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Gildar

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About Gildar

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  1. In my opinion. Learning the basics outside the engine is a good thing. I'm talking about the very basics, nothing in depth. I think this will help you understand problems and how to solve them a bit faster later on. I'm not saying you can't learn programming while working in an engine, but it will probably be easier if you already know enough programming to understand how to read the API documentation.. It will likely also help you to break down and think about the problem you want to solve. (also useful while looking for help). Engines will hide some basic concepts from you that you won't even know you need at some point. As said, this will most likely only hurt you short term, as long as you're willing to learn. This can be applied to different levels of programming languages as well. SO, the short answer IMO is no, but learning programming languages and concepts outside an engine is a better approach, and should pay off quickly.
  2. Gildar

    good program to practice with?

    Your question is a bit unclear. What do you mean with a good program to practice design on. Since you want something cheap, I'm assuming you are looking for software and not what to make? If so, you can start with anything. A free graphics program like GIMP or paint.net (if on windows). Maybe check out Inkscape as well. Gimp and Inkscape can be a bit tricky to learn. For 3D, use Blender. For audio, maybe audacity, or whatever you can find that suits your needs. for Programming it depends on your OS and programming language. I like both Visual Studio and Visual studio code, but there are lots of other IDEs, and editors. For design. Start with a Word processor, and some mind mapping software (there are free online alternatives for both). Not sure if this is what you wanted, but hope it helps.
  3. Gildar

    Engine Switch

    Go for 2D if that's what you want. You'll most likely switch engine, library and/or programming language multiple times anyway, and you'll learn from everything you do. No experience with Cocos 2D. If you try a new engine, you'll find some things are very similar. The same concepts apply no matter what you use. You just do some things in a different way. If you've been using the blueprint system in UE4 ( I don't remember what it's called). Unity has nothing like that build in right now (even though I think there is some add ons available), so you'll have to use either C# or JavaScript. Cocos2D has support for quite a few languages if I remember correctly, but if you have no experience in programmer, it's probably more difficult to get started with then something like Unity or Game maker. If you want to do everything in code, you have lots of frameworks and libraries to chose from depending on what language you want
  4. Gildar

    Engine for a Solo Dev - Hobby only

    I do some hobby projects as well, and I would suggest that you try a few engunes and see what you like. I pretty much stick to unity right now, since I'm using C# frequently for other things. (you can use JavaScript as well...).. It sounds like you shouldn't have any trouble learning C# and it is pretty useful if you want to write other stuff for Windows especially My knowledge of modern C++ is very limited, and I haven't used Unreal Engine much, so can't give you any advice there
  5. Gildar

    Engine Switch

    I'm new to the forums, but I'll give my opinion anyway. I don't know what your level of experience is, but I would say whether you start with 3D, or 2D won't matter in the long run except 2D is probably much easier to start with. I haven't used UE4 much but if you want another engine that can do both 2D and 3D I would suggest trying Unity. It should work well for a 2D platformer,and you can do 3D later if you like. If you only want to do 2D, maybe have a look at game maker or some other 2D specific engine, but Unity will work. You could obviously go for a lower level framework, but since it sounds like you started out with UE4 and I don't know what your experience in programming is, I would say try a fully featured engine first. Also, start very simple (and I mean, VERY simple) if you haven't done anything before, and don't worry about 2D vs. 3D right now. It's way to easy to start something only to find oth that you don't like it a month later, or realize that you've taken a bad approach and have to redo a lot of stuff anyway. Hope this helps.
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