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About TerraSkilll

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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).
  7. 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.
  8. 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).
  9. 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
  10. Very Nice! That's a style I would like to try someday.
  11. Taking a crack at making a Japanese fps game

      I have the same doubt as alnite. I can't see where a Japanese FPS differs from any other FPS. Can you give a example? Is there a big difference in game mechanics or it's just the themes and visuals? I'm not nitpicking, I'm really curious.
  12. Taking a crack at making a Japanese fps game

    What is a Japanese FPS game? Where do it differs from other FPS games? If you are new to development, I suggest you to try something simpler. For example, you can download Unity, try it for a while and make some simple games, to gain more experience.
  13. Updated Boss: Gravity

    The game seems nice. It has a mobile vibe. Is that your goal? Overall, I liked it, although I agree with Awoken. The boss in the 3rd level seems so hard, especially at that point in the game (maybe not having a boss so soon would help). Looks like it shoots too many missiles, the player has to stop damaging the boss to try to stop the missiles, and is overwhelmed. I would tone down the second level a bit too, especially because it shows a new mechanic (gravity). Maybe making the gravity not so strong. By the way, shouldn't the gravity affect the asteroids too? Two UI nitpicks: 1 - the cancel (X) button in gray seems to be in disabled state. I needed to try to know if it was clickable or not. Try giving it another color; 2 - when exiting a level, the buttons seems a bit confusing (again the gray X button for cancel, and a down arrow for "OK"). Perhaps it would be better to use plain text buttons, with Yes in red and No in Green, for example.
  14. I suppose you have a very specific reason for wanting this, right?   Do you want the player to:   - die the first time he meets this enemy no matter what (even if the player is skilled and has ultra-high level and stats); - has a chance to win (even a small one) if prepared enough (not only stats, but equipment also);   The way I see it, this fight is a bit unfair: the player always loses the first encounter, but you don't want this defeat to be "scripted", instead relying on in-game mechanics. And the defeat results in a game-over, not in a new chance (being saved by a mage in the right time, maybe with more information about this specific enemy). Without making him invincible the first encounter (his health does not reach zero), it will be hard to fit the requirements using combat only mechanics.   One option (as you guessed) is to make defeating him a long part of the game (not just this fight). Make his defeat has preconditions in the game and even a sidequest (to find the "two magic glowing stones that hint how to defeat the Legendary Monster of Monstrosity"™). If the history allows, NPCs can drop hints about this monster and, if the player follows them, he has a chance to find a way to wind this specific fight. Maybe this stones turn him mortal (albeit a very hard opponent), or allow the player to see his next moves (and act beforehand, as it still requires high skill).
  15. Would this concept work?

    Any concept could work, if designed properly. That said, I think you have a good idea in general. Some things you might want to clarify for your design: the entire list of disorders and diseases you wish to cover (Parkinson, Alzheimer, PSTD, schizophrenia, depression, etc); there will be a history connecting each level (like one disorder per level), or just a simulator of situations (something like surgeon simulator)? if you want to be as realistic as possible, i recommend having a mental health professional to help you. Don't rely on internet only info; the differences in art style (graphics and sound) which can relate for each disorder; The way I see, this project can an interesting game in itself, and also be useful for education purposes (helping parents and friends to understand a person in such situation).   Good luck. :wink: