least as far as coding goes) and I am looking for an engine that is easy to use and easy to learn, as well as being powerful enough to make mobile games fit for the market. My top contenders right now are Defold (the fact than King owns it makes it a bit scary) and Unity 3D. I haven't used these engines before but I figured they would probably be powerful enough. I could also code up my own engine but that feels a bit like reinventing the wheel when there already are a ton of good engines out there.   Should probably mention that I can code so any coding language is fine, and even a coding heavy engine is fine.   So what engine do you recommend? Defold, Unity 3D, making my own engine or any other?   Thanks in advance!
  3. Simon Larsson

    Design for a board/chess-like game.

    Thank you for all answers. I will take the advices and rebuild the design to what I've learned and hopefully it will turn out to something good in the end! :)
  4. Simon Larsson

    Design for a board/chess-like game.

      Hello, thanks for answering.   Uhm I thought doing this way before but I'm not sure It is going to work, or I feel every class will get too coupled if I do this way.    To clear things up, UnitContainer is basically a class with has two arrays that holds player1's units and player2's units. Because I'm using Unreal Engine 4 I have made this class as an actor to initialize and spawn every unit in the array to be able to manage them all. The same way the Gameboard is an class that has an array of BoardSquares that it spawns and manages.   This is just how I think about it, if each unit will have their own magic function they will need to be coupled with all the systems in the game for example the Gameboard to be able to calculate where they can move, the UnitContainer to be able to reach other units (meaning circular coupling) and basically every class that the magic will touch. This is what I was trying to avoid.   Therefore I was trying to decouple things but putting some kind of messager in the middle which instead of coupling everyone to each other they are instead just coupled to the messenger.   This is maybe a redundant way and coupling isn't as bad as I have been lead to believe, but from what I have learned and heard coupling is something you rather want to avoid.
  5. Hello people who most likely are vastly more experienced in programming and specifically game-programming than myself!   Beware of tl;dr.   I am currently developing a board/chess/tilebased game. And I am about to implement Unit-Magic in the game, a.k.a each unit in the game will have its own magic. And I have been thinking about using a design I came up with that will probably help me be able to implement this magic in the game. But I am not sure if the solution will work, and I would prefer not spending countless hours on a solution that will not work. So I was thinking of presenting it here and hearing your thoughts and ideas.   So the problem is: Implementing a system where each unit can have unique magic abilities without having to implement code in every part of my system just to handle a new type of magic. Also having an easy implementation of movement and combat between units and the Gameboard.   Example: Unit A has the magic: "Throw a fireball at enemy Unit B". Unit C has the magic "Fly forward five tiles then shoot a rocket launcher at enemy Unit B". Unit D has the magic "Put a firewall up on Tile 1, 2 and 3". And so on...   My Idea of a solution: Keep each class separated from each other. That means that all units reside in one class, the gameboard in another class and the all the magic-abilities reside in a third class. Then have a MessagePasser-class combine them all and force each class to send messages to the other classes through a MessagePasser. The MessagePasser in turn has a queue of messages that it will process one at a time so a class can send three messages simultaneous without problems. (See Picture below).     Examples of the solution: In this solution when you click a certain unit it could work like this:   If the state is Movement: The UnitContainer sends a message to the Gameboard to let it calculate which tiles the clicked unit can move to. A tile that the unit can move to is then clicked and the Gameboard sends a message to the UnitContainer to tell it where the unit should move.     If the state is Magic: The UnitContainer sends a message to the Magic-class to ask what this unit can do for magic. The Magic is "Throw Fireball at enemy unit". The magic-class then sends a message back to the UnitContainer telling it, that the unit should "equip" a fireball-projectile and update the units range attack values. The UnitContainer then sends a message to the Gameboard to let it calculate units in range of the fireball-attack. The Gameboard then sends back on which positions the enemy units in range are on to the UnitContainer. An enemy unit in range is clicked and the unit throws the fireball at the clicked enemy unit.   With this solution "Throw Fireball at enemy unit" would probably be split into several messages such as: Update projectile range, Update projectile damage, Update projectile animation, Do Projectile Attack.   So do you think this solution would work in a game design? Is there any other design that you think would work or solve the problem better? It is most definitely some kind of event-system, do you have any suggestion of design-patterns or the like I should take a look on? And any other comments and suggestions are also more than welcome!   Thank you for your time, I hope my description of the design was sufficient to make it understandable of what I am trying to accomplish.   EDIT: Using Unreal Engine 4 to build it.
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