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ekuNNN posted:That's why I put people on bikes in my vr game: Give this to me. Give it now. Edit: Make bike-mode mods for open world games. Bike Skyrim! Bike GTA5! I would lose so much weight...
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# ? May 21, 2015 20:07 |
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# ? Jun 9, 2024 08:24 |
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Gamified stationary cycles are all over the place at my gym.. no one uses them because the games are stupid, play stupid, and have poo poo graphics. The people that made the zombies jogging game should maybe get into that somehow.
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# ? May 21, 2015 20:29 |
Wouldn't one major problem with that be actually selling the idea to gyms? To break even on a 1-2 year game with 3D assets + developing a VR headset that can handle years worth of sweat without becoming disgusting or shorting the price per unit would be ridiculous.
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# ? May 21, 2015 21:02 |
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The major problem is actually the lenses fogging up super quickly if you start sweating, so you can't actually use it for excercise at the moment.
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# ? May 21, 2015 21:11 |
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Wearing a headset while doing cardio is a bad idea for a number of reasons, most of which include sweat.
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# ? May 21, 2015 21:13 |
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Ekster posted:I want to make games just for fun, I have no intention of making money out of it and I'll mostly do everything myself. Naturally I'm not thinking about doing anything ambitious, just something to test some ideas of mine. I've tried Unity out a couple of years ago but it was bit too complex for my purposes. I don't have a problem with doing some minor programming but I'd much rather focus on the visual and audio stuff. Probably GameMaker yep. The new version of Unreal has the blueprints thing though, if you want to do 3D.
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# ? May 21, 2015 21:44 |
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Who cares about gyms? I want it in my house, that's the whole point.
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# ? May 21, 2015 21:53 |
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Ekster posted:I want to make games just for fun, I have no intention of making money out of it and I'll mostly do everything myself. Naturally I'm not thinking about doing anything ambitious, just something to test some ideas of mine. I've tried Unity out a couple of years ago but it was bit too complex for my purposes. I don't have a problem with doing some minor programming but I'd much rather focus on the visual and audio stuff. Gunpoint's Tom Francis has been doing GameMaker tutorials on Youtube. I'm halfway through what he currently has available and it's a pretty fun way to learn.
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# ? May 21, 2015 21:59 |
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mutata posted:Who cares about gyms? I want it in my house, that's the whole point. We've got an older version in our studio where you're in some weird sci-fi city in space and you can fly through the air by using ramps or ringing your bicycle bell and that is lots of fun to play with when youre drinking and hanging out with people
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# ? May 21, 2015 22:19 |
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If you're a hobbyist and just getting started I'd highly recommend Unity. If you're a Software Engineer, go for Unreal Engine 4. GameMaker is fine but it has tons of issues and the skills don't translate to an actual game job as much as Unity or UE4. Both UE4 and Unity experience will help get you hired if you hate yourself enough to get a job in this industry.
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# ? May 22, 2015 06:03 |
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As someone who's trying to do a little 3d project in unity, and is sucking at the programming side of things, UE4s blueprints look awesome for what i wanna do, would it be worth making the switch over?
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# ? May 22, 2015 08:28 |
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Keket posted:As someone who's trying to do a little 3d project in unity, and is sucking at the programming side of things, UE4s blueprints look awesome for what i wanna do, would it be worth making the switch over? Yes. Though understanding programming concepts will help you make better scripts, even visual ones. The documentation for getting up and running in unreal is pretty good too.
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# ? May 22, 2015 08:55 |
Thanks for the advice guys, I've been doing a couple of GameMaker tutorials and I'm happy with what I've seen so far. I might switch to Unity/UE4 once I have more experience with actually creating games but for now this will suffice.
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# ? May 22, 2015 08:57 |
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Resource posted:Yes. Though understanding programming concepts will help you make better scripts, even visual ones. The documentation for getting up and running in unreal is pretty good too. How well does it work with blender over unity?
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# ? May 22, 2015 09:38 |
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So I've been working some more on camera orientation, and I'm comparing The Last Of Us with a shot from my office: The Last of us camera has pretty good gamefeel, it's like it "puts" you in the character- inputs have direct feedback, and it lends the illusion of looking through that person's eyes/over their shoulder while maintaining really good utility and camera dexterity. Mine doesn't have the same feel at all- it's a little awkward, and there's a disconnect between player and character. Is there an obvious glaring difference between the two, besides the fact that one of these two screenshots was produced by a team of professionals with a boatload of experience?
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# ? May 22, 2015 09:55 |
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One major difference I see is that your detective is standing at an angle to the camera, while the kid is facing squarely away from it. Perhaps that contributes to the feeling that the camera (you) is a person in the room with another person, the detective, who isn't you, which is what I get from your shot.
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# ? May 22, 2015 10:03 |
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Omi no Kami posted:So I've been working some more on camera orientation, and I'm comparing The Last Of Us with a shot from my office: I'm not sure if the camera stays this way, but it looks like they're using the rule of thirds a bit here. At least for the X axis. Cameras are surprisingly complex/dynamic in AAA games, so there's probably all kinds of trickery going on.
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# ? May 22, 2015 10:07 |
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Jon93 posted:If you're a hobbyist and just getting started I'd highly recommend Unity. Is this just general advice for things? I'm a Construct 2 user and while I understand I'm never doing 3d with it, I do like it a lot for what it offers in the 2d sector. I can't wrap my head around code fast enough and I'm all about intuitive GUIs. I COULD teach myself legitimate code but at this point my time is limited enough that learning yet another program is just going to sit further and further on the backburner.
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# ? May 22, 2015 12:44 |
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Keket posted:How well does it work with blender over unity? I don't know, I'm not much of a 3d artist, so I think I'll let someone with more experience with blender chime in.
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# ? May 22, 2015 12:46 |
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Keket posted:How well does it work with blender over unity? There's been a long term issue with Blender FBX files and Unreal Engine and animated bones, I've only been following it loosely so it may be fixed. The only thing I really know for sure is you want to use the ASCII FBX export, not the binary. You can read more about it here: https://answers.unrealengine.com/questions/98704/fbx-import-wrong-application-of-animations-to-bone.html Other than that, it's supposed to be great. I even saw someone doing Blendshape animation for Unreal over on Polycount. I'm really liking Blender these days, it's pretty much got me past Maya and even ZBrush to some extent. I'm not a real artist or anything though, I just dabble.
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# ? May 22, 2015 14:19 |
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FraudulentEconomics posted:Is this just general advice for things? I'm a Construct 2 user and while I understand I'm never doing 3d with it, I do like it a lot for what it offers in the 2d sector. I can't wrap my head around code fast enough and I'm all about intuitive GUIs. I COULD teach myself legitimate code but at this point my time is limited enough that learning yet another program is just going to sit further and further on the backburner. Unreal Engine 4, meanwhile, is a weird divide. Blueprint is incredibly powerful and worth learning, and just about anyone can use it to make great things. There are a reasonable number of tutorials out there, though you can find fringe territory that's less documented. OTOH, the nanosecond you tiptoe over into its C++, you'll hit a massive brick wall learning curve. If you can learn Construct / GameMaker / whatever, you can learn Blueprint, and UE4 isn't going anywhere. It's very worth learning. But so is C# / Unity 3D. Just depends which community you want to dip your toes in.
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# ? May 22, 2015 15:25 |
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Shalinor posted:Yes. Unity 3D is one of those tools that I've literally watched a non-technical 3D artist sit down with, blind, and 2 weeks later she's convening creative team meetings and showing the playable prototype of the game she wants to make. It is THAT approachable to novices. The code is simple, and there are a billion people in the community such that just about any question you could think to google? There is probably both a clear answer AND copy-pasteable source code to go with it. I suppose it wouldn't hurt to watch a few tutorials, and that would allow me to actually start work on the idea I really want to make work. I've heard good about C# and not so much about C++ so I think I'm going to give Unity a go.
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# ? May 22, 2015 16:36 |
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FraudulentEconomics posted:I suppose it wouldn't hurt to watch a few tutorials, and that would allow me to actually start work on the idea I really want to make work. I've heard good about C# and not so much about C++ so I think I'm going to give Unity a go. C++ is fine, it's just more verbose with decades of cruft. The informational cruft around it and trying to determine best practices being the worst.
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# ? May 22, 2015 16:41 |
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FraudulentEconomics posted:I suppose it wouldn't hurt to watch a few tutorials, and that would allow me to actually start work on the idea I really want to make work. I've heard good about C# and not so much about C++ so I think I'm going to give Unity a go. C++ and C# are used in the real world, C# is much easier to ramp into and has many more non-game development jobs than C++. More game development jobs are C++ than C# but the amount of which that is true changes every year. If you're interested as a hobbyist C#/Unity is much easier and is a direct stepping stone into a tons of non-Game development jobs. The previous comment about C++ is correct but besides being more verbose it also allows much lower access to the way computers work for better or worse. Directly allocating/deallocating memory and doing pointer arithmetic are necessary requirements for extremely high performance operations, however high performance operations are relativity few and far between nowadays. Stick100 fucked around with this message at 17:05 on May 22, 2015 |
# ? May 22, 2015 17:02 |
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Hmm, rule of thirds helps a lot: I'm not sure what else needs to change, though: it might be because I've been playing with it for so long that my eyes blurred over, but I can tell it's not quite there, but not why. Changing the camera's y level in either direction looks weird, and if I zoom in any more you get a better feeling of being connected to the character, but it starts to edge into resident evil "Can't see poo poo" territory:
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# ? May 22, 2015 17:53 |
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I think it looks nice, the only thing that really bugs me is the popping when camera hits geometry. Collisions with the world no third person game has ever managed to solve though so I'm not sure there's much you can do about it. Smoothing out the pops might help but you're never going to be able to avoid them entirely.
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# ? May 22, 2015 18:03 |
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The popping bugs me too, especially in the configurations from the gif (where the camera is farther away): for me, the one time I notice the camera offset is when I turn and it goes from maximum range to popping against a near wall and back to maximum range. It bugs me a little that the offset loses some of the dramatic character of the centered camera I started with, but I think that's something which goes in the category of "Looks nice, doesn't play well":
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# ? May 22, 2015 18:07 |
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We did a _ton_ of prediction and blends for camera collision. I think it was pretty awesome (The Order).
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# ? May 22, 2015 18:09 |
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Omi no Kami posted:The popping bugs me too, especially in the configurations from the gif (where the camera is farther away): for me, the one time I notice the camera offset is when I turn and it goes from maximum range to popping against a near wall and back to maximum range. Can't you smooth the camera out a bit? Slow down how fast it can go back out?
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# ? May 22, 2015 18:11 |
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Ooh, the speed does make the popping way less noticeable.
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# ? May 22, 2015 18:20 |
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Splat posted:We did a _ton_ of prediction and blends for camera collision. I think it was pretty awesome (The Order). We also sculpted specific camera-only collision to smooth out bumps. For tight rooms like that in particular you may want to invent a camera-only collision that is smoothed around all the corners.
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# ? May 22, 2015 19:27 |
I'm looking for some advice on game engine selection, myself. I'm working on a game with an artist, partially because we want to make a game, but actually largely because we want to learn better practices, and I specifically want to hone my programming skills. We're thinking something very art-and-text driven, probably along the lines of The Yawhg if anyone is familiar. Here's my situation: I'm equally familiar with Python and C# (which is to say, I've got the basics down in both, but not much beyond that) so we were looking at doing the game either in Ren'py or Unity, probably with Futile, since I'm mostly interested in programming on this project. Any advice on why one option would be better/worse than the other? I've worked in Unity quite a bit, though only with the audio systems, and I've never dealt with Ren'py before.
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# ? May 22, 2015 19:58 |
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Obsurveyor posted:There's been a long term issue with Blender FBX files and Unreal Engine and animated bones, I've only been following it loosely so it may be fixed. The only thing I really know for sure is you want to use the ASCII FBX export, not the binary. You can read more about it here: Yeah, i really want to continue learning unity, but i just cant code for poo poo, every time i try my brain just ends up scrambled, its a shame as unity and blender work really loving well together.
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# ? May 22, 2015 20:50 |
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MockingQuantum posted:I'm looking for some advice on game engine selection, myself. I'm working on a game with an artist, partially because we want to make a game, but actually largely because we want to learn better practices, and I specifically want to hone my programming skills. We're thinking something very art-and-text driven, probably along the lines of The Yawhg if anyone is familiar. Here's my situation: I'm equally familiar with Python and C# (which is to say, I've got the basics down in both, but not much beyond that) so we were looking at doing the game either in Ren'py or Unity, probably with Futile, since I'm mostly interested in programming on this project. If you want to hone your programming skills, don't use Ren'py. If you want to make a v-novel style game, use Ren'py.
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# ? May 22, 2015 21:19 |
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I'm trying to find a solution for moving transforms along a spline in Unity 5. So far I have found Hermite Spline Controller which is free but seems outdated and unsupported. On the other hand I saw that it can be done with iTween which I have heard great things about anyways. I just need very basic path following and preferably a Unity GUI component for designing the paths in visually in 3D in the editor. EDIT: I should be clear, I'm working on a 3d on-rails shooter and I just need one path with probably lots of nodes. I found this free Visual iTween Path Editor package which looks like it could do the job but looking at this example each path can only be around ~10 nodes. EDIT: Unfortunately it looks like the Visual iTween Path Editor doesn't support rotations on nodes. StickFigs fucked around with this message at 22:47 on May 23, 2015 |
# ? May 23, 2015 22:09 |
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So this is a weird consideration, but is there any way to incentivize daily activities without sims-style bars? I'm trying to go for zero or near-zero UI, and balancing bars isn't fun, but I really don't like that without the life sim component your character has no motivation to eat, use the bathroom, shower, change his clothes, or really do anything that flesh and blood humans do- he's basically robocop at this point, spending all his waking hours chasing the guilty. I can make that work, but I'd really prefer to work out at least a rudimentary economy for daily life.
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# ? May 24, 2015 10:10 |
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Sluggish controls when they need to eat or sleep? Characters commenting on the the players smell when they need to change clothes/shower? Hell maybe getting texts telling them they stink and should go take a shower.
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# ? May 24, 2015 10:34 |
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Omi no Kami posted:So this is a weird consideration, but is there any way to incentivize daily activities without sims-style bars? I'm trying to go for zero or near-zero UI, and balancing bars isn't fun, but I really don't like that without the life sim component your character has no motivation to eat, use the bathroom, shower, change his clothes, or really do anything that flesh and blood humans do- he's basically robocop at this point, spending all his waking hours chasing the guilty. Why, though?
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# ? May 24, 2015 10:42 |
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Omi no Kami posted:So this is a weird consideration, but is there any way to incentivize daily activities without sims-style bars? I'm trying to go for zero o r near-zero UI, and balancing bars isn't fun, but I really don't like that without the life sim component your character has no motivation to eat, use the bathroom, shower, change his clothes, or really do anything that flesh and blood humans do- he's basically robocop at this point, spending all his waking hours chasing the guilty.
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# ? May 24, 2015 11:26 |
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# ? Jun 9, 2024 08:24 |
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Omi no Kami posted:So this is a weird consideration, but is there any way to incentivize daily activities without sims-style bars? I'm trying to go for zero or near-zero UI, and balancing bars isn't fun, but I really don't like that without the life sim component your character has no motivation to eat, use the bathroom, shower, change his clothes, or really do anything that flesh and blood humans do- he's basically robocop at this point, spending all his waking hours chasing the guilty. Is doing that stuff fun at all, though? I mean all you are setting up is the potential for there to be an exciting crime solving scene, then suddenly OH NO YOU NEED TO POOP, OH NO YOU DIED BECAUSE YOU DIDN'T POOP. Just have that stuff take place in an automatic scene that takes place once a day.
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# ? May 24, 2015 11:33 |