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pritt

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A member registered Feb 27, 2022

Recent community posts

Two main things:

  1. UI! I mean the game UI not the engine UI. No matter how good a game engine is, it always seems that they sort of phoned in the HUD system. Keep in mind I come from a React/Angular background. Currently I wrap all my games in Angular, because it’s the best for building a UI

  2. Module/Component/Things library. Unreal is a good example of how this is done right. You want a 3rd person controller, there’s a prebuilt blueprint for that. You need a vehicle controller, there’s a prebuilt blueprint for that. I know this is something that Unreal has gathered over time, but it’s a very nice feature of the engine.

Just my two cents :)

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Just a quick update: I did a bit more work on tying this to an actual character. This is probably all I’ll do with this, and I’ll move on to a real project :P

for those interested here’s a short demo video followed by all the source code: Video (no sound):

And the project source: https://github.com/paulreitz/game_experiments

The assets folder does not exist, since I got the assets from people here, and I don’t want to just give them away.

First some quick background: Like most professionals working in the industry, I’ve been pigeon holed into a small corner of the industry, so need to push the boundaries of my skills on my own time. So this is the beginning of a project that will eventually grow into something real.

But for now, just a video - no live demo yet.

So I wanted to read from multiple inputs (both keyboard and game controller) in Typescript. I know Phaser has this in some limited capacity, but I use both Phaser and Angular together, and needed the same input to control both.

Here’s a video of my most recent experiment

Also, I don’t see many people discussing Typescript or any of the Typescript/Javascript driven engines (Phaser, Babylon, etc). Is this something people would be interested in? As in, should I continue to post about this, or just shut up and make games for people to play? :)

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More important than learning a specific programming language is just learning basic programming concepts. Lua, as No Time To Play mentioned, or javascript are good starter languages.

But most programming languages share a lot of common concepts (variables, collections, control flow, etc). Once you learn those concepts, you can easily pick up what ever language you need once you decide what environment you want to work in.

Are you still working on this? Will it be similar to your sci-fi pack (as in number of songs and price)? From the sample you linked here, this is something I would be interested in.

On the subject of levels: 40Watts brings up a good point to start learning that right away. Every engine has some sort of system for building levels and for transitioning from level to level.

Another point about levels is to get comfortable with how levels work in your engine of choice (or “scenes” as some engines call them). At first you may just start building out every level. But once you learn your way around, you can start to sort of template your levels. I make, at most, four levels per game. The main playable levels will read in some sort of configuration that tells it what assets to load and what to do with those assets.

For 2D games, for example, you could use something like Tiled to build your levels (https://thorbjorn.itch.io/tiled). So you build one level in your game, then just use Tiled to drag&drop levels all day long :)

Before jumping into making a game, you should do a bit of research and maybe a couple of tutorials. The research part is looking at what engines are available and which will fit your needs and skill set. I can only speak to the ones I’ve used: Unreal, Unity and Phaser. In the order I listed, Unreal is the most difficult to learn but does more of the work for you. Phaser is the easiest to learn, but you will be hand coding EVERYTHING! And Unity is somewhere in between.

As far as coding, Phaser uses javascript and you will code everything. Unity uses C#, but you’ll mostly be attaching individual scripts to objects. And Unreal uses C++, but, most likely, you won’t write a single line of code.

Myself: I use Phaser because it’s what I use at work. I’m writing code in Phaser for 8+ hours a day - so I know my way around it. This is part of choosing an engine. Unreal or Unity may be a better choice for a given project, but I personally could get the project done in Phaser in less time.

As for your question of art vs coding: TBH, most people focus on one or the other. The reason I have an account on this site to begin with is I’d rather just buy some artwork that’s already done and dive into the coding.

Just putting my two cents out here (from painful experience): you should always be prepared to fail gracefully when using local storage. There is no guarantee that it will be available. That depends on different security settings on different browsers on different platforms, along with the end users preferences.

Always assume local storage will cause an error.

I’m also curious to get more details. And, given what you’ve said so far, I’m not sure I would give helpful answers. For example, for the sample question you posted about 3D models: I mostly make 2D games. But as for “how do I create art assets?”, simple: I have my manager create a work task and assign it to a designer :P

I can answer most technical questions, but I’m also under NDA for somethings - something to keep in mind.

When I was in school, I had a similar assignment. I posted my questions in the original post, and just invited anyone to answer if they wanted - got quite a few responses that way. Perhaps you could do something similar?

Greetings all :)

I was originally drawn to this site because I am 100% a developer - so am constantly in need of art etc from someone else. After poking around the site and these forums for a while, I decided it was time to create an account and say “hi”.

Currently I work in Phaser/Angular, with a pinch of electron if I need something stand alone. This is what I use at work, so best to work in what I know. Aside from work, I mostly make games for fun. But if I ever make something worthwhile, I may toss it up here.

Anyways, hello to all you potential new friends :)