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Communist Bear
Oct 7, 2008

I'm actually considering downloading Epic's UDK to play about with it and see if I can create anything with it. I think my skills mostly lie within map making - I've toyed about with Hammer, but found it rather limited toward Source based games.

Either way one of the biggest problems I have is that I'm absolutely terrible at art. Given time I could probably create textures and such, but when it comes to hand drawn art I'm useless and this means I have a hell of a time trying to convey my ideas. Hence why I look more toward map design, since that only really requires a good hand at drawing mazes and architecture, which I'm a bit more confident at than drawing monsters.

Has anyone tried the UDK before?

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Communist Bear
Oct 7, 2008

Mug posted:

Okay, I'm gonna make the 2nd post all about "technologies" with a bit of a writeup on each one for someone who's never used them before and needs to make a decision about whether it's right for them.

Anyone wanna throw some words together about Unity, Multimedia Fusion, Game Maker, Unreal Engine, Source, whatever people use Flash/Actionscript for and anything else?

I'll give some feedback on things I've used in a couple of minutes.

Communist Bear
Oct 7, 2008

I'll just do some advantages and disadvantages on stuff I've used:

Hammer map editor(part of Source SDK)
Advantages
  • Fairly easy to learn and use.
  • Has an in depth tutorial and wiki and once you get the basic idea it doesn't take long to create the foundations for a map.
  • Has a fairly extensive resource library incorporating all of Source based games.
  • Friendly enough UI that's quick to learn.
Disadvantages
  • Is starting to age compare to other SDK's. Terrain editor is fairly limited and is rarely used for creating anything other than TF2 maps.
  • Absolutely hates leakage and doesn't help much finding it. Got a gap leading into empty space? Hammer won't let you proceed until you fill it.
  • Creating a skybox and background structure can be a fiddly process.
  • Used to crash quite often - particularly if you're doing something complex - although I think that's mostly been resolved.

Unity
Advantages
  • Fairly easy to use.
  • Has a massive amount of support for the implementation of different filetypes.
  • Well known and used within the indie scene means there's a good amount of resources on it.
  • Versatile in what you can make on it (from something really simple to a complex full featured game)
Disadvantages
  • Easy to use, difficult to master.
  • GUI takes a while to get used to.
  • I personally found their tutorials to be rather vague and unhelpful, although it makes up for this by having a good amount of resources elsewhere (including walkthrough guides for making pre-set game ideas.)
  • I also found it rather overwhelming. It feels like you need a dedicated team to do anything on it.


Source Filmmaker
Advantages
  • Very powerful animation designer for the development of films using the TF2 resources.
  • Clever and simple to use UI with a varied amount of options in recording.
  • Easy to learn
  • Dedicated resources and wiki.
Disadvantages
  • Lip sync options can have mixed results and requires the patience of a saint to get right.
  • Limited to TF2 (and some Source) resources currently.
  • You can completely gently caress up what you're doing within it and not be able to revert, hence why you need to save repeatedly when using it.
  • Can crash rather frequently.

Communist Bear fucked around with this message at 11:50 on Sep 14, 2012

Communist Bear
Oct 7, 2008

Mug posted:

Is Source Film Maker related to making games? I thought it just rendered to video?

Yeah actually, sorry. I thought I'd add it in just in case! :)

Communist Bear
Oct 7, 2008

Mug posted:

I've never touched it so I wouldn't know. What's Hammer SDK? Do you mean the Source SDK? I thought Hammer was the map editor for Source. Is that not the case anymore? I haven't played with anything Source before, Hammer was the Half-life 1 map editor I remember.

Hammer is the map editor. I think the full thing is Source SDK, which incorporates the editor, the face editor and resource stuff. I used Hammer more than anything else.

Communist Bear
Oct 7, 2008

I want to bulk up my portfolio because I've already got the degree (Computing - Software Engineering) but I have real trouble trying to figure out where to start. Either my ideas are too huge, or I feel overwhelmed whenever I look at the program (ie Unity).

As stupid as my problem might sound, can anyone help? Should I just start off with small art-based 2d things (even if I absolutely suck at art)? Or should I concentrate on specific area - ie map design?

I need help finding my feet so I can make stuff. I reckon If I can develop a few individual projects before the end of the year I might have more luck getting employed within the games industry.

Communist Bear
Oct 7, 2008

Unity's terrain editor uses height maps for its creation. Does that mean I could use a custom height map - ala from a real place - in order to create my terrain?

Communist Bear
Oct 7, 2008

So after looking at a couple of video tutorials and learning the basics a bit more(Unity websites tutorials are useless. 3D Buzz is amazingly helpful) i've taken my first steps toward making my own map using Unity:



Not much at the moment mind. The empty sections to the left and right are going to contain building models (presuming I can find an apartment prefab) and the general middle area is where the player will go.

I'm referring to a map I drew with pencil and paper.

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Communist Bear
Oct 7, 2008

Derp, how the hell do I get tree colliders to work?

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