I actually made the turn into the the star area my first try, but was so surprised, and driving so fast, that I forgot to turn, and smashing into the far wall.
Yeah, there's no data out there for it to run into anything.
I'll be updating it sometime this week, and I'll probably add in a thing where you explode if you go over 88mph. So the easiest way to suicide out in the void will be to just accelerate.
FyreWulff on
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Kovakdid a lot of drugsmarried cher?Registered Userregular
edited December 2009
oh man so google sketchpad is easy enough to use that even i can figure out how to make rudimentary models
Kovakdid a lot of drugsmarried cher?Registered Userregular
edited December 2009
sweet i remembered reading something about how to get them in there but i hadnt saved where i found it.
going to try to do some arts this weekend i guess
Kovak on
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Kovakdid a lot of drugsmarried cher?Registered Userregular
edited December 2009
hey does anyone want to draw me a mech
im looking for humanoid looking ones, so i guess more gundam than mechwarrior although i'd like them to look a little bit more like mechwarrior in style while still being humanoid
im really open to a lot of interpretations although i think a sort of exaggerated style would be best
Arrow keys move around, you have to diagonal to climb. Collect all the different looking things to clear each level and generate a new one, keeping your score going. You can hit space to give up and generate a new level but it'll clear your score.
It sort of barely flickers, looks like tiny lasers.
here i try to carve out a wiener
e: i hope it runs on other machines. I don't know how finicky c++ is with that sort of thing
e2: changed compile settings and updated link, i hope this one works
SoaL on
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Kovakdid a lot of drugsmarried cher?Registered Userregular
I'd been leaning towards Unity rather than UE3 in large part because it seems easier to use, do you know if this is true/to what extent? My programming to date has been limited to what was taught in school and some 2d games (top-down tank game and a multiplayer Go game), so I'm looking to ease my first shot at something 3d.
Also, do you know how versatile UE3 is for games that aren't first person or 3rd person action games? My goal is a 3rd person isometric turn based tactics game, and I'm not sure how well either engine is built for that.
EDIT: I'm not doubting at all that UE3 is the more powerful engine, but as I said to LaCabra earlier in the thread, I get the feeling that a lot of that additional awesomeness will be wasted on me at this point.
A lot of that awesomeness would be wasted on you, of course, because you're not gonna tap the full potential of the UDK like a seasoned team of professionals would. However, Unity is just vastly inferior. It only compiles on Macs, I don't think it has networking, there's no goddamn way in hell it can compete with the efficiency of UE3, and the knowledge base out there is weaker. The beauty of Unreal is that it's really easy to do simple stuff, and then you can ease into the harder stuff.
It's pretty versatile. As a hint for how you might approach it, think about the Redeemer weapon in UT. When you fire it, your camera and control go to the rocket. It is not terribly difficult to control pawns other than what you would traditionally consider the player. It is also not that hard to write your own camera code. The thing is that UE3 is actually pretty generic in terms of gameplay; its rendering isn't terrifically generic, but its scripting and gameplay stuff is.
Starting with what? Starting with UDK, which is basically Unreal 3 minus most of the artwork? Yeah, a DOOM clone there is mostly art with a little bit of code for the weapons, and I guess you have to change the damage/armor system. Starting from scratch, like, actually programming it yourself? No, not easy.
I'm starting to think you haven't looked at Unity since they released the new version. The current version (2.6.1) is available for both Windows XP and OS X 10.4+, only the iPhone development requires a Mac, which makes sense.
I'm just quoting from the website here, but this would indicate that there is networking. I looked at Unity right after they released Off-Road Velociraptor Safari, and there's been a lot added since then.
As far as ease of use goes, Unity has a step by step tutorial complete with all assets to introduce people to the engine by creating a simple 3d platformer. I'm looking for something along those lines for UDK, haven't found one yet. Just downloaded and installed it though, I'm definitely interested in looking at both before I decide.
Try using Unity's networking and you'll see it's basically just where you'd start off if you got RakNet or something. It's not what Unreal has. Also, if you can't find Unreal tutorials, dude, I don't know what to tell you. Look harder? People I know who use it are always surprised at how easy it is to get shit working. So easy that it sometimes bugs them that they don't think they wrote enough code to make it work.
Also, no, I didn't look at 2.6.1 if it's new. I looked like 6-12 months ago.
Defender on
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UnbrokenEvaHIGH ON THE WIREBUT I WON'T TRIP ITRegistered Userregular
edited December 2009
I think the problem I'm having with finding good Unreal Engine 3 resources is that there *is* a ton out there, but the majority of it seems to be for modding/mapping tutorials, rather than full game. Which makes sense, as it's been available to mod for ages, but the full engine became available only recently.
Also, they don't appear to have updated the site fully, and last night I was running into a lot of promising looking links in red, which indicates that they are Licensee only, with no options to become one. Looking again tonight, it seems similar if not identical links are available through other sections of the site. There are a lot of "getting started doing X role" pages there, but what I'm looking for is more of a basic "here is a very basic overview of everything, start to finish"
If anybody played it, you know there is no true way to lose unless a point thing gets unreachable.
So I added falling rocks that pile up, and if they reach the top (like tetris) you lose. So you have to dig out the piles to keep them from reaching the top while collecting the point ones.
Posts
I actually made the turn into the the star area my first try, but was so surprised, and driving so fast, that I forgot to turn, and smashing into the far wall.
I'll be updating it sometime this week, and I'll probably add in a thing where you explode if you go over 88mph. So the easiest way to suicide out in the void will be to just accelerate.
udk project go++
http://forums.epicgames.com/showthread.php?t=707796
going to try to do some arts this weekend i guess
im looking for humanoid looking ones, so i guess more gundam than mechwarrior although i'd like them to look a little bit more like mechwarrior in style while still being humanoid
im really open to a lot of interpretations although i think a sort of exaggerated style would be best
maybe oversized hands, feet, and shoulder pads
a quick doodle or two would work
I am making a dinky c++ console game right now
it will be ready soooon!
(SO MUCH FLIICCKKERRR)
those feet are a lot like the kinds ive been messing around with
my final vision would be a world in which silly themed mechs aren't out of place.
edit:
Also, something I thought of while in the shower
gotta head out now
- few more levels
- new enemy
- lame speedometer
- you now explode for going over 88mph
- loading screen?
download at the same place
http://www.mediafire.com/?jxnmqzzwyey
It's kinda finnicky
Arrow keys move around, you have to diagonal to climb. Collect all the different looking things to clear each level and generate a new one, keeping your score going. You can hit space to give up and generate a new level but it'll clear your score.
It sort of barely flickers, looks like tiny lasers.
here i try to carve out a wiener
e: i hope it runs on other machines. I don't know how finicky c++ is with that sort of thing
e2: changed compile settings and updated link, i hope this one works
i especially like the second one
Try using Unity's networking and you'll see it's basically just where you'd start off if you got RakNet or something. It's not what Unreal has. Also, if you can't find Unreal tutorials, dude, I don't know what to tell you. Look harder? People I know who use it are always surprised at how easy it is to get shit working. So easy that it sometimes bugs them that they don't think they wrote enough code to make it work.
Also, no, I didn't look at 2.6.1 if it's new. I looked like 6-12 months ago.
Also, they don't appear to have updated the site fully, and last night I was running into a lot of promising looking links in red, which indicates that they are Licensee only, with no options to become one. Looking again tonight, it seems similar if not identical links are available through other sections of the site. There are a lot of "getting started doing X role" pages there, but what I'm looking for is more of a basic "here is a very basic overview of everything, start to finish"
That said, I've found some things.
Seems to be what I'm looking for. A very basic game, from setting up the project to compiling and "cooking" it.
This one is acollection of UT3 tutorials rather than UDK but it looks like it could be quite useful.
I'm also downloading some of the videos you linked, Rank.
mostly because im awful at arts and 3d design
but also because it'll make the project a lot easier.
Crotch added for maximum power
True to my forum battle's entry, it will NOT work on all computers, will only work on PCs, and I will not care if it doesn't work for you.
(Ok I will and will try to help if something doesn't work, but make no promises thereof)
It is just a tutorial level, but at the very least the graphics look incredible and the art looks incredibly awesome.
its okay for environmental props and whatever
but character models need to be built a lot more carefully, if they're ever going to animate right
importing a sketchup model into max/maya for rigging/unwrapping is a nightmare
If anybody played it, you know there is no true way to lose unless a point thing gets unreachable.
So I added falling rocks that pile up, and if they reach the top (like tetris) you lose. So you have to dig out the piles to keep them from reaching the top while collecting the point ones.
It is pretty much goty material
http://www.mediafire.com/?0nbmemhmyby
rank I think you will like the game we are currently making, if we actually get it finished
you move the smiley guy around and collect the uh
different blocks
As you move you dig out bits of rock so the rock above drops down
if the rocks reach the top you looooose
feel free to put this on the back of the box
ten and projeck are making the game
what I'm doing is coming up with bad ideas and stealing all the credit
sure, 10 stars (out of 700)