kburkhart84

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About kburkhart84

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  1. This brings up the question....do you want to make an engine, or make a game? If you just want to make games and that's all you care about right now, then go right ahead with a game engine. The above suggestions still apply. If you want to make an engine(not my recommendation unless you want to for learning), then you could still start by using an engine just to get a feel for the kinds of things you don't have to do when using an engine(which are things you would have to do if you made the engine yourself). I don't see anything wrong either with making something simple in with vanilla OpenGL/D3D in C++(or whatever). Knowing a bit about the undersides of game engines can make you better at using said engines....but I don't think it is necessary, rather something that can possibly help.
  2. In the case of Unity, the free version is not missing any actual features, so what you want should indeed work for Unity. I understand that Gamemaker(new 2.0) in the trial version doesn't limit resources, though you can only test, not release, in the free version. In the past, they have limited resources(like only having 20 sprites, and similar things) in the free versions, but for the new version I don't think that is the case. If I'm right, you can do the same thing as you can with Unity, except that for Unity, you could release with the free version if you wanted to(accepting the splash screen), while with Gamemaker you cannot release at all on the free version. In my experience, if you a really wanting nothing but 2d retro styled games, Gamemaker is likely going to be better for you. If you are ever interested in doing something with 3d, then Unity would be better, even if you do 2d now and 3d later, because Unity can do both(though 2d isn't as good for retro style games with Unity as it is with Gamemaker), but Gamemaker is really bad if you mess with 3d(it can do it, but you have to do lots of coding yourself for it).
  3. Engine Switch

    FYI, you DON'T HAVE TO buy assets from the store. An alternative option is to learn to make your own assets. At the least, you can make some really simple stuff just to get things started. There is plenty of free art out there to help in this regard. I personally don't think you should buy anything until you actually need it(and can justify the expense).
  4. Engine Switch

    Considering your circumstance, I honestly recommend Unity for you. It can handle what you want, and by many is considered easier to use than UE4. Also, it has origins on Mac(in fact wasn't available on Windows for the first few versions), so I have it understood that the Mac version should also be quite stable. Also, if you are sure that you will be interested in 3d stuff later, I see nothing wrong with using a "3d oriented" engine for your 2d platformer games. It will ease you into the software, and make the transition easier than if you used a "2d only" engine and had to switch later(doable, just takes a bit more time).
  5. Particle system

    Vertex vertices[1500]; for (unsigned int i = 0; i < 1500; ++i) { vertices[i].Color = (const float*)&Colors::Red; vector3 vertex = GenSpherePointCorrect(); vertices[i].Pos.x = vertex.x; vertices[i].Pos.y = vertex.y; vertices[i].Pos.z = vertex.z; }
  6. What is the best software package to complement UE4?

    That's good news, and basically the biggest recommendation you get when starting out......just pick something small, and do it. You don't have to spend the money until later when you know you actually need something, and by that point you can really justify the spending.
  7. What is the best software package to complement UE4?

    That is the quote...doesn't say most anywhere. Regardless...even if it is just some of the stuff that is covered, I still think you should worry about the basics first, before investing any money into anything. Once you have worked the basics and done a few smaller projects, you then have a better idea what you actually need, and what you really have covered by your help(or wherever you have the assets "covered").
  8. What is the best software package to complement UE4?

    I don't disagree with the fact that World Machine can help make awesome terrains(and quickly). My point is more about the fact that the OP(going by the questions asked) is nowhere near needing that kind of quality yet. The poster is asking about modelling software but then goes on to say that the models and textures(and music/sounds) are already covered, leading me to believe that this person is at the beginning of the journey and needs to learn the basics first.
  9. What is the best software package to complement UE4?

    OK, so if the models and textures are already covered...you probably don't need to worry about any of these programs then. They would be used for those things. And Scouting Ninja made a point I forgot to mention...UE4 has terrain tools, you don't need to use World Machine for them. The only reason you would want to do external terrain could maybe be if you wanted something in a retro-ish low poly style, then you could model the terrain directly in something like Blender. Otherwise, just use what's included in UE4.
  10. What is the best software package to complement UE4?

    Honestly...seems like you are putting the cart before the horse. You don't need all of that stuff to get started. And knowledge learned in one program will transfer to other software too(you'd just need to learn the GUI). By the same token, there is no "ultimate" list of software. Sure, there are often programs that have many more users than others for various reasons...but that doesn't mean other software wouldn't work for you. That being said...my biggest recommendation at this moment would be Blender for most to all of your 3d work. The reason isn't only the free price tag, but the fact that it really comes with more stuff included than in any other option. It is the only one that can model, render, sculpt, rig, animate, and let you do both 2d and 3d(as in on the model directly) painting, all in one package. It literally can handle all of the visual stuff you need to get started with. That being said, ZBrush is going to beat Blender in scultping, Maya has better animation tools, Photoshop is better for 2d art, and the Substance Suite(Painter specifically) is better for direct on the model painting. But...Blender has a quite acceptable level of ALL of those things, more than enough to get started with, and ALL for free, with no licensing issues. Generally, once you get to the point of needing more than what Blender can handle, you will possibly be more able to handle paying the money needed for other better software. Frankly, the first thing you need is to just get started. Blender is going to be the quickest and cheapest way to do that. It fits the same way using UE4 does, being free but fully featured. Don't forget that though you are talking about 3 years of time...you still need to learn whatever software you are choosing. This includes UE4, visual stuff(models, textures, etc...), and don't forget stuff for sound and music. Lots of these things can be outsourced, but from the way you appear to be interested in the software I don't think you want to outsource much. So consider all the other parts of gamedev as well, not just the visual part.
  11. Simplest method for wrapping 2D image to 3D model

    Honestly...it is much easier to go the other direction with this. The 'easy' way is to just make a viable UV map, and then copy/paste the image onto the UV map at the right spots. The likely easiest way is to make a UV map, and use software like Substance Painter to paint textures directly onto the model(which makes the UVs not have to be as perfect since you paint directly on the model and it can handle projecting the images despite some UV distortion. You can also use Blender's texture paint for this purpose(but with less features).
  12. Hey, I understand. That's why I specifically mentioned the 'gotchas' with my method. I like my method, but it doesn't work for every scenario. In your case, I don't think using enums would work either, as those work similar to my method and get defined at compile time. I'm no C# expert though, so maybe there is a way to get them going at runtime. My thoughts though...how important is the performance of this particular piece of code. A data structure(dictionary, list, etc...) that is accessed by an index is faster than one accessed by string(with string compare), but does that speed matter here? This may be a case of where you should use whatever is more convenient because the speed wouldn't matter anyway.
  13. Understand...you are using C# with Unity. A thing you can do is make a simple class(not derived from MonoBehaviour). Name it ItemStrings or something similar that you'll remember easily when typing code. Add static variables to your class(type is whatever id you are using for your main loot table, an int for example). The variable names have to be easy to remember, and since they are variable names(not strings), can't have spaces, but could have underscores. The way you go about naming them is up to you. I like the idea of naming "big to small" so I could have AXE_BASIC, AXE_BETTER, AXE_GODLY, etc... so anytime you want to get the id for an axe, you can type ItemStrings.AXE_ and intellisense would list all the axes you have defined as static variables of that class. The only real catch to this is that for this convenience, you pay a bit of a price when creating all the loot, etc... It has to be defined ahead of time in code, not in external files(so it isn't something that can be modded later, don't know if you want mods for your game). The reason is that as far as I know, there is no way to add static variables to a class at run time(which would be required if you loaded external files in or something). Also, each time you added a loot to the loot table, you'd need to add a static int to the class as well. But, if you can work with the catches, I like this solution a lot. Anytime you are coding things, such as which items an enemy carries, you can easily use the class and static variables to easily get the ids of the items, and also get assistance from intellisense in the process.
  14. How I can develop configurators with CopperCube

    I'm not sure what the 'configurators' are. I translate the website to English, and it talks about both pens and what looks like 3d 'walkthroughs' of company products. I know CopperCube is kind of a 3d game engine, but it can also be used for walkthroughs. I don't use it though(but I used the irrlicht engine years ago), so I'm not sure how good it would be at it. I'm understanding that the actual graphics capability of Coppercube is not comparable to more modern renderers, like Unity even, or Unreal Engine 4, so if the goal is realism...it will take lots of work. Note that this post is based on the assumption that you are wanting software to create 3d walkthroughs or product presentations that work in real-time. If you are wanting to create the 3d objects themselves, this advice is useless.
  15. Honestly, a good way to learn could be to do 2d games, even if you do them with 3d art. Pong, Breakout, and the surprisingly complex Tetris come to mind for me. You could also do Asteroids. And all of those let you do 3d art with 2d gameplay, so the whole 3d gameplay thing doesn't get in the way of your learning the basic concepts, though you can still get some 3d art in there.