Posts by AlexM
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Wow. I don't feel so alone after reading this thread. I've definitely had this feeling. Especially as a programmer where once the project starts to get nuts we start to feel disassociated from the project due to the sheer amount of foundational and bug fixing work. I want to be more involved in the playtests and process but there's just no capacity for it.
I started firing up unreal4 this year and working on it in my spare time. I try to force myself to spend a few hours each week whether or not I'm working 80 hours at my job or not.
...It's felt really good. It helps me remember why I got into video game development. The feeling of building something is still amazing.
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Quote from blackdog
Looking good @AlexM, didn't know they were doing another tower jam (from what I remember there have been already one)... can you give any idea of what happens in your prototype?
Mostly exploration with some light zelda elements in the tower with a dark-souls feel. I'm hoping to get more time with this before the deadline but I'm also finaling a game at work so I don't tend to get a lot of time.
I really need to get the combat system going. I've got some stuff setup with garbage quick anims I did. I think I might buy one of the combat asset packs on the unreal store so I don't have to worry about doing character animation.
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Quote from blackdog
Game looks so beautiful, I'm really curious to explore it. Puzzles didn't convince me too much, i mean they are abstract puzzles, which is not necessarily bad but is the only thing that there is. Seems a bit of a wasted opportunity.
PS: OpenCritic?? When did this thing came out??
Where are the articles? I've subscribed his YT channel but then he flooded it with the game dev language stuff that I couldn't really follow. Even just in terms of time, 1+ hour per video, don't have the time for something I can't work on.
Here's the article
http://the-witness.net/news/2011/12/e…-world-editing/
I totally agree with him on XML btw. It's a shitty way to store data. If you are storing plaintext and it's hard to read it should at least be fast to parse (which isn't the case). Basically the worst of all worlds.
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I remember some of the articles he wrote about the engine. It had some interesting features for live editing and hot swapping. Ever object file in the game was plaintext and he could reload everything in a second or two. I have no idea how...
Game looks really beautiful. I haven't been interested in his previous games but I do want to try this.
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Quote from TheOnlyDoubleF
The great marathon to find a job at the end of this final school year has begun...
I'd like to ask the insiders a question about this: I'll be available for hire in July. I'd like to get a junior position in one of my target companies. I think I'm a good junior if I compare myself to my school colleagues and the juniors I met in previous companies, I can do the work. I have an 8 months Xp on a AAA mobile game project and 2 released games with several million players (plus other projects including the current creation of an hunting open world game). Concidering the taks and responsabilities I had on these projects, I think I've proved myself, I think I can apply to junior positions. But can I? 'cause I'm not even gratuated yet...
So the real point is here: several companies will finish their internship recruitment program for this summer shortly. I should probably wait a bit if I want to apply to a true position starting in july. But I'm scared to miss the summer internship programs 'cause what if I'm wrong and I can't get a job? Should I apply to everything ? Maybe I should just simply get back to Eden Games once again.
I'm confident about my skills but I'm not sure what I am in the eyes of a recruiter between a graduated guy and a junior designer.Some thoughts on this?
You're a game designer with great art ability, you've done team management and you have a mobile app with 3 million players. If I were interviewing you there's a very good chance I'd hire you right away.
I think you are going to do very well in the future

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I think the important thing to take away is if you use some type of framework then you are working within the contraints of said framework. There's a point where if you design is unique enough then modifying an existing framework is more work then writing one from scratch.
As for your particular problem, I think I would say I don't understand it enough to recommend a course of action. I'm not familiar with coupling algorithms. That said, Unreal engine is fully open source which is good for interfacing unsupported hardware like an IR camera. I just don't know if it's faster to work from scratch or not. My gut says using the engine would be easier overall.
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Are you supposed to write an AI solution yourself? If so would using an engine like Unreal be considered allowable?
Unreal has some pretty impressive AI authoring tools but without knowing the specifics of the problem you are trying to solve I can't tell you if it's appropriate or not.
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20$ is as much as I'm willing to spend. Luckily that's possible with google cardboard

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It's Boktai time. TIme to get some sun!
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Now learning Japanese AND playing monster hunter. See you guys in 2-3 years

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How much do you want to spend?
The qanba is pretty nice. The buttons are generally stiff to start so swapping them out for sanwas could be good. Just make sure the stick you buy doesn't have the buttons installed in a way that makes replacing them difficult. This only seems to happen on the lower end offbrand sticks though.
I think the qanba should be fine. They certainly make some of the prettier sticks. I got this one a while back, while the buttons aren't great it looks so nice

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It looks like the perf got a massive boost. It was taking about 30 second a page now it's about 3-5 seconds.
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Quote from Pericolos0
I don't use playmaker for my projects, I script everything. I'm curious as to what you run into trouble with with unity? I don't really consider myself an engineer so I maybe look at things from a different perspective. So far I've been able to put together whatever I could think of without too much trouble :). I have no idea what goes on behind the scenes though.. the mono stuff you're talking about doesn't seem to affect my stuff :p.
with clean and lightweight I mean the editor layout and the whole simplicity of everything being gameobjects that you attach scripts and components to. You only make it as complex as you want it to be.
I won't deny that unity has problems though... I think it's definitely still a "small game" type of engine. They need to really figure out their lighting system if they want to play along visually with other "big game" engines. Their implementation of enlighten is just really painful to use, and imo overkill for most games. Their editor is also not ideal for building large complex environments with lots of objects. If either of those were my priority, I would for sure jump on to unreal.
Oh I see, by clean and lightweight I suppose it's quite relative. Something like corona is just lua bindings to functions. Being lua it doesn't even have a concept of objects or components but being lua you can implement a rudimentary system in about 10-15 lines of code. I see your point though, conceptually it's like a blank pallet that you add components too.
A quick list of issues I've run into with unity involve update order, non-standard c#, non-idiomatic c#, integrating external libraries, pulling out certain low level systems and keeping teams of developers synchronized. Scaling for teams also can be a real killer. Although admittedly Unreal has had a lot of growing pains scaling for teams as well (interestingly enough this seems to be something private engines have always done better).
I would agree it's a small game engine and I'm not trying to discourage its use for that in any regard. I am however making the argument that these days Unreal is also a good choice for small games. It's also extremely lightweight out the box. In fact a raw project clocks in at 19MB last I checked. IIRC a lot of that is icons and stuff that don't get packaged either. Not to mention the modern c++ used in unreal is very different from what most people expect. It's close to c#.
EDIT: Sorry I was running late for work and wrote this quick. One addendum, while unreal has a very modern C++ which is very different from typical c++ (you barely need to use pointers) it does suffer from C++'s garbage build process. They do their best to hide this from you and they do a stellar job but when something goes wrong it can be hard to debug unless you are a c++ programmer. This is why they recommend blueprints which are actually insanely powerful (they bind directly to c++ functions). I don't agree with the blueprint first method of development but I can understand the rationale for smaller games.
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Yeah I'm still getting insanely slow response time. I've noticed I sometimes get double notifications now too. Aka I'll check a notify one day then the same notification reappears the next morning.
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I've noticed the last few days the site is running insanely slow. Up to 30 seconds per request.
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Functionally probuilder almost works like a plugin. It has it's own menu bars etc. I guess maybe they don't fit right into the UI because of an engine limitation? I'm not sure actually.
With the UI overhaul, they are keeping the immediate mode GUI though right? That's actually one of my favorite things about Unity. Immediate mode GUI's are amazing for writing debug menus and logging systems. People didn't give Unity's old UI enough credit for that kind of stuff.