Jump to content

Pixel Perfect

Members
  • Posts

    2,110
  • Joined

  • Last visited

Posts posted by Pixel Perfect

  1. Well yes, but I assume your object knows how to do what it needs to do, so once the AI directs it to do so it does so. If the state is 'Chop Wood' then that inevitably leads to the playing of the Chop Wood animation, sound effect etc and anything else that is associated with that until such times as the state changes. How you choose to package that up is up to you I guess. The FSM for instance facilitates this by allowing you to code actions within the state with transitions in and out of it. It's not just about making 'AI' decision as to which state it is in as about ensuring it does whatever you need it to do within the state. If your game objects are designed well that could be as easy as a series of calls to other objects.

  2. Well I guess traditionally those types of things tend to be handled by Finite State Machines or Behaviour Trees simply because they have been designed to do exactly this and make it easier to handle the logic. Not that is necessarily easy even with these tools, it depends on the complexity you are building!

     

    But yeah, its good to explore different ideas and systems. There is little substitute for real experience, its a great teacher!

  3. ... Just meaning do it instead of "try doing it perfect" (and never finish) wink.png

    That also is good advice! The game player is generally completely oblivious to what code is running underneath it. As long as it works it's achieved it's purpose.

     

    Sure its nice to have elegant code etc and it certainly pays to make it as maintainable as possible but there is a real danger of getting too 'hung up' on the technicalities and over complicating systems for the sake of it.

  4. And lot of programmers remains programmers, they not always target a real game, some spend all time on tools and coding, and demos.

    Making and selling a game is different, you plan your level design , gameplay , graphics, even with a simple character controller to begin and make some first playable level.

    That approach is totally different, it do'nt suppose you code all your time , but it supposes you have a game in mind from beginning.

    Do you have examples of games you have completed before I could look at?

  5. It certainly is an API for programmers, which is part of the beauty of it as it allows you to build an engine around it without being shackled by decisions already having been made for you. The downside is this does indeed take a lot of work and often a major learning curve on the part of the would be engine designer, however this is the best possible experience anyone could acquire if you really want to get the most out of a game engine.

     

    LE3 should offer an easier route for those less predisposed to programming game engines but to what degree is as yet still an unknown factor.

  6. You should also remember most of this community are hobbyists.

     

    Create a complete game with good gameplay takes time, i guess many people just prototyping and/or try some concepts before they start their real project. Or maybe they abandon their project and start new one.

    I agree too. The majority are hobbists like myself. On top of that LE2 has really only been stable since version 2.3 and it took a while longer to iron out some of the show stopping bugs. Based on that I wouldn't have expected most peoples projects to have been maturing until later this year. I'll certainly be sticking with LE2 to finish what I started but it's a way off yet.

  7. There's a selection of small games and demos made with Leadwerks in the Assets store. Otherwise, there have been other unpublished games which do not appear there and also one published game HOODWINK which uses some elements of the Leadwerks engine (mainly the renderer).

     

    LE2 has never really reached that critical mass, in terms of users, to generate many games and it's still a releatively young engine too. Maybe LE3 will.

  8. 1. I believe we used to be able to, but I have not done so myself. Someone else will advise

     

    2. You can import a heightmap and apply textures in code, otherwise its a mesh

     

    3. Yes

     

    4. Not without writing your own system

     

    5. I suspect not but havn't tried that, Probably would need to amend the shaders

     

    6. Pretty much

     

    7. Some come as default with the engine but no volumetric light scattering, people have done their own

     

    8. There is some help but it won't include all those features

     

    9. No you do not ... you're on your own

  9. To be honest Josh, despite your best intentions, I suspect that no change is highly unlikely. On top of that there is considerably more functionality still to be delivered over the next couple of years! Plus, virtually no one apart from yourselves yet has any knowledge regarding how to build games with this engine and I suspect even your knowledge is still limited at this point in time. A book just seems premature a present, that's all I'm saying.

  10. Cool idea but interesting to see the make up of the people behind this:

     

    ATUM has been developed by a group of 3rd year students at NHTV IGAD, The Netherlands as part of the University's Gamelab, a one-day-a-week workshop that simulates a development studio environment. The team, consisting of an average of 10 members, worked on this project for 42 days.

     

    Seemingly written with 'The Venture Capitalist's game engine we dare not mention' here are some of the key team members:

     

     

    Thomas Buijtenweg

     

    Lead Designer, Vision holder and professional coffee drinker.

    "Our game is like an ogre, ogres have layers"

     

     

    Jendrik Illner

     

    Lead Programmer since the very first prototype. He was the only programmer on the team

    for long stretches of time, therefore worked on all parts during the evolution leading

    up to the final product. We're also not sure if he's a demi-god or not.

     

     

    Malte Langheim

     

    He was involved in developing the game's distinct visual style and feel. He was usually found behind his desk, or running around in his very own 2D world.

     

    Thomas Buijtenweg appears to be an experienced game developer with several games behind him.

     

    I would say a perfect example of team work with lots of programming as well as artistic input guided by an experienced game designer.

  11. My personal goal is to finish the SCOT game and I don't think swapping engine's now and then will

    get me any closer to that goal. A nice team and some hard work is what its all about.

     

    I might be totally wrong, but I have to live with that then smile.png

    I think that is what its all about. Good luck Roland and team!

    • Upvote 2
  12. I was addressing YouGroove directly and his opinions with my own. I see no issue with that. It distinguishes his contribution from anyone elses. It's a discussion not a personal attack.

     

    Have you not noticed that a quote specifies the person directly too! It wasn't required here because my response was straight after his post.

     

    By the way ... inferring I am not intelligent by addressing someone personally is paramount to a personal attack ;) You might want to think on that lol

  13. And game makers market is changing , but be rassured you will always find little 3D engines for pure programmers if they want to write their own stuff.

    I think you are somewhat missing the point. Programming IS required in order to add any degree of originality to a game, no matter what engine you're starting with. It's not about pure programmers (I really don't understand this terminology anyway) wanting to write their own stuff .... it's simply still, in this juncture of time, an absolute necessity!

×
×
  • Create New...