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ptietz

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About ptietz

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  • Role
    Composer
    Game Designer
    Programmer
  • Interests
    Art
    Audio
    Design
    Programming

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  1. Sure, have a look at the @todo comment annotation (or in c# I believe it's ///TODO). Every good IDE has a way of listing all these todo lines with their comment, file and line number. Good luck with your project
  2. ptietz

    Motivation

    I totally agree. Keep at it, say, 10 mins a day. The point is, it's 10 minutes to open up your IDE, DAW, Photoshop or whatever it is you do. And when it's open already, you can't help tweaking this a little, adding a bit of that or fixing this or trying out that. At least, that's true for me. And even if it's only one line of code, a little change in a melody, dragging the monster a few pixels the right or adding a new sound effect on a button press. What you get is progress. And that's what gets you back motovated. Hope, this helps. All the best for you :)
  3. ptietz

    help a newbie choose a game engine?

    Hey Welcome to the circle of crazy people that call themselves game developers ;D I think, if you can avoid the inventory, you found a pretty good idea to get started with. No need to do 50 more games beforehand. Anyway, it still sounds like a lot of work in terms of arts and animation. You might want to go through that again and decide what's really necessary. Regarding UE or Unity, I agree with my previous speaker: None of those are particularly better than the respective other. They both have their pros and cons. And it might help to know about that. So here's a little excerpt: Unreal performs much better while at the same time looks much better than Unity does. And thanks to a concept they call "blueprint", one can avoid most of the coding. Although there are pretty awesome demos available, third party assets are quite expensive - especially if you're a hobbyist. Unity is much more flexible, engine-wise and is really easy for newcomers to get into. Assets are very affordable (many of them even free). That UE looks better does not mean, Unity wouldn't would be capable of doing the same things, technically - often times even easier to implement. Both their business/payment models are fine, so you shouldn't have any problems, making your game on a free engine. Although, both engines support several languages, UE mainly uses c++ whereas Unity uses C#. In my opinion, C# is the easier and more beautiful one, but that might only be personal taste. There's a new third options coming to the market, an engine called "Godot". It's free, easy-to-use, light-weight but still very capable. Might be worth a look as well. I'd choose Unity, if I were you, because it's probably the easiest to get into making games with and because of all the free assets available. Still, if you plan to do games for a living one day, having experience with Unreal will oftentimes rank higher than having Unity experience. Hope, this helps a bit
  4. ptietz

    Looking for People to Join Dev Team

    @Bread Collector Would you mind sending me your email address or skype account via pm?
  5. ptietz

    Looking for People to Join Dev Team

    If the project is small enough (my time is limited), I might be interested in taking part as a composer. I have years of experience but never worked on an actual project. So this could turn out to be a great opportunity to do so. Is there a concept already or do you plan to develop an idea with your team? If a concept is present, loosing a view words would certainly help getting people interested.
  6. ptietz

    Inventory System in unity

    I personally use InventoryPro as well. So I can say, you really don't need much coding, except for special item categories. You can even manage stats without any line of code. You might want to watch the tutorials rather than the docs on the site, they're much better. However, for situations like "if item x is used, spawn prefab y", you will not get around at least some lines of code.
  7. ptietz

    Help! I need one or more programmers

    Dude, that will never work. Everybody has "several game ideas". So do programmers. And they will always prefer their own ideas over yours. Additionally, each of your ideas might take years to complete. That requires a whole lot of dedication and time they won't have for any other project. And how should they develop dedication when you yourself are only talking about "several ideas" instead of one project you're eager to complete? Next, you don't want to pay or even share revenues while excluding newbes by explicitly seeking for the pros. Don't get me wrong here, no harm intended. But I'm pretty sure, you won't get many responses other than this. If you really want to get your stuff done, pick your favorite project and focus on that one. Maybe you also want to start coding. Many game designers, sound designers, graphics artists, you name it, do at least a little bit of coding themselves to prototype their ideas. Either way, I wish you all the best and good luck with whatever project you're going for
  8. It really depends on the type of game you want to make. Let's say, you have an endless runner or a shoot'em up. If you have a game that uses random map segments to be spawned an despawned as the player passes distance, moving the map instead of the player makes total sense. On the other hand, if you have a detailed, handfully crafted map where the player can move in any direction, moving the player would be the obvious solution while moving the map would be a weird way to go. In my game, I use a combination of both. It's really the player that is moving but I do shift the the map tiles' position (especially backgrounds) to create a parallax effect, thus the illusion of three dimensional depth. Hope, that helps
  9. ptietz

    Swing-Twist Interpolation (Sterp), An Alternative to Slerp

    Very helpful. Thanks a lot for posting!
  10. The thing is, there is no straight step-by-step way to become a master of programming. Every person has different preferences and every software is different. Try to find a project that's fun for you. If you don't immediately know how to get it done, that's your project. You will run into problems that you will have to solve. Here are some ideas that you might not have tried, yet: graphic rendering, web sockets, server/client protocols.
  11. ptietz

    What type of game music would you rather make

    I'd say, it depends. Let's say, you're in a dangerous cave. You certainly want to capture that sense of anxiety in your score. Maybe some dark atmospheric pad with a few awkward noises. You don't want your players to whistle along here. On the other hand, when portraiting a strong and important character, faction or place, you want to use a strong, recognizable theme. For example, if in the dungeon from above, you start fiddling in the theme of the big bad boss, players will subconsciously sense what's coming without knowingly recognizing the theme, necessarily. Of course, it all depends on each individual game. So, if you, say, have a lounge before your online matches, you probably want a theme that makes players feel comfortable and ready for a fight while not poking their nerves too much if gets repetitive. Your question doesn't have a simple either/or answer. So I hope, I was able to help, anyway.
  12. ptietz

    What Software do you use?

    As my DAW, I use FL Studio. It's a bit ill-reputed but the newer versions actually do a great job. My choice here is a matter of taste. There's nothing you could do with, say, Propellerhead's Reason or Ableton, that you couldn't with FL Studio. The differences lie withing the UI and the default plugins. And I do love FL Studio's UI. Some of the Synthies I use are Sylenth1 and Sytrus (as of FL Studio). I try to get all my sounds out of the most simplest OSCs. The more you move away from sythies towards samplers, the weaker the sounds you get. There's almost no chance to get around that. I still use some, however, for classic popular sounds, I'm tired of reproducing all the time anew. One of them is reFX Nexus. Not too powerful but with some really handy presets. Much is about how you use your FX channels, though, and how you master. However, for orchestral stuff, the opposite is the case: you won't get around samplers here. I really like EastWest's libraries, but they're really quite expensive to start with (at least if you mean to buy them instead of using their cloud-base license). I love their sounds and the vast opportunities they provide. There's a knob for everything. In my setup I linked almost every parameter of every instrument to a midi controller to have full control over automation. What I definitely want to get in my hands is the "Hans Zimmer Percussion" library published by Spitfire Audio. Besides that, I try to get as much from real instruments as possible. I myself play a bunch. But I do look for instrumentalists whenever I need something that I can't play myself. Even if you use a sampler for the whole orchestra, just for example a real recorded cello can do a lot in terms of realism. As middleware, I really enjoy using fmod studio. It's an awesome tool for creating dynamic, reactive and adaptive soundtrack. It does have some flaws but if you know them, they're quite ignorable. It's free to use under $500k budget and still has a fair licensing model elsewise. And it provides APIs for Unity and Unreal. You have a lot control. And debugging is done with ease. You do, however, have to code some things yourself if you really want to get the full potential out of it. Finally, there're a few notes I'd like to share: 1.) Having better equipment doesn't make you a better producer or composer. Instead, learning on low-end gear will really help you when later upgrading your stuff. 2.) Regarding realistic instrument sounds, though, you will, at some point, require proper VSTs. Until then, try free sf2 files or samples and try to make them sound as realistic as possible. 3.) Learn about mastering! Most of it is about frequency separation and is done through equalizing and stereo separation. Learn why and how to do that. The more you get into it, you will develop "an ear for it". And soon you will go "oh, the higher mids are to loud and maybe the violins should go a bit more left" 4.) Try different styles. Don't use the same recipe all over again. Do a Reggae Tune, after that try some techno, the DubStep, then Rock, then maybe some orchestration. You may not always feel that you've been successfull. But trust me, you will learn a lot eitherway. 5.) Don't buy software that you aren't willing to learn. Having an awesome toy doesn't enable you to play with it. There is time to be invested here. Be aware of that. 6.) Learn about music theory. It might sound boring at first but you might learn to love it. Especially when you'll find out what doors that opens Hope, that helps
  13. ptietz

    New Neoclassical Piece

    beautiful
  14. ptietz

    Fastest detection algorithm?

    It's hard to tell as you didn't post your implementation. You're right in that GPU is generally faster than CPU. But I wouldn't implement rigidbody just for the sake of that. So, if you have grid, why not simply cache which cells are occupied? Would that help?
  15. ptietz

    Looking for UI Sound Design Feedback

    pretty awesome, actually and quite some working time, I suppose ^^
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