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kburkhart84 last won the day on March 24

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About kburkhart84

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  1. I though Illustrator had some animation stuff, like Photoshop, though if I remember correctly it is quite out of the way. I don't know of any actual Vector art animation tools, though I think some of the tools related to Flash can do it. Since the topic title asks about software(without specifying Vector art), I will mention that I typically create my sprites in Blender, rendering out 3d models. This lets me pull lots of tricks that you can do with 3d modelling software, but there is a higher curve to learning 3d for many people. I'm strange in that I found it easier to make models than draw even pixel art, much less higher resolution stuff.
  2. kburkhart84

    First Game Maker Program?

    @Scouting Ninja Wow, I see you used Irrlicht. I messed with it back in the day before CopperCube ever came out. It was really nice for the time. But it had a strange limitation in that you couldn't use the normalmapping shaders with animated models because the animated model system didn't use a vertex format with tangents included....but for static models you were fine. Those were the times though. **************** I'm with the above people as far as software recommendation. If you are just starting out(assuming you are willing to put in that small investment for at least the creator license first), I don't think there is any better software than Gamemaker at this time....for 2d games. It has so many features that are dedicated to 2d that you don't find anywhere else. And the scripting language GML does enough for you to script about anything, without the complication of C# and C++. It is technically missing things though, like it is not an OOP language, you don't get classes(just one example), and some people would prefer something strongly typed(google or ask if you don't know what I mean). But it provides tons of game specific things that you would have to code yourself(or find somewhere) in another language. That being said, if you were to think that you might be interested in 3d in the not too distant future, your time might be better invested into learning Unity. Gamemaker actually does 3d, but it does 3d worse than Unity does 2d. It has shader access with some limitations(which are fine for 2d but get in the way of 3d). So 3d work would be pretty painful. Unity on the other hand makes 3d pretty easy...the catch is the complexity, though you would run into a fair bit of that if you did 3d in Gamemaker as well just from adding the 3rd dimension.
  3. I have ported the exercises out of this book to Gamemaker Studio 2. The github link is below. https://github.com/hiddenpeopleclub/2d-shaders-book-foundations-exercises-gamemaker
  4. kburkhart84

    How to start 3D game programming

    Nothing wrong with Unity for 3d games. The only gotchas are that if the project gets too big some people have issues, but that won't happen on something you do alone, especially if you are just starting out. I noticed you tagged the post "gamemaker." I love gamemaker studio for 2d games, and though technically 3d is doable with gamemaker, I'd highly recommend you NOT try that route. Unity is much better for 3d games. The people doing 3d in gamemaker are doing it knowing that they have better alternatives, but for whatever reason they like gamemaker and want to push the limits.
  5. Deal! I forgot to mention...I speak/read/write Spanish as well, so I may be able to help you with translation issues too.
  6. I signed up as "kburkhart84" over there. So for your repo, are you basically interested in just shaders or would you more want the whole Gamemaker Projects? If you want projects, do you have specific sprites/textures you'd like me to use?
  7. Then I'd for sure be willing to help if you want to add me to the beta reader list. I'll invest some time into what you are doing. I too noticed how there is a deep lack of resources on these topics so there you go. EDIT******************* Do you have some specific sprites or something you want me to include in the resources? Or are just the shader sources fine?
  8. I didn't know you had a community hub thingy for people to recreate the stuff in other engines. I think that is indeed the best solution. And I totally understand why you went with Unity too. I think I could invest the time into making shaders in Gamemaker for the community. I'm quite interested in taking advantage of shaders for 2d usage. In fact, I bought an asset that is in the raw form a normal map lighting shader for Gamemaker(works really well too). I have a nice little workflow to pre-render 3d models and get normal maps as well in Blender. Now I just need to take the time to actually make a game out of it. So I'm understanding the other books are still being written right? Is your website the best way to get updates on those? Do you have any sort of timetable yet?
  9. The first book does a pretty good job of covering the basics. There isn't really anything there I didn't know as far as shaders go except the Unity specific stuff since I've never worked with Unity's ShaderLab language before. I think it is a good first step for beginners though. I'm wondering though how good of an idea it is to have so much stuff specific to Unity. I know it is one of the best(if not THE best) engines for many projects for many people...but it still leans more closer to 3d and is more complicated for 2d than something like Gamemaker. I'm not saying you should replace Unity with Gamemaker all over the book. I DO however think that you could provide code in GLSL(ES), which is more generic and usable in many more places. Then it could be converted easily enough to HLSL with some knowledge. It would also remove the dependence on whatever Unity's shaderlab does that GLSL would not.
  10. Thanks for that! I grabbed it, likely would see how well I can apply it to Gamemaker.
  11. kburkhart84

    Art Program

    Blender! Seriously! I've never learned to really draw 2d art in pixels, vectors, or otherwise. I get more "acceptable" art out of pre-rendering 3d models instead. I'm not the only one either. Of course, I think unless I get better at it, I'd likely hire out my art for a commercial product, but at the least my programmer looks better that way than if I did it in 2d directly. If I ever really wanted to get good at pixel art, Cosmigo Pro Motion would be my way to go. It is considered the "top-tier" by many due to a massive feature set that is entirely dedicated to pixelling. It has a little more learning curve than other software though, and since there are free programs that are "good enough" for the job, it doesn't get as much use as it could get. But among those willing to invest I think it gets the highest usage out of anything.
  12. kburkhart84

    Should I use game engine? Why and which one?

    I was about to say something similar. There is much more to game creation than just low level engine programming. Besides all of the actual dev related stuff, like scripting game object behaviors, creation of media(graphics, music, sound), and polishing everything, there is an actual skill called "finishing." I can't talk because that is a skill I sorely lack. But I CAN say that it is a necessary skill whether you use an engine, roll your own, or whatever you do.
  13. kburkhart84

    Should I use game engine? Why and which one?

    Unity's free version(sounds bad but it's not) is more than enough for most people's needs, and includes PC and mobile exports. The only catch is the splash screen(not the big deal the whiners make it), and that you have to earn less than $100,000 per year(and if you make that amount it is a good problem to have )
  14. For free, its hard to beat Unity, especially since it did get better 2d tools. About you disliking scripting languages, I can't agree with you. I see those languages just like another tool, a way to get the job done faster. Even using C# in Unity, you aren't doing it all in C#, rather C# is just being used for "scripting" if you get what I mean. That being said, for a 2d tile-based pixel art type of thing, I don't think anything will beat Gamemaker right now(except on price). It allows enough control and power to do about anything in that department. And it doesn't come with much pre-coded so you'll still get some of the coding fix you may desire, coding the platforming aspects or whatever since it doesn't come with it out of the box.
  15. kburkhart84

    which software would be the best for 2D pixel animation?

    I would say that Cosmigo Pro Motion is the "photoshop" of the pixel art world. It is likely the one with the most features, and is dedicated to pixel art, and even has features for automatically working with limits(like NES specs). There are also features to help make tiles tileable, and you can make a mock level with your tiles while modifying the tiles so you can easily make them match up. Just about any feature that pertains to pixel art will be found in Pro Motion(though I'm sure there could be something missing that is found in other software). The catch is that it is paid for software, not free. I will also say that other free software may have more than enough features for what you need, especially since pixel art has less requirements than something like a 3d modeller.
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