kburkhart84

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About kburkhart84

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  1. Just FYI, in my code I allow every single key to be assigned. This includes the famous media keys and things like that, as long as they are found as part of the 256(technically less) possible keycodes. Now, I of course don't have actual descriptions for all those keys, and I won't ever be able to because I'm sure the more rare ones are going to be different for different keyboards. The solution is to have a sort of "default" text that works for any undefined descriptions. The words "Unknown Key" work for me. This way, the player can still bind any key they want. I don't think any players are going to care if you don't have a proper description for that really rare key they want to use for whatever reason.
  2. A good way to avoid extermination in RTS?

    I see a contradiction here. It seems you want to "win" the battle once the enemy has lost 5-10% of the troops, but yet they keep coming back, so you have to fight 10-20 battles to exterminate them........so which one is it. Do you want the win to happen at 5-10%, or do you want to have to exterminate them? In the real world(theoretically), once a good number of troops are lost, the leaders make peace in order to not lose more(although we can leave out the whole guerilla war stuff for this topic). That means that one side won the war. So you don't have to do those other 10-20 battles to exterminate them. Maybe I'm missing something here, but if you are creating the game yourself, then you should be able to make it however you want. If you don't want all those battles, then consider it a victory sooner. If you want 100% extermination sooner, allow more troops into the battle.
  3. Rigging and Animating

    I don't use 3dsmax so I'm not sure how to bake constraints. In Blender, it is generally automatic. You set things up and make keyframes, and the constraints help you make the animations. The constraints are just there as you are making keyframes and moving bones around. It may work the same way in 3dsmax. FYI, for your first animation, you may want something simpler. I'm thinking something without pistons. Even a humanoid could be simpler because humanoids are generally only going to require bone rotations(like the human body) to make animations, so you could learn and practice the basics. Then, once you know more, you can get more into using constraints and things like that.
  4. Rigging and Animating

    I would think you could run a bone right along the bottom of the piston, where I think it would compress up into the top. You can do bone translation for the animation, allowing it to move up into the shaft. You would likely parent that bone to another bone for the top section, which then parents to what appears to be the part above the leg. I don't know what software you are using for the modelling, but there may indeed be some sort of IK constraint that could help with making the piston animating bones automatic as you "bend the knee" but that is dependent on your software. Of course, you would then have to make sure that those constraints get baked into the keyframes before you can use them in UE4.
  5. Open Source Direct3D 12 Game Engine?

    The one thing I can think of(besides the Make My Game For Me button) that doesn't seem to exist on any of the available engines would be destructible voxel terrain. I'm sure it exists in "in-house" engines at some of the big AAA companies...and I'm sure the "public" engines have it available via 3rd party, but they don't have it included as part of the package out of the box.
  6. Which is better? (2d, android)

    A little late...but make that 0:4. The "wood" waves at the top of the first one kinda ruin it. Generally the style itself doesn't matter as long as it is consistent(and it fits the game), and that wavy thing is different from everything else I see.
  7. November 2017 GameDev Challenge: Pong!

    I may do something for this...trying to make something unique with pong will make me think some though. Maybe some combination from some other random game would do it(like I saw Tetris combined with a snake game or something).
  8. We could use more information...what budget do you have(if you have)? What languages do you know and how well? My favorite engine for the games you want to make is Gamemaker Studio 2. It can port easy enough to almost all the important platforms and consoles...but it isn't free software. Unity has a better free version, but it is overkill for the kind of games you want to make(though plenty have been done regardless). I'd argue that for what it does, GMS2 is easier and better than Unity(and by "what it does" I mean nothing to do with 3d).
  9. ScoutingNinja has a point. The reality is that you don't need much to get started, and then as you get better(and more experienced) you start to see what is more useful, and how it can fit in. Your first games may not even use normal maps for materials, meaning that those tools that involve normal maps are likely to not be useful for those first games. There are lots of nice tools out there, but to get started, just work with the basics. Blender can actually handle pretty much all the graphic needs in some form, both 2d and 3d, and if you wanted pixel art, there are a couple easy tools for that, although GIMP can do it too.
  10. Isn't blender is good for texturing?

    Hmmm, just be careful you aren't biting off more than you can chew. Projects get really complicated really quick. That being said, Blender can do textures, but I like something like Substance Painter better. Substance Designer is good for making materials, while Painter is good for actually applying those materials, although it can also create materials directly too.
  11. Need help with makehuman

    Same as in your other topic about Blender texturing...we need more information. I think a Google search would get you basic results as far as how the software works, and the details about how well it would work for your specific project will depend on us getting more information about said project.
  12. Isn't blender is good for texturing?

    I think we need more information about what you are doing. What do you know? What game engine are you using(if any)? Describe the game you intend on making.
  13. I think the biggest issue is what was mentioned...the floor is shiny bright. When I think of dungeons, they are typically caves or similar, and that floor is not of a cave. The other option...does your engine(or can you add on) more lighting. I'm thinking maybe you have torches on some walls flickering, and similar things that might be found in a dungeon.
  14. 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.
  15. 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).