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Kylotan last won the day on August 3

Kylotan had the most liked content!

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About Kylotan

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    Moderator - Scripting Languages and Game Mods

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  1. Say there's a new feature, e.g. "rework main menu". That's gonna need some code changes, and some art changes. When they merge this feature in, they're going to want to have the new version of the code and the new version of the menu art going in at the same time, or it won't work. So the coders and artists will be adding their new work to the version control system so that the correct version gets used. There are a bunch of other aspects to version control, such as being able to see when things changed and why, letting QA test the state of the game as it was at a certain point, letting people ship different versions of the game (e.g. a stable build for demos and an unstable build for developers) and allowing people to revert changes that they no longer want (rather than having to keep a bunch of local files under different names like Blah_Revised_Final_ReallyFinal_v2). Almost every developer uses version control now, so some familiarity is typically expected of employees. (If you're an external contractor... you might still get away with just firing off a bunch of assets in a zip file. It happens.)
  2. It is certainly possible to work remotely, but most studios prefer their full-time employees in-house. It's not at all impossible to get hired as a remote worker, but you reduce your chances. Regarding pitching to indie teams, you have to be realistic about expectations. The hobbyists at one extreme have no cash. The larger indies at the other end of the scale have in-house employees. In the middle are some companies that are in the precarious position of being able to pay for art but not having someone available full-time. You might be able to get some work from them, while understanding that their budget is limited. But there isn't a money tree of developers struggling to find artists - more the other way around. Version control tools are things like Git, Subversion, Perforce, etc. They manage different versions of assets alongside versions of the code running the game.
  3. Most visual asset creation is either done in-house or as part of an outsourcing team. The risk with you being an individual developer is that you can't take on the big jobs (because it would take too long) and that small jobs will be sporadic and typically come from lower-paying and less professional clients. The Unity Asset Store can help a bit, but that is mostly aiming at hobbyists who won't pay much, and you're competing with a lot of free and underpriced assets placed there by people who don't have a mortgage and family to look after. There are hundreds of UI/2D artist positions in-house at studios all over the world. These ads show up in the same places as any other game development adverts: https://gamedev.jobs/, https://jobs.gamasutra.com/, https://www.glassdoor.com, various recruiters depending on your area, studio's own sites, and so on. These positions will not only expect graphic design skills but typically also a degree of competence with importing and using those assets in game engines such as Unity or Unreal, and ideally experience with version control tools too.
  4. Kylotan

    Need Feedback on Portfolio?

    I don't think any of that is relevant if he's trying to get employed as a game programmer.
  5. Moving to engines forum. The answer is - both engines are used for non-gaming applications.
  6. Kylotan

    how to clear error

    Moved to For Beginners. This appears to be a Unity question. You might want to specify what platform you're running on, what your project looks like, how you got into this situation, etc.
  7. Kylotan

    Whack the Mouse

    Locking this as it's going nowhere. This is not a subforum for asking other people to make games for you.
  8. Kylotan

    Use of public domain movie

    It means that the work itself is free for you to use, but that it might contain things which arguably are not free to use, and therefore you may not be able to use that portion. More specifically - and it says a bit of this above - the copyright for the video may have passed into the public domain, but that doesn't mean that any trademarks shown in the video are also public domain, nor does it mean that people who appear in the video have given their permission for you to use their imagery, etc. This is something where you just have to do your own due diligence. Worse, I'm not even convinced that the video in question is actually in the public domain. The uploader seems to claim that it is, but I see no evidence of that, but I do see some evidence against it - notably that the film is from 1970, whereas US law means that most films after 1924 are still copyright protected. In the UK the law says it's copyrighted until "70 years after the death of the director, screenplay author and composer" which, without even checking, means it's still covered until at least 2040.
  9. Be aware that there's a gulf between the 'pure' definition of 'ECS' that people talk about, and the real-world examples that people actually use in practice. Don't get bogged down in following dogma. For example, there's no reason why you can't have components that interact with each other - Unity and Unreal do this, and they power most of the world's games.
  10. That's not really true. If you get offered enough money by your publisher (in this case, Epic) to finish your game, then losing some of your audience is fine. The games industry is a business, not a popularity contest. I agree with you on treating your community with respect when you consider these deals, but you have to consider the literal bottom line.
  11. You've asserted that this is a definite Do Not Do item. But based on what evidence? Sure, fans get angry. But it may be the difference between being able to finish the game at all or not. Personally I have a lot of sympathy for frustrated players in this situation but nobody deliberately sinks their company just to avoid a bit of online backlash.
  12. 1. This isn't the right forum, as one of the pinned posts makes clear, so I'll move it after posting: 2. We can't tell you whether we're the best target group for something unless you tell us what the something is. 3. You keep suggesting that indie developers won't pay, so why are you even considering them? What's the actual question? 4. Many companies use a variety of analytics tools but it depends entirely on the type of game, the platform it's deployed on, etc. Companies often have their own in-house systems for doing analytics.
  13. Sounds like a situation where a hashing scheme could work. e.g. have 1 unsorted bucket/array for all events where the time is from 0.0 to 1.0, 1 unsorted bucket where the times are from 1.0 to 2.0, etc. That gives you O(1) append performance, and while the find-min operation is technically O(N) it would operate on a small and cache-coherent block of data. But a real answer will depend on how large these queues typically get - if it's something like 5 to 10 events then none of this matters.
  14. Kylotan

    Game Physics by Dr Eberly

    The main thing to do, when confronted with lots of errors, is to address the errors. If you're willing to post on a forum to ask what to do when you see lots of errors, you should be willing to post the errors on the forum and ask what they mean. There's no magic way to equip people for programming - mostly they just have to dig in and accept that it's going to take a bit of research and a bit of asking around to learn things. Don't be afraid to ask here - but also make sure you're putting error messages into search engines to try and understand them. Also consider spending time on documentation sites like MSDN to learn about "project and sln and these kind of jargons". For example, the first result I got when searching for "visual studio project solution" was very useful. https://docs.microsoft.com/en-us/visualstudio/ide/solutions-and-projects-in-visual-studio?view=vs-2019
  15. It's an unavoidable fact that things will depend on other things. In this case, both Renderable and Moveable objects need to depend on the concept of a position. So, that could be another component (Positionable?), or it could be an interface implemented by Character - those are your two main approaches. If you take the example of the Unity engine, every GameObject contains a Transform component - so they can always assume there is a position available. Practically speaking you either have to wire in the dependencies at creation time (e.g. bake them into constructors etc) or you look them up at run-time (by giving components unique identifiers).
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