SubJeff on 7/1/2014 at 00:04
Unity isn't so bad Pig. Even I think it's okay! Plus you can code in JavaScript which is awesome because it's so simple. Thy
Yakoob on 7/1/2014 at 01:54
I haven't tried the JS, but if it's exactly like regular JS I highly recommend C# instead in my opinion.
SubJeff on 7/1/2014 at 06:48
Why? You can use either in Unity. Why use C#?
SubJeff on 7/1/2014 at 20:00
Yeah, that's more or less what I thought. Unless there was some special reason for C# in your game I guess.
Yakoob on 8/1/2014 at 04:30
Quote Posted by NuEffect
Why? You can use either in Unity. Why use C#?
Just personal preference really, I'm not a fan of JS. Plus I'd say C#'s more rigid structure and type-strictness, while harder to learn, can prevent you from accidentally shooting yourself in the foot when you're not used to coding :p
Speaking of coding, non-English fans disappointed Postmortem lacked translations will be happy to see I'm starting the next project on the right track
Inline Image:
http://postmortemgame.com/images/promo_nextproject/karas2_localization_support.jpg
catbarf on 8/1/2014 at 06:30
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.
I've used Unity to do mockups and simple level design, but trying to actually make a game in it really annoys me. I've had the same experience working in Flash with Actionscript- you end up with a project done partly through code, and partly through the GUI, and it's a clumsy amalgamation.
Unity's definitely a lot easier to make a game in than, say, pure C++ with an OpenGL library, but some things that should be relatively simple are made a lot harder than they need to be and I've found that it gets very tricky to understand the relationships in a large project.
Yakoob on 8/1/2014 at 07:36
Quote Posted by catbarf
the same experience working in Flash with Actionscript- you end up with a project done partly through code, and partly through the GUI, and it's a clumsy amalgamation.
Yup and why I hate visual scripting systems (like Kismet) - sure it's great for prototyping, but it just makes managing and debugging stuff a nightmare with the logic scattered between several layers of the engine.
Quote:
I've found that it gets very tricky to understand the relationships in a large project.
Indeed that is my worry, how everything will scale up as my project grows.
That being said, you still CAN ignore objects and stick all logic to code, as you would in a traditional non-unity engine. The engine does encourage the object-component model, but does not require it... which is where part of the confusion stems from as it's hard to decide where to draw the line.
EDIT: Btw, (
https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&ved=0CCoQFjAA&url=http%3A%2F%2Fwww.gdcvault.com%2Fplay%2F1911%2FTheory-and-Practice-of-the&ei=ZwDNUoqyC5L6oASPwIKIBg&usg=AFQjCNGVTFg3QbWsg62Hqimepl-bQB1LaQ&sig2=-Yjt-ic7I5ES-MKXXoyp5w&bvm=bv.58187178,d.cGU&cad=rja) here's an
excellent, excellent GDC powerpoint on Object-Component design pattern by Radical Entertainment they used on Prototype 2. Highly recommended.
SubJeff on 18/1/2014 at 15:55
That looks awesome Ulu.
When do you plan on release?