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About kburkhart84

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  1. C++ Savegame headers?

    I like the 1st method. It also directly allows your players to move save files either for backup purposes, or to other machines, or in most cases if you let them choose save locations, to something like a Dropbox folder. I understand wanting to "gather" all the information in a single place...but I think a few milliseconds to do that when you hit the "load" button is fine. Even a spinning hard drive shouldn't have trouble reading several headers of savegame files really quick, especially if they are binary files(which you are currently discussing). Even if it were a couple of seconds I think it would be an acceptable amount of time for a player to wait, especially since it let's them easily select the file they want, without having to go search for it, remember what it was called, or anything like that.
  2. New questions?

    I have to disagree with this somewhat. Don't let the name fool you, Gamemaker is as much of an "engine" as Unity is, just that the scripting language isn't a "standard" language like C# is, and the focus is on 2d, not 3d. I'd say the argument is more about properly defining the word "engine" but the way you put it feels like you are making GameMaker seem less useful to the point you can't even call it an engine, rather something like a "toy."
  3. Is drawing ability required to 3D model?

    I'm with you...actual practice is better than fundamentals often enough. And quite often the fundamentals come with said practice too.
  4. Is drawing ability required to 3D model?

    That is a lot of the point I was making for my personal drawing skills(lack of really). I'll make crappy drawings at times just so I don't forget what I'm modelling, and it is basically filled in outlines, no real shading or anything like that, just enough so I have a "direction to go" with my modelling, and so I don't forget what was in my head at the time.
  5. Is drawing ability required to 3D model?

    One thing I could add to that list...especially if you aren't working in the AAA industry(but even then) is that sometimes you have to stop and call it "good enough." We are our own worst critics, and the work will never be perfect, and if you keep judging your work like that, you will never finish it. Also, I agree that there is no "magic bullet" but there are lots of tricks you can do to get things done quicker. Prims and Booleans are good examples. Modifiers are also great ways to do things. A quick asteroid base model can be made by making a sphere out of a subdivided cube and then applying displacement maps(with cloud textures for that). You could make a spiked ball by duplicating the same spike onto each vertex of a subdivided cube(sphere shaped once it is done). Even the free Blender has lots of these neat little tricks to get things going. The same applies to 2d sometimes, mainly with Photoshop and all the filters it has.
  6. Is drawing ability required to 3D model?

    If 3d is your interest, I don't think you HAVE to worry about drawing right away. That being said, it wouldn't hurt anything if you did get into drawing. And yes, it could indeed help with making concepts much better, allowing yourself to better get ideas from your head onto paper, instead of doing bad concepts(like I do) and relying on your memory of your original idea.
  7. Is drawing ability required to 3D model?

    About the age...irrelevant. People are older than you either still doing or just starting with doing...its all good. About modelling without drawing...I think it can be done just fine. I'm not that much of an artist(though I probably would be much better if I dedicated myself to it) but I can do 3d modelling much better than I can draw. The only issue I run across is that it is much easier to model from references, and since I can't draw my references either come from somewhere else, or they just look really bad(think basic outlines if that, no real shading). So my self-drawn references end up being just "reminders" for what I had in my head at the time.
  8. Scrolling 2D Background

    One trick(in photoshop or GIMP) would be to use an "offset" command. Offset by half the image, and the seams will be crossing in the middle of the picture. Then you can paint then however you want(maybe using healing brushes and the like). Then, if you want, you can offset it again, or not, and either way the thing will be seamless unless you accidently paint right on the edges when you are removing the seams.
  9. Looking for a game engine.

    I think the license change to Unity happened with the release of 5.0, I could be wrong.
  10. Looking for a game engine.

    Yeah, I could have been more clear. Unity owns the store of course. My point is that some of the things that are in the store and are NOT part of the core engine are better off that way due to how niche they are. I wouldn't mind seeing some nice voxel terrain as part the Unity core engine. But, I also realize that voxel terrain is not likely to perform as well as what they have now(heightmap based terrain, not sure which algorithm). If they included voxel terrain, it would either replace the faster version(bad idea, especially considering mobile platforms), or it would be an option, in which case, unless they figure out how to exclude unused code from builds in a proper way, will bloat the builds with features that aren't always used. I'm sure there are other better example than voxel terrain as well.
  11. Looking for a game engine.

    That is actually no longer the case. They changed things up, with the free version actually having all of the features that the pro version had before. The dark skin GUI is still only in pro, as is the customizeable/removable splash screen. I also wanted to mention....sometimes, it can be a good thing that stuff on the asset store isn't part of the Unity engine. It would be even better if the stuff was part of the engine, but able to be taken out of builds if not needed, but lots of things would degrade performance just being part of the core, meaning it is sometimes better to have the separate and only included if you are actually using them.
  12. Looking for a game engine.

    Scouting Ninja didn't mention it, but Gamemaker can do the same thing that he/she is talking about there. You can make an object be a sort of "parent" and then you make other objects "children" objects of said parent. Then, the children can override specifics of the parent if they want to. In code, you can refer to the parent object, and all the children objects will be included. You can make a parent bullet, and a parent enemy. Then you make all your player's bullets, no matter the shape, size, movement be children of the parent. Then you make all enemies children of the parent enemy(also no matter what the do). Finally, you make a single collision event between the two parent objects. Then, any of the bullets will collide with any of the enemies and the event will happen. This puts the event code all in one place no matter how many different bullet or enemy type objects you have. This concept also works in Unity(and I'm sure Unreal as well), but using standard OOP style class inheritance for the script objects.
  13. I think another thing that studios consider is simply whether the engines that are available can handle the game they want to make(this applies to indies too). For example, GTA5 wouldn't likely have been doable with UE4/Unity, not without a lot of bolting on and changing things anyway...and the engine they already had was more able to that specific task(though I'm sure changes were needed there too). Any game that has some sort of "extreme" thing may be better done in a custom engine...where by extreme, I mean things like 1000s of units in a RTS, a huge world, something MMO-like, and similar situations. Generic engines often can't handle these things, due to the way they have to be performant yet flexible enough to be useful. The above-mentioned 2d physics in Unity is an example of this, where it is in the build even if it isn't used, but then if it IS used it doesn't cost more. For a single person(or small team), unless your game is really simple, or you REALLY want the experience of making an engine, I'd highly recommend using a pre-built engine. Typically, the use-cases of custom engines(the "extreme" I mention above) isn't the kind of game these smaller teams make anyway...and a pre-built engine will allow them to "punch above weight" as far as to what they can actually do with a game. Unity/UE4 has enabled small teams with good artists to get near AAA(if not AAA, it's just a word anyway) graphics. The amount of content may be lower due to only having 1 3d modeller etc... but the actual quality can be really high, which may not be the case if the engine wasn't already there. About a portfolio...unless you are really gunning for a job making custom engines specifically, I would use an engine for the portfolio. If you are doing graphics stuff(modelling, etc...) you want to show your graphics in a good light, and making your own engine would likely not render that real-time that well, on top of taking up time that could have been used just implementing a model viewer in UE4(I know this isn't exactly the thing for poretfolios but you get my point).
  14. Unity or Unreal engine

    I have it understood that Unity is still more optimized for mobile than UE4, but UE4 is "more powerful" as far as the graphics performance goes. I think if you are asking this question though, you are probably not at a point where you care about that. My question would be...why only these 2 options? If your game has to be 3d, or you have to use a free engine, I can see that. But if you would be interested in 2d, gamemaker studio 2 may be a much better option. The catch is just the price, but it brings lots of advantages to the table that are worth considering if 2d and a budget could be available.
  15. Which resolution is best for 2d spirit

    It looks like you are having trouble translating. I'm guessing you mean "sprite" instead of spirit. As far as what resolution to make your sprites, it depends on the game, what devices the game is for, how you are making them, and what you know how to do. Some games are made lower resolution on purpose, and it doesn't matter what device they are on. The pixelly look is the art style for those games. You mention "hd game" so I'm guessing you may not want pixel art but higher resolution art instead. If the game is for PC, you can do anything from low resolution pixel art to anything modern PCs can do. If the game is for mobile devices, you may not want as big of a resolution, so you wouldn't want as big of sprites. Before you can really know how big to make the sprites, you need to know what actual screen resolution you are targeting. Then, you would make your sprites the appropriate size for your game at that resolution. Some games need small sprites but show a lot of the world around you. Some games show the player much bigger, but show less of the world around them. These are decisions you make before you start drawing your sprites.