Thanks. I'll try that out and see how things go. Somehow I almost always forget about sound effects until after everything else is mostly finished haha.So, definitely record tangible elements like handling/manipulating different real-life objects. For your game, I'd start with plastic items/toys like nerf guns, flashlights, etc...Then do some recordings of different little toys/instruments. Stuff like pop guns, castanets, balloons, etc...If you want to go with some retro sfx layers, check something like this out:
https://www.bfxr.net/
Experiment with mixing layers together and routing all layers through a final "mastering chain" that can help glue it all together. This is where EQ, compression, limiting, and a tiny bit of reverb can help.
You're far too kind :-)
I posted the progress report in the Discord the other day but figured it might be of interest here as well since not everyone goes to the Discord, so here, with an added bonus beginning of color - the rest will come in January when I'm back. And with that I'm *finally* gone this time, so happy holidays to everyone (hopefully you manage to take some, if not, good luck!), and we'll pick this up in 2019! See you all then!
You're far too kind :-)
I posted the progress report in the Discord the other day but figured it might be of interest here as well since not everyone goes to the Discord, so here, with an added bonus beginning of color - the rest will come in January when I'm back. And with that I'm *finally* gone this time, so happy holidays to everyone (hopefully you manage to take some, if not, good luck!), and we'll pick this up in 2019! See you all then!
How do you guys deal with multiple projects? I currently have ideas for 2 different games, simple mobile stuff. No ambition, just for the heck of it type of deal.
I've been developing one of them, but I'm feeling kind of in a rut and keep wanting to mess around with the other one. I'm afraid if I just keep changing games whenever development is a bit more boring / difficult I'll end up in one three possible scenarios.
Should I just stick with the current project or try to manage both of them, switching between them whenever I need a "breath of fresh air"?
- Take much longer to do any task, due to all the context switching.
- End up with a bunch of unfinished projects because I just jump around until I get bored.
- Completely burnout and feel like doing nothing.
How do you guys deal with multiple projects? I currently have ideas for 2 different games, simple mobile stuff. No ambition, just for the heck of it type of deal.
I've been developing one of them, but I'm feeling kind of in a rut and keep wanting to mess around with the other one. I'm afraid if I just keep changing games whenever development is a bit more boring / difficult I'll end up in one three possible scenarios.
Should I just stick with the current project or try to manage both of them, switching between them whenever I need a "breath of fresh air"?
- Take much longer to do any task, due to all the context switching.
- End up with a bunch of unfinished projects because I just jump around until I get bored.
- Completely burnout and feel like doing nothing.
How do you guys deal with multiple projects? I currently have ideas for 2 different games, simple mobile stuff. No ambition, just for the heck of it type of deal.
I've been developing one of them, but I'm feeling kind of in a rut and keep wanting to mess around with the other one. I'm afraid if I just keep changing games whenever development is a bit more boring / difficult I'll end up in one of three possible scenarios.
Should I just stick with the current project or try to manage both of them, switching between them whenever I need a "breath of fresh air"?
- Take much longer to do any task, due to all the context switching.
- End up with a bunch of unfinished projects because I just jump around until I get bored.
- Completely burnout and feel like doing nothing.
Hello, update v0.2 of my new robot for transport of marchandises and coworkers (enemy).
You can see a glimpse of the v0.1 of a smaller one in the first square, I don't know its specialisation yet but it's at least aimed at mobility with wheels bigger than its body, to allow a grip from the bottom as much as the top.
I made a small carnival themed puzzle game entirely in UMG a few months back. It was a bit of a hassle but it worked in the end. Tbh, for the thing you're describing, I'd probably try doing it in something a lot more lightweight like MonoGame or libGDX.So I've been working on design on a game very personal to me to try and get back into dev stuff. Life has been hectic and stressful and just very busy lately so my main project got sidelined.
I've been debating what to use to make this much smaller passion project, it's 2D and basically entirely takes place in a fake tindr equivalent. So everything is just a menu basically.
I want to work quickly and easily on this and I had the idea of using UMG in ue4 to make it but I wanted to know if I'm crazy for making a game that is 99% UMG before I started coding anything xD
Thank you, I had hard time thinking of something but managed after the wheels, now I see the windshield in need of improvement.Looking nice. I'm getting some sort of FTL in 3D vibes here. :)
Thank you, I had hard time thinking of something but managed after the wheels, now I see the windshield in need of improvement.
Yes it kind of look like FTL. The first areas are mean to be quite basic in appearance, but that don't mean they don't have secrets.
Do you have more footage of your game? It's hard to keep track of who makes what in the thread sometimes, and I don't think I'm familiar with yours.
I would recommend you made a twitter account for the game, if you haven't already, then post updates to twitter and embed the tweets. Creating a community for your game from day 1 is super important, and this way we can see all the other updates if we're curious. It's win-win. :)
This Christmas break I decided to pickup UE4 again, lets see if I actually will do much... It's not the first time I've had good intentions about UE4.
If I generate a 3D maze at runtime, does UE4 automatically optimize it or will it render all meshes regardless of whether they are obstructed or not?
Unreal will do occlusion culling for static meshes, but if you are making a runtime maze that doesn't need dynamic pieces that move or are destoyed, look into Heirarchical Instanced Static Meshes (Hisms) - they are instanced but support LODs and a type of occlusion culling that plain Instanced meshes don't support.This Christmas break I decided to pickup UE4 again, lets see if I actually will do much... It's not the first time I've had good intentions about UE4.
If I generate a 3D maze at runtime, does UE4 automatically optimize it or will it render all meshes regardless of whether they are obstructed or not?
You're not going to find one engine being considerably better than the other. At this early stage you almost might as well flip a coin. In either case there's a plethora of tutorials available, and many of them are quite helpful, so you can just run a search for whichever thing it is you need to learn at a given time.Hello. I recently got a new laptop that is capable of supporting both unity and unreal 4 an I want to want to dip my toes in indie game development while I work in my masters degree.
I want to make a small turn base strategy game, see if it works and maybe expand upon it if I like the idea.
¿Do you guys have any idea where to start and what engine to work on?
Hello. I recently got a new laptop that is capable of supporting both unity and unreal 4 an I want to want to dip my toes in indie game development while I work in my masters degree.
I want to make a small turn base strategy game, see if it works and maybe expand upon it if I like the idea.
¿Do you guys have any idea where to start and what engine to work on?
Whelp I think i just broke all text in my project by updating my text asset with the new unity system. i think i'm just going to downgrade back, too many problems are arising with such a huge change.
edit: in the biggest what the fuck thing, i went back and downgraded, used in old back up, and it the text system now has errors that weren't there before. the fuck. Like the code won't compile when it was working just fine. Re-importing it just breaks everything again. whyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
How do you guys deal with multiple projects? I currently have ideas for 2 different games, simple mobile stuff. No ambition, just for the heck of it type of deal.
I've been developing one of them, but I'm feeling kind of in a rut and keep wanting to mess around with the other one. I'm afraid if I just keep changing games whenever development is a bit more boring / difficult I'll end up in one of three possible scenarios.
Should I just stick with the current project or try to manage both of them, switching between them whenever I need a "breath of fresh air"?
- Take much longer to do any task, due to all the context switching.
- End up with a bunch of unfinished projects because I just jump around until I get bored.
- Completely burnout and feel like doing nothing.
Also, I'm gonna add that it's perfectly okay to be doing pre-prod on future projects if you manage your time to prioritize the majority of your energy on your current project.Abandon one and double down on the one with the most potential.
You're not going to find one engine being considerably better than the other. At this early stage you almost might as well flip a coin. In either case there's a plethora of tutorials available, and many of them are quite helpful, so you can just run a search for whichever thing it is you need to learn at a given time.
Years ago when I picked up Unity it was because that was what most people I knew were doing, but now it's evening out. I still know more Unity users, but that just seems like inertia at this point, not because it's markedly superior in any way.
Good luck! :)
There are multiple factors to consider:
A good starting point would be what programming languages you are comfortable with - Unity's main language is C#, whereas Unreal is centered around C++ - However stock-Unreal has Blueprints as a decent-ish alternative - But I would highly recommend knowing your way around C++ over reliance on Blueprint, as Blueprints can become quite convoluted and hard to maintain.
Another factor to consider is what kind of graphics and artstyle are you going for, as well as target hardware and related overhead - Unreal is solid for realistic artstyles out of the box but is also more demanding in general (Though Epic has been steadily optimizing Unreal downward more and more for the sake of low-end hardware/Mobile/Portables). However, Unity can stand shoulders to shoulders with Unreal on that front if you're willing to put in the work. Which brings me to another point on 2D - Right now from what I am aware of, Unity readily wins in the world of 2D. Unreal 4 has Paper2D, but it's generally not that well documented from my experience experimenting with it, not really being actively worked on in engine updates, and demands more resources rendering 2D than Unity does.
This is still a bit of a tossup from examining released titles, Unreal is generally better performing on current consoles than Unity, but this is still very YMMV and not exactly relevant to your needs yet and probably comes more down to the experience of the teams doing the ports than the engines themselves.
Both are very solid choices, so consider which one you want to go with based off your experience and goals.
As an aside - Possibly consider GameMaker Studio 2 if you're still learning how to Program and plan on 2D graphics/gameplay. I used to trashtalk GMS2 in the past here for being unstable and weighed moving my game away from it in favor of Unity or Unreal, but it's actually quite a stable and feature-rich engine now with YoYo finally having a public Test-Branch ahead of rolling out updates. GML is a solid language to learn with and has a significant amount of documentation (Official and Community) to work with - Just mind that you don't fall into any bad habits GML might introduce you due to some more lenient rules compared to C#/++. As an aside though you'll be trading some versatility for ease of use, but make no mistake it's about how you use it. Just don't try to compete with Crysis using it or you're gonna have a bad time.
That's perfect. Practice projects to help you get a feel for something are great.Thank you both for your feedback!!! I have had experience with Unity before so I'm no stranger to that. Still, I might use this chance to toy around with Unreal and learn its ins and outs (Alongside some c++ experience i need).
Might start by doing some small "Toy projects" to get myself comfortable with the engine, and we'll see how it goes.
Don't unless you already know it.