• Game Development General - What engine are you using to make your No Man's Sky clone?
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[QUOTE=TBot Alpha;51982857]I know I said I'd ask elsewhere about this problem, but I think I just resolved it, and want to share. Turns out it was a hardware problem, but not the kind I was expecting. The inside of my computer was full of several years' worth of dust (having not been opened since I installed my graphics card), and I think things were finally starting to overheat. The fan on my motherboard was choked with dust, and one of my hard-drives was so caked in the stuff that I couldn't even read the label on it. I spent a few hours today taking my computer apart, dusting off and hoovering every component, then putting it all back together again. It seems stable so far. I can run 3D programs, both old and new, and run Unity. I'm feeling optimistic about this solution. So, there you go. Don't make the mistake I did: clean out your computer from time to time, and you'll avoid a lot of aggro.[/QUOTE] I clean mine out annually because of dog fur slowly clogging it up. Fortunately I can audibly tell if my computer is heating up because the fans are generally quiet until a certain temp threshold.
[QUOTE=ZombieDawgs;51968806]Who was the unity dev in here that was making a game which merged 2d elements in a 3d environment?[/QUOTE] You're not talking about me, are you? [quote][thumb]https://cartrdge.com/s/images/unsafe/https://cartrdge-east.s3.amazonaws.com/uploads/post/image/a3d8d6f8-ab20-4572-878a-f1bf97eca49d/dredgeenvironment.png[/thumb][/quote]
i had an idea for a pseudo 3d character thing so i whipped up a little protoype [video]https://youtu.be/oBDz2AlF9vk[/video] the idea is that I can quickly generate new characters with unique properties in code opposed to hand drawing/animating everything at different angles saving a bunch of time
I haven't given up yet, but my biggest barrier to releasing something is art though so I've been working on that. [img]https://s18.postimg.org/n6ivj8ygp/Ref.png[/img] I am not very good though.
[QUOTE=riki2cool;51987572]oh and have some simple door mechanics *video of the player [i]not[/i] getting rapidly slapped across the face by a batshit insane door*[/QUOTE] congratulations, your game is officially technically more impressive than both hotline miami games [editline]21st March 2017[/editline] Also, for your question about field of view, I don't know how you'd do it in gamemaker but the rough idea is that you send a bunch of rays from the player towards every corner in the scene, then fill in the parts between them that the player shouldn't be able to see.
[QUOTE=Janooba;51989351]You're not talking about me, are you?[/QUOTE] I think so, how are you handling your environment? I remember seeing a breakdown of it in the past where you'd forced the perspective in Unity to fake it all? Are you still doing that because I know somebody who's interested in the style. I saw you had some issues with it though which made you had to choose a 3d character instead.
Here's a strange turn of events. We just got Steven Moffat to test the VR game we're making [t]http://i.imgur.com/EUxrTZ7.jpg[/t]
[QUOTE=TheNerdPest14;51990511]I haven't given up yet, but my biggest barrier to releasing something is art though so I've been working on that. [img]https://s18.postimg.org/n6ivj8ygp/Ref.png[/img] I am not very good though.[/QUOTE] Mesh looks great! The texture work will be the hardest part I imagine.
[QUOTE=ZombieDawgs;51990809]I think so, how are you handling your environment? I remember seeing a breakdown of it in the past where you'd forced the perspective in Unity to fake it all? Are you still doing that because I know somebody who's interested in the style. I saw you had some issues with it though which made you had to choose a 3d character instead.[/QUOTE] We decided to try out redoing everything in a full 3D environment, as doing it 2D like that was giving us more trouble than it was worth. The biggest issue we had was scaling. For a 3D object's pixels to not be skewed we have to scale the environment and everything in it by ~1.41 in the Z and Y axis. This made a lot of coding more complicated than we'd like, as even generating dungeons had to keep those scales in mind. As well, the way we were doing walls, wasn't optimal, and we actually would have been better off not using a 2D tile editor to design our levels. Don't let this stop your friend though, this style is still very much possible, you just have to keep these things in mind from the start. If you have any more questions about the in depth parts of how we made this happen, I'll be happy to help. Just shoot me a PM, or add me on steam! (Same name)
Added object deployment with surface snapping, made an accidentally funny gif. [media]https://twitter.com/hippowombat/status/844658204558553088[/media]
I'm struggling to learn Blender. Like, I get the concept of modeling, but every time I try I get really fucking annoyed by just how clunky it feels and I sorta just push it all off and go back to coding or something else productive. Like, modeling is 200% something that just drives me insane with boredom and frustration, not because I can't grasp how to model either, but because it feels so clunky to do even the most simple things. Are there better alternatives to blender and I'm just dumb, or is it something that I just need to suck it up, tough it out and eventually it feels better?
[QUOTE=F.X Clampazzo;51997739]I'm struggling to learn Blender. Like, I get the concept of modeling, but every time I try I get really fucking annoyed by just how clunky it feels and I sorta just push it all off and go back to coding or something else productive. Like, modeling is 200% something that just drives me insane with boredom and frustration, not because I can't grasp how to model either, but because it feels so clunky to do even the most simple things. Are there better alternatives to blender and I'm just dumb, or is it something that I just need to suck it up, tough it out and eventually it feels better?[/QUOTE] In my experience, I wanted to be able to knock out models really fast when I first started out, and I'd get frustrated with how long it'd take me to do stuff, but over time the grind feels less grindy and now it's more enjoyable for me to focus on details and get lost in what I'm doing.
[QUOTE=hippowombat;51997755]In my experience, I wanted to be able to knock out models really fast when I first started out, and I'd get frustrated with how long it'd take me to do stuff, but over time the grind feels less grindy and now it's more enjoyable for me to focus on details and get lost in what I'm doing.[/QUOTE] It's frustrating partially because I feel like I should be able to do stuff with precision but half the time it's like, "move the mouse about and click but fuck you if you want to be precise because that shit isn't going to get precise oh and the cursor isn't bound to the window so you can run off the window and the click won't finalise the thing you're doing" Or "I ctrl-z to undo something and bam literally everything is fucked and you can't redo it, idk why too bad" It's largely user error probably, but I assume there has to be keybinds for this stuff but I haven't found a tutorial set that's actually taught me this kind of important stuff or anything. Do you have any recommendations for tutorial material?
Personally Ive never liked blender because I always found it unintuitive and clunky, but thats probably because I know 3ds max much better and Im used to it.
[QUOTE=F.X Clampazzo;51997779]It's frustrating partially because I feel like I should be able to do stuff with precision but half the time it's like, "move the mouse about and click but fuck you if you want to be precise because that shit isn't going to get precise oh and the cursor isn't bound to the window so you can run off the window and the click won't finalise the thing you're doing" Or "I ctrl-z to undo something and bam literally everything is fucked and you can't redo it, idk why too bad" It's largely user error probably, but I assume there has to be keybinds for this stuff but I haven't found a tutorial set that's actually taught me this kind of important stuff or anything. Do you have any recommendations for tutorial material?[/QUOTE] [QUOTE=Shirky;51998019]Personally Ive never liked blender because I always found it unintuitive and clunky, but thats probably because I know 3ds max much better and Im used to it.[/QUOTE] Autodesk offers a Light version of Maya for like 30$ a month. (Which is pretty reasonable considering their otherwise ridiculous pricing) I'd look into that if I were you, it's a lot more intuitive to use than Blender (but has it's own can of problems as well)
[QUOTE=riki2cool;51987572]I decided to dust of my old hitman esque stealth game that I started in gamemaker a couple of months ago. I quit the project when I couldn't figure out how to make cones of vision for the enemies. Something like [URL="https://www.youtube.com/watch?v=Lw_vhzTmDmQ"]this[/URL]. Does anyone here know how I could accomplish that? oh and have some simple door mechanics [video=youtube;XH3AGv6lrzM]http://www.youtube.com/watch?v=XH3AGv6lrzM&feature=youtu.be[/video][/QUOTE] Theoretically it's quite easy to do with... uh... crap... forgot the name. My own stealth game got stalled a year ago when my life got turned upside down, and I haven't touched game maker since. But there's a complete shader / lighting engine that you can buy for cheap $$ and it's relatively easy to use. And then you just make your enemies shine lights (you have to paint a lightmap with sharp edges first) and that's it. THere's one downside though: you can't really use any other light sources anymore then, as they'd blend in with your enemies' vision cones.
[QUOTE=Don Merino;51999679]Theoretically it's quite easy to do with... uh... crap... forgot the name. My own stealth game got stalled a year ago when my life got turned upside down, and I haven't touched game maker since. But there's a complete shader / lighting engine that you can buy for cheap $$ and it's relatively easy to use. And then you just make your enemies shine lights (you have to paint a lightmap with sharp edges first) and that's it. THere's one downside though: you can't really use any other light sources anymore then, as they'd blend in with your enemies' vision cones.[/QUOTE] Glare? [QUOTE=riki2cool;51987572]I decided to dust of my old hitman esque stealth game that I started in gamemaker a couple of months ago. I quit the project when I couldn't figure out how to make cones of vision for the enemies. Something like [URL="https://www.youtube.com/watch?v=Lw_vhzTmDmQ"]this[/URL]. Does anyone here know how I could accomplish that?[/QUOTE] This might be useful, it's free: [url]https://marketplace.yoyogames.com/assets/4772/fast-lights[/url]
[QUOTE=Janooba;51999274]Autodesk offers a Light version of Maya for like 30$ a month. (Which is pretty reasonable considering their otherwise ridiculous pricing) I'd look into that if I were you, it's a lot more intuitive to use than Blender (but has it's own can of problems as well)[/QUOTE] That's still pretty expensive. Though luckily autodesk has good student licensing so I might just abuse that until I know if I like it enough to buy or not.
Well, whipped this up in a few hours. Quick test of moving and shooting as they stand right now with my abominable programmer art. [video=youtube;TZZMz4OxqKo]https://www.youtube.com/watch?v=TZZMz4OxqKo&feature=youtu.be[/video] Honestly I feel like I may have fucked myself in a way choosing to go with a 3/4 Castle-Wolfenstein perspective instead of just going top-down.
[QUOTE=F.X Clampazzo;51997779]It's frustrating partially because I feel like I should be able to do stuff with precision but half the time it's like, "move the mouse about and click but fuck you if you want to be precise because that shit isn't going to get precise oh and the cursor isn't bound to the window so you can run off the window and the click won't finalise the thing you're doing" Or "I ctrl-z to undo something and bam literally everything is fucked and you can't redo it, idk why too bad" It's largely user error probably, but I assume there has to be keybinds for this stuff but I haven't found a tutorial set that's actually taught me this kind of important stuff or anything. Do you have any recommendations for tutorial material?[/QUOTE] Usually if I want precision, I'll use the g key to move things instead. You can use that in combo with the number keys to move objects/vertices/etc. by specific units. As for the undo erasing literally everything, that's a tricky thing I've noticed sometimes with regards to what mode you're editing in. For example, if you edit a bunch of stuff in edit mode, then go to object mode and undo, it'll go back to the last [I]object mode[/I] step, not what you did in edit mode, which could result in everything you've done in edit mode since then being undone. Just gotta watch out what mode you're in when you undo. There's an imagine I've seen around that shows most of the keys people generally use: [t]http://www.giudansky.com/images/articoli/2016/11/blender-infographic-1280-SM.png[/t] It looks really intimidating, but it's a pretty poorly-formatted image tbh. A lot of it you can ignore for now, the main ones you want are: tab for switching between object mode/edit mode, G for moving objects/vertices/etc., S for scaling, R for rotating, x/y/z while doing any of these things for affecting a specific axis, and twice for local axis, and using the number keys with any of these things to do them in specific units. I also have my controls set up differently. I use left click for selecting/moving stuff, not right. I also have middle-click as panning and right-click as rotating. It feels a lot more intuitive for me.
[QUOTE=Shuzup;52002015] There's an imagine I've seen around that shows most of the keys people generally use: [t]http://www.giudansky.com/images/articoli/2016/11/blender-infographic-1280-SM.png[/t] [/QUOTE] this may be the most hideously laid out thing i've seen in my entire life
This is probably a better guide to the keyboard shortcuts: [url]https://www.katsbits.com/tutorials/blender/useful-keyboard-shortcuts.php[/url] There's still a lot there, but that's the nature of blender's setup. It's mainly focused around the shortcuts.
Even worse considering I don't have a numpad on my keyboard. :(
[QUOTE=F.X Clampazzo;52002421]Even worse considering I don't have a numpad on my keyboard. :([/QUOTE] The 3D Navigation addon should help with those particular controls. Press ctrl + alt + u to open the preferences window, then switch to the addons tab. There's lots of good stuff in there, but for that addon, just go to the '3D View' tab in the sidebar and click the checkbox for the 3D Navigation addon. It should be at the top. [t]http://i.imgur.com/XeBaLdl.png[/t] After that, you can close that window and go back to the 3D view, and open the left sidebar if you haven't already with t. Click on the 'Navigation' tab there, and you'll have a set of controls for manipulating the camera, including switching from orthographic/perspective and aligning the view. [t]http://i.imgur.com/vg5UqEQ.png[/t]
I've been using 3ds max for almost 2 years now and since last year I've been forcing myself to get to Blender because it is free and and I don't wanna deal with Autodesk's licencing. I couldn't do it. Like others said, it felt "unintuitive and clunky" (at least it was better than ZBrush, shudders). I still wanna try getting into it. Is there a way to split the viewport into 4 like in 3ds max?
Currently doing some foley work for my game (because i was stealing mirror's edge's sounds and realized this while almost releasing the demo of the game...) All of the sounds are a combination of stock sounds and mostly my own recorded ones, using a Blue Yeti because I can't afford a good shotgun mic. Oh, and no mixing yet, this is just the raw layout of sounds. [vid]https://dl.dropboxusercontent.com/u/1400138/SparkourSoundTest01.mp4[/vid] [vid]https://dl.dropboxusercontent.com/u/1400138/SparkourSoundTest02.mp4[/vid]
[QUOTE=Gamerman12;52004985]foley work [/QUOTE] Foley is the shit dude, I've always been interested in how people do it. Good work so far, actually, fits pretty well with the animations
[QUOTE=Zillamaster55;52004994]Foley is the shit dude, I've always been interested in how people do it. Good work so far, actually, fits pretty well with the animations[/QUOTE] thanks man. really it's as simple as getting a good room (idealy with a lot of cloth around it, such as a walk in closet, or a recording studio) and a microphone that only records what's in front of it (commonly referred to as a shotgun mic, found commonly on cameras or as boom mics.) then it's just a matter of finding good props. in my case, i've mainly been recording the sounds of a pair of jeans and slapping my wrists for skin contacts. the only thing in this clip that isn't mine are the footsteps, i took them from [URL="https://offers.adobe.com/en/na/audition/offers/audition_dlc/AdobeAuditionDLCSFX.html"]this foley soundpack.[/URL]
[QUOTE=The freeman;52002304]this may be the most hideously laid out thing i've seen in my entire life[/QUOTE] It's a wholly accurate summation of the experience of using Blender. I tried to use Blender at work recently to make a super simple mesh to use for a deformation rig. I couldn't. The interface is a horrible schizophrenic mess. One of my friends described it as playing a piano, but I only see it this way if the notes were assigned to random keys and also the piano turns upside down on hitting certain notes.
I remember someone posted an image in the 3d art thread where blender actually had a half-way logical ui in the autodesk style, maybe it was a plugin or something?
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