Rutin

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About Rutin

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  1. NoobLV1 would like to create a game.

    If time isn't a problem, pick up your language of choice, learn general programming, then game programming and have at it! Nothing will substitute time. I personally use libraries and program my own game engines, otherwise you can use a pre-existing engine.
  2. NoobLV1 would like to create a game.

    You have many options for 2D games. You can either use GameMaker if you don't want to code off the bat, and would like to learn their scripting language GML later on, or you could go with Unity as well. It really depends on if you want a pre-made engine, and how much you're willing to code yourself. If you have no coding experience at all, you should stick to something like GameMaker until you've improved those skills. If you know enough C# you can always give Unity a go as there are a ton of tutorials. Also, if someone tells you "Unity isn't the best for 2d games." ask them to define what the "best" means. There are hundreds of engines that make 2D games, some work better than others. At the end of the day in game development, it's not what tools you use, it's the end product that matters. Focus more on completing a game, and not being stuck in the never ending debate of the "best" tool to use. Your project could be created in GameMaker from the description you've provided.
  3. It's totally up to you, but I wouldn't advise making a game using Assembly if you're looking at being as productive as possible, and looking to reduce the amount of time spent debugging, as well as making future changes. Even using C would be a better option, but I would still not recommend using either for a new game developer. I would suggest sticking to any language that supports more mainstream OOP concepts like C#, C++, or JAVA. Are you looking to do this just as a hobby project to toy around with Assembly and C? You're going to be putting yourself through a lot of headaches using Assembly. If you're looking at making the program fun as fast as possible, it's not going to make enough of a difference to avoid other languages like C#, C++, or JAVA with today's machines. I personally use C++ with SFML, and OpenGL when needed. I was never a fan of C with SDL, but that was way back when it was still version 1, not 2. I've heard good things about SDL 2, so it's worth a look if you're looking at sticking with C along side Assembly. I wish you the best on this interesting journey.
  4. Artworks for feedback (Cows VS Vikings)

    Looks good. Is this an HTML 5 game by chance?
  5. Artworks for feedback (Cows VS Vikings)

    Looks good! I cannot wait for the release.
  6. Experiences With The Gamebryo Engine?

    It's all interesting stuff to think about. 15 years ago when I started I was forced to use very non-user friendly engines. Now I use in house engines that have no restrictions on the revenue side. I think most people posting in the beginner forums are going to fall under that hobbyist category, and would be more than happy if even have 100 people buy their game within a one year period. I would have been happy back then to use either Unity or Unreal at the time considering the cost for a mainstream engine. If someone is looking at doing this full time in a grand scale, you of course need to account for all the true costs including taxes on taxable income, operating expenses, professional fees, advertising, along side engine costs, ect... I run a few businesses, and structure my pricing appropriately to account for all these costs, including being able to have enough meat left over to cut dividend checks out of my corporations, otherwise you're just in business at no real long term gain. People need to consider game development as their business if they wish to make a long term plan in generating a revenue to live on, and that takes a lot of risk, time, and financial commitment that stems beyond a hobbyist mentality. Yes, 15 years ago I did this on the side for fun, so yes I would be happy to make 15k in that one year. Anyone that has ever ran a successful business knows that the chances of being out of the red zone for the first few years is very low. Most people who have been employees their whole working career cannot relate by experience, only theory. I was making below minimum wage when I first started my first company because I didn't even take a salary, and now I don't even worry. This is coming from experience, and anyone who starts a business expecting to make their full-time salary within the next years following their open date are in the wrong line of work. You're going to put in hundreds of days of work without seeing a nickle, and most likely investing personal funds or credit to get a company working, this is how the real world works in business. I see your sarcasm, and that's fine. Unreal is still the better option for a hobbyist developer and I'm sticking to it.
  7. Experiences With The Gamebryo Engine?

    I would be like a little kid at Christmas to make $15k per year back when I started game development! Regardless of his choice, everyone has to consider the true cost of fees before going commercial and yes I agree that beyond the norms Unreal will scale higher, that's how they get you by the small number as the entry. Then you have to account for additional royalties depending if you release the game on Steam or other platforms that may charge x% per sale, ect...
  8. Experiences With The Gamebryo Engine?

    The price is cheaper when considering unit sales of average indie games. I personally look at this in terms of hobbyist sales. Assuming a high 3000 unit sales per year at $4.99 is $3742.50 USD per quarter equaling $148.50 USD per year less the $3000. Or with Unity Plus per seat each year is $395.00 USD, or Pro at $1500 USD per seat each year. Unreal would be your best choice in this scenario for a one or very small studio. If you're considering a much bigger sales count of $30,000,000.00 USD, yes Unreal will cost you way more at $1,499,400.00 USD per year, but I doubt the OP will be bringing in those numbers, and my comment is geared towards beginners trying to sell their games, I doubt even sales of 3000 units for any unknown studio without a decent marketing budget and strategy in place would happen. I also don't consider Unreal and Unity in the same class of engines in terms of out of the box features. Unity has come along way and is still making ground, but it's not on par with Unreal yet in its entirety. I do agree without a doubt that Unreal will cost a lot more with larger revenues, but I don't see this as an issue with any beginner game developers releasing indie games. Big brand studios usually have different packages in place besides what we see as a flat 5% due to predicted revenue, and a successful track record of sales that guarantees Epic Games a big commission if they close a deal for that studio to use their engine.
  9. Experiences With The Gamebryo Engine?

    Is there a reason you would like to use Gamebryo? To be honest, I would be using either Unity or Unreal due to the popularity and mass resources. They also offer better terms for licenses which is extremely important and often overlooked by many new developers looking to release games commercially in future. From what I remember Gamebryo doesn't list terms publicly, and you have to contact them to build that package. Unreal has by far the best deal to date in terms of AAA engine with a very reasonable license fee of 5% of gross revenue after the first $3,000 USD per product per calendar quarter.
  10. The link is indeed a general guideline of projects to undertake while developing ones skill set in game development. The problem with recommending the "best tool" or any tool in game development, is that there are many options. @Xeddy I don't get involved in debating which language is "better" because I know so many, and truthfully they all can create 2D games like Zelda in most of those languages. If someone is looking for easier, it would be better to start either with a scripting language like Python with PyGame, or a high level language like C# using Mono. I usually recommend tools like GameMaker If someone is 100% new to game development with no coding experience. They can start creating games right away while they learn to code on the side, and slowly transition into game programming if they desire. Again, if the OP suggests at least a language he or she is interested in, we can direct more learning resources.
  11. Artworks for feedback (Cows VS Vikings)

    Nice animations, looks good!
  12. Definition of Noob

    GameMaker is a great choice unless you're ready to devote many hours learning a general programming language, then game programming on top of the engine, library, or framework you're using. I would suggest if you like GameMaker and you've mastered drag and drop, learn their scripting language "GML", this will give you a bit of a feel to using code before moving onto other ventures.
  13. Artworks for feedback (Cows VS Vikings)

    Very nice work!
  14. Artworks for feedback (Cows VS Vikings)

    Looks good! When can we expect a video demo?