TerraSkilll

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About TerraSkilll

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  1. Could do with a little perspective on something....

    We can offer some advice, but the final decision is yours, and only yours. That said, some points are not clear. What exactly is this team? Are you an small/indie game studio? Is this a professional project or is it being made in your spare time? Are everyone putting real money in this venture? If not, who's paying the bills? As I understood, you're an 3d modeler and animator in this project, right? Do you have other responsabilities? How was decided which person has each role (design, management, production, programming)? Everybody agreed with one person having so much power over the project? From what you said, this project is already deep in development hell, and suffering from severe management problems. If the team couldn't do 3 mechanics (out of "100") after so many time, you're in deep trouble. A programmer being able to disappear and taking all the code is ridiculous: the code (and other assets) must safe if a person leaves. Not being able to run the game to test your work also seems bad. Redoing work is acceptable sometimes, but only with a purpose, not walking in circles. Doesn't feel like a good project (or team) to be part of. If you decide to stay, can't you do smaller parallel projects for yourself? With this, you can learn new skills and have a better chance of having a finished product, that you could be proud of. This other thread has some ideas about keeping the scope clear, with help of a good design document. It can really help to keep everyone on the same page about mechanics, level design and othet things.
  2. I remembered this technique as soon as you described the problem. Recently, I saw an academy project that used something similar, so I knew it was possible. Most 3D engines are capable of that, so use the one you're most familiar with.
  3. You're looking for something akin to the "physics of Super Mario Galaxy" which, as far as I know, it's not standard engine physics, but custom-made for the game. As I understand, it's not much different from other ground snapping solutions. You don't use gravity as a force pushing to a single direction. You use a downward raycast for the in the vertical player axis (Y, for example). If the raycast hits the mesh, you snap the player into that direction, and rotate it accordingly. Jumps and movement are based on the current rotation. One article about it: https://www.gamasutra.com/view/feature/131997/games_demystified_super_mario_.php An example (not Mario Galaxy):
  4. how to make game in java swing

    Java, in general, is not well suited for game development (server code aside), specially Swing. You can do simple games with that, but it lacks many usefull things for games, such as joystick support and hardware acceleration. If you really want to use Java, consider using better suited libraries like libGDX. For Swing, check something like http://zetcode.com/tutorials/javagamestutorial/. Many concepts like game loops, state machines and collisions are applicable, so you can look for these, even if not in Java, and translate them as needed.
  5. Distributing a game with stolen resources

    There's no single answer. Each company can take different actions regarding their properties. Some original authors sending a cease and desist request, asking person A to stop any further development and making the game unavailable. Another way is to ask the resulting game to be non-profit. This is seen as more community friendly . I recall Sega did something similar for Sonic clone games. These things rarely go to court, so it's not a case for "proving". Also, this requires cooperation from person B, the only one - except for person A - that knows the game exists, as I understand what you said. Companies would probably go the cease and desist route first, which is enough in most cases. Youtube videos are a different matter, as they're not competing with the product (videos and games are not the same thing, obviously). To a certain extent, Yotube videos are more in line with fair use, though there is discussion if this is valid or not, as the videos can be monetized.
  6. What Engine for a 2D Pixel Themed Game?

    Almost all engines can do that, so go for the one you're better at. If your game will use pixel art style, check if it supports nearest neighbor scaling (many do), so when scaling up or down you don't get blurry images. If it's a fighting game (based on the name, it is), you can check engines like MUGEN or Kokusai Fighting Engine.
  7. 2D Game Engine Advice

    Do you have any programming knowledge? What other options have you considered, besides Unity and GameMaker? Why you're excluding them? Only because of the license? You can go a bit "low-level" and directly use a library like SDL2, Allegro or SFML. For something on a higher level, look at projects like libGDX, Love2D, Cocos2D, Godot, Urho3D, etc. What this means? How much "old"? Atari-like? NES? SNES? PSOne? Generally, old 2D graphics style can be achieved with almost any modern library/engine, so the engine you choose doesn't matter much.
  8. I think your "rare earth" approach could work. Make it a advanced ultra-high density energy source, which can replace petroleum and other energy sources, and has little to no radioactivity, allowing it to be used more easily. Something like a perfect uranium/plutonium. It would power all your near-future tech easily. It sounds similar to Command and Conquer Tiberium Wars (or others stories, it's not something new, I think). You could take a look at it and see where you can use as inspiration and what you can change to fit your game. To justify the rare ammount, you could use a big event, such as a asteroid impact, which brings it from space (obs: make it hit the moon or come to pieces before entering earth, so it spreads and not destroy the whole world), or a world-scale earthquake, which brings it from earth core. The event could also justify the wars, as the society would crumble because of it.
  9. Software used for this type of cinematics

    As trjh2k2 said, pretty much any video editing software can do that. I'm not sure if you're asking about some specific part of that video, but the begining is almost composed of still images, and the "animation" is mostly moving still images with some effects (like squashing and stretching) and camera work. Besides high level tools like Premiere and Vegas, you can also do that in simpler tools like Synfig Studio (which targets 2D animation). I won't be surprised if that is built into their game engine.
  10. Where can I learn everything to do with Unreal?

    I advise you to not aim to learn "everything" (in Unreal or other technologies), as it can be a futile endeavor and lead to frustration because of the huge ammount of content. Instead, aim to learn what you need to build your ideas (and most of the time it's much less than "everything"). Unreal has a steep learning curve, so it's good to break the learning in manageable chunks. Anyway, Unreal site has a ton of learning resources, so it's a good starting point. They also have a Youtube channel, so check it out and see if it helps. Other than that, you could check online courses such as this on Udemy . I'm doing it, and liking so far.
  11. Campaigns, Length of Levels in an 'Infinite' Runner Game

    Last Knight: Rogue Rider Edition ( http://store.steampowered.com/app/262210/Last_Knight_Rogue_Rider_Edition/ ) has a similar idea: there's a history mode (pretty short and simple) and a endless runner mode (which unlock things such as skins). The levels on the story mode have a finish line, and each one seems to be divided in sections which can be randomized to a extent, giving a different feel at each try. Each level has a X number of these sections, and there's some checkpoints in larger levels (they seem to be fixed, after Y sections or 1/3 and 2/3 of the level).
  12. Problem in finding resources for learning

    Love2D is nice, but it's kind of a niche library and not in high demand, which reduces the resources you can look for. You have the wiki, the forums, and sparse tutorials over the web, and that's pretty much everything. Also, it doesn't have a fully feature editor like many engines (Unity, for example), neither built-in things like component systems or OOP, so you have to do many things by hand. If you're new to programming and want to learn Lua/Love2D, I recommend getting Programming in Lua 4ed, which will teach you a lot about the language. From there, you should be able to read and understand lua code much better. If you want to switch, C# and Unity are a good combination, but it seems like your problem is that you don't have programming experience, so you should look after this first. Without understanding general programming concepts, any game programming tool will be much more harder.
  13. Why do games tend to limit their form?

    Evoland and Evoland 2 did this on a deeper level, I think. The base game is a top-down action/adventure (something like Zelda: Link To The Past), but there are many parts of different styles, mostly as little minigames in certain parts of the game. This was the core idea of the game, so at least they tried to make it work. Overall, it's a game I liked. That said, they suffer exactly from de depth problem: almost no minigame has the depth of the depicted style (the turn based strategy and turn based RPG are examples of that). Another problem is the quality of these minigames: many suffer from poor execution (2D platforming is subpar, in my opinion), others have bad mechanics or control, like the fighting part (2 or 3 fights in a row, can't remember now), which is terrible. Others are good, despite little depth (like the shoot'em up).
  14. Free 2d icons?

    I'm not sure what you mean by icons. Do you mean static images (not tilesets or spritesheets) or app icons/logos? Anyway, it's a fairly easy thing to search, so what you have tried? For example: https://www.gamedev.net/resources/_/creative/visual-arts/top-10-best-2d-game-asset-sites-r426
  15. Very Nice! That's a style I would like to try someday.