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Everything posted by Tutorial Doctor
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I have been testing a FREE and Open Sourced game engine called Godot (MIT license). I have to say that it is turning out to be a potential rival for Unity. I started using Unity before it became popular. This engine gives me the same feeling I had when I started using Unity. Of course, Unity has grown since, but this engine is already showing lots of promise: Website: http://www.godotengine.org/wp/ Overview: Develop games using your favorite operating system: Godot works on Windows, OSX and Linux.Editor runs in 32 and 64 bits, in all platforms.Small download (around 20mb), and you are ready to go.Easy to compile yourself (no dependency helps).Develop games for your favorite platforms: Mobile Platforms: iOS, AndroidDesktop Platforms: Windows, OSX, LinuxWeb Platforms: PNaCLConsoles: Playstation 3 and Playstation Vita (only with license from Sony)Upcoming (not stable yet): HTML5 and Windows Phone.One Click Deploy & Export to most platforms. Easy to create custom builds too.2D and 3D Built in UI Designer Uses Custom Scripting langague (but you can use C++) Screenshot:
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Crazy Bump Alternative (Texture maps from a single image)
Tutorial Doctor replied to Tutorial Doctor's topic in Creative Chat
Version 3 is out with many improvements: -
Godot Engine Reaches 1.0, Releases First Stable
Tutorial Doctor replied to reduz's topic in Level Design
The news is spreading. It is amazing how such projects are overlooked initially. This might be a Unity killer. I used Unity a long time ago when it was an infant. It got expensive and I stopped. One thing Unity did have was full demo levels and a store. This engine is catching on though, and I am spreading the news also. Thank you! -
Crazy Bump Alternative (Texture maps from a single image)
Tutorial Doctor replied to Tutorial Doctor's topic in Creative Chat
No problem. I have also found a free and open source alternative to the Unity3D game Engine, I am testing both of these, along with Blender to see if I can get a solid workflow going. It is called Godot: http://www.godotengine.org/wp/ I was there from the beginning when both Game Maker and Unity3D were still not so known. I see the same potential already in Godot (which they say has only been out for a few months. -
I haven't been on this site for a long while (was getting more into the programming side of games), but now I need to get back into the art side. Recently I discovered a Crazy Bump alternative while browsing a forum post on another Crazy Bump alternative. Awesome Bump is a very good free and open sourced alternative to Crazy Bump:
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This is an area I want to explore myself. I use Google Sketchup for environments because it is very easy and it was used for Drake's Uncharted. I recently learned about greebles which they used for the star wars movies. It is good to have a collection of greebles for your environments because they can be used over and over. Another thing you want to look into is modular design or modular modeling: A good start is here: http://www.youtube.com/watch?v=0xYdkxeEOzM Also you want to try to use a texture atlas for some of your textures so that you can cut down on render time. Blender has a texture atlas plugin as well (if you use blender). Just wanted to give you some terms that you could explore. note: I also have a post on here about modular design (some people posted some good examples). Hope this helps.
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Here is a demo (1hr long): http://www.youtube.com/watch?v=c9V9jHdDKD4 Project is like a game that makes games. It has a very in-depth level creation system that uses a CUDA-like language. Expected to be exclusive to XBOX 1 and Windows 8? Anyone interested in this one? I certainly am, as I had the idea to create a game that makes games a long time ago, and only recently am learning programming. Difference between this game and mine is that mine would require no programming experiences (yes, it's possible). The issue then becomes, "how much control do I really have" and that is the issue that is hard to solve. But until then, Project Spark looks like a winner (But, Windows 8? Really?)
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Newbie here looking for help of all kinds in hammer.
Tutorial Doctor replied to zovek's topic in Level Design
The response is to the need to "make worthwhile maps," and to "help of all kinds." Whether it be in hammer or in UDK or in CRY etc, making a worthwhile map (that part there) is general. I don't know if any info on my site can help, but if it can, good. I will be looking for tutorials on hammer to add to my site (if I can find any good or "worthwhile" ones) -
Newbie here looking for help of all kinds in hammer.
Tutorial Doctor replied to zovek's topic in Level Design
I see the ''see google'' joke quite often on forums, but honestly, just typing something in google doesn't always lend a good result. It is the reason I created my website. It is a collection of GOOD and SIMPLE, FREE tutorials. And actually it takes a while to find tutorials like that (frustrating as well). You can find some 3D tutorials on my website under the ART section if you want to take a peak: www.tutorialdoctor.weebly.com -
Newbie here looking for help of all kinds in hammer.
Tutorial Doctor replied to zovek's topic in Level Design
Hi zovek, I am a a novice myself. Looking for help too. But I found a very good series on Youtube by WORLDOFLEVELDESIGN. Has some good stuff on making games/maps. I recently found out how to use Normal maps (totally new to this) and how useful they are in adding the APPEARANCE of a lot of detail when there isn't that much detail Example: Making a simple plane look like a brick wall (actually look like one) You may not be as much of a beginner like I am, but that worldofleveldesign thing might help. -
Thanks [HP]!!! I have never read that before, but it is exactly what I need to read. Thanks!
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Good one ng.aniki! You guys are good. I have a lot to learn. hehe
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WOW!!! Good work Seir! That sets this post in a good direction! I am not as good as you, but I will attempt something.
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Seir had a very good post here: So I thought to start a topic where people can showcase some modular models they have done. Format: 1) Photo of model 2) Photo of model breakdown (parts) 3) (Optional) Photo of model assembly The advantage of modeling modularly is that it is very FLEXIBLE. If you modeled a full human character with details, and your production leader says it is not good, you don't have to start from scratch if your model were modeled in a modular way. It is also a good way to create models FASTER. So, anyone done any modular modeling? If not, try it out and post it here! (I will work on some myself) Example of a modular human(not mine): http://www.3dcadbrowser.com/download.aspx?3dmodel=9862
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Organic levels - workflows and interation pipeline
Tutorial Doctor replied to mjens's topic in Level Design
Hi seir, I think the word you are looking for is MODULAR modeling (It's a term I made up, but it is similar to modular programming). In fact, I like to call it MODULING haha. What you want is a MODULAR SYSTEM. It's like LEGOS really. You have a bunch of pre-defined parts that are configured in different ways to build unique individual models. I saw a good example of a modular system in this video: https://www.youtube.com/watch?v=8mkPRmqUlFw Drakes Uncharted used a very good modular system for it's level environments. Repeated geometry, but you couldn't tell really. I even have modeled what I call a BASE MODEL CHARACTER. It is super low poly, but with one subdivision it's like PRESTO! Found here: http://forum.maratis3d.com/viewtopic.php?id=735 The idea is that you edit the base model which has minimal geometry and you get a completely different form of Character. It is a fast way to scrap an idea and start again. You could do this with terrain as well. You could create a: Base Tree Base Rock Base Grass Base Road For example, look at this model of a road that has PARTS that can be configured to make various roads: http://sketchup.google.com/3dwarehouse/details?mid=53c8c94f6076181ae4406b3bf37e6ffe&prevstart=0 Hope this helps -
Thank you to the posters above (and after if anyone else has anything to add . I do see how different programmers and artist think, and I think that if both had a perfect flow, then that would be the ideal setup. I find myself RIGHT IN THE MIDDLE. I recently learned how to program, and it is EASY. But the way I learned was in an artistic way (I happen to be a little artistic). So when I am writing the script, I am seeing it visually also. I try to keep my 3d assets in mind when naming variables and/or functions. Most of my functions I keep very dynamic so that they can easily be changed if there is a level design change or something. For instance, if I had several characters in my game (doesn't matter what type of character) and I wanted them to be able to run, I would have ONE FUNCTION named: Run() this function would then have arguments that change WHO RUNS and HOW IT RUNS. Run(Joe,5mph,forward,UP_BUTTON) If you wanted the dog to run: Run(dog,10mph,backward,DOWN_BUTTON) Anytime a new object is created by a designer, and I want it to run, I can do that. This helps my workflow a lot (reason why I am creating a customizable game script) because I dislike scripting hehe. Any programmers out there want to pitch in with their WORKFLOW for programming? Any artists want to pitch in with their workflow for level design? I could use any help.
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What's your game design workflow? Tips for a noobs: My status: I am all about doing things fast and efficiently, so I am always looking for SHORTCUTS. This is part of the reason I am making customizable game script. I am using the Maratis Game Engine, and I have developed a basic workflow: Idea (brain) quick sketch (paper) Collect game assets (photos,sounds,models etc) (google) Model (Wings 3D) Uv unwrap (Blender) texture (Blender) rig (Blender) animate (Blender) lighting (Maratis) scripting (Maratis) (Or something like that) What is your workflow?
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Free Open Source Game Engine (Unity Alternative)
Tutorial Doctor replied to Tutorial Doctor's topic in Off-Topic
Thanks for your comment. I just posted on the Maratis site how annoying Blender is to use. hehe. I like Max more, but I am going to learn Blender anyhow (Can't fork out the 3k) The asset import allows you to import obj and collada files also. I didn't know lua before trying this engine, but I learned it in no time because the API was good. I am going to be learning from this site, so that I can make better levels, because I really see the potential of this software. Look forward to more comments. -
I was looking at a Unity 3d tutorial on youtube and stumbled saw another video in the play list. I checked it out and found MARATIS3D!!! http://www.maratis3d.org/ I did not like Unity. It had a bad interface and too much for a novice (I am a novice game designer). Coding was too complicated for a beginner. But ever since I have started using this software, I have been non-stop making things. I made a showcase: http://forum.maratis3d.com/viewtopic.php?id=738 And I even wrote a template for a customizable game script: http://forum.maratis3d.com/viewtopic.php?id=744 (Novice indeed, but Maratis is not intimidating) Maratis uses the LUA programming language as scripting language. The language behind the Engine is C++ This is BY FAR the best game engine for beginners. A more skilled programmer was able to make a chess game: http://forum.maratis3d.com/viewtopic.php?id=750 And I have made a few levels myself: http://forum.maratis3d.com/viewtopic.php?id=775 The API is VERY EASY TO UNDERSTAND although the community needs some action. It has BLENDER support as it stands, and an asset import. It looked sort of empty at first, but I know I can make something marketable with it. I am here to get ideas for my own games, and tips on how to make good games and levels. The game can be compiled for windows or Mac OSX, and with a little work, it can be used for IOS also.
