Yakoob on 14/12/2013 at 17:59
Hah, your level editor screenshot reminds me of mucking around with the Jackjazz Rabbit 2 editor way way back for some reason :p maybe cause its one of the few 2d platformer editors I mucked around with.
Are you using a 3rd party engine or all original code?
Ulukai on 14/12/2013 at 18:42
Reminds me a little of Terraria (not a bad thing!)
nicked on 15/12/2013 at 11:40
It's all done with Multimedia Fusion, so no code at all! I get the feeling MMF has a pretty bad rep, but it's quite powerful once you get to grips with it, and it means my mathematically-challenged mind doesn't have to worry about programming languages. :laff:
Ulukai on 22/12/2013 at 15:50
Milestone of "Playable Game" reached.
My AI now fights back, in an insanely punishing and yet-to-be balanced way, and the GUI is making further progress.
[video=youtube;Ckh5y_mOiHU]http://www.youtube.com/watch?v=Ckh5y_mOiHU[/video]
demagogue on 6/1/2014 at 07:54
I like how you blurred the spoilers just enough to keep us guessing, as opposed to just totally blacking them out. I take it this is the game with a certain Express influence.
Congrats on your advance though. I may hit yoy up with some questions on Unity object logic for my own project (the one I posted here before).
PigLick on 6/1/2014 at 12:28
I so want to be able to make games, but that screenshot just terrifies me.
I have used Gamemaker, also done some stuff in AGS, and made a modded map for Samp (san andreas mp), so I have done a little bit of scripting/coding but man that looks hardcore.
Yakoob on 6/1/2014 at 23:35
Quote Posted by demagogue
I like how you blurred the spoilers just enough to keep us guessing, as opposed to just totally blacking them out. I take it this is the game with a certain Express influence.
Congrats on your advance though. I may hit yoy up with some questions on Unity object logic for my own project (the one I posted here before).
For sure, I am still experimenting and struggling figuring things out, like should my items or overall game logic be GameObjects with components vs. ScriptableObjects as asset vs. just a regular class. But as I've learned with Postmortem - the best way to find out is to try all three in different aspects and see which one breaks horribly first ;D
Quote Posted by PigLick
I so want to be able to make games, but that screenshot just terrifies me.
Oh how so? Complexity? Yea, Unity can get pretty involved if you want to do anything fancy or non-generic, so it might not be the best tool to start with. Back in my wee days I toyed with so many game editors - even made a whole 13 mission RPG campaign for Starcraft (that no one played hehe). It's a good way to start learning the ropes.
Hit me up if you got any gamedev questions, or just post here - we got plenty of TTLG folks who know the shtick :D
Quote Posted by icemann
Where Unity gets most confusing is in how not everything is done code/script wise. Whilst a fair bit you still do there, a portion you need to do within Unity itself for everything to work right. Always confused me a bit.
True, when set up right, it really gives A LOT of power to designers without needing to code a single line. Integrating the editor with the engine itself is where most modern devs have been moving towards, with visual node based scripting (Unreal's Kismet), node-based material generators (Blender) or state machines for animations (Unity). As a programmer, I hate the visual scripting side, but can't deny the trend has overall helped speed up game dev and prototyping, imho.