(03-16-2015, 10:42 AM)Appendix Wrote: Maybe it is because you have lack of experience, you are a bit slow, still new to the work as compared to others or MAYBE lazy . It can also be due to that everybody does their work in a hassle and you do it perfectly, slow and steady Maybe you will overcome it when you will keep practicing and get a habit out of your work, just like spriting and dc'ing.
Also, ill go with A-Laboratory
Well, maybe and maybe not :P. Although I don't think I should be blaming the others about it. Thanks for your vote with the name!
(03-16-2015, 11:31 AM)YinYin Wrote: Starting on an engine is always faster. Unity is full feature free now as well btw.
I'm a little confused though why you would be deciding on the platform/engine?
Your indie teams don't seem to know what they are doing if they don't have that figured out.
That's good news about Unity! Thanks for sharing! Isn't it supposed to be me who decides what I am going to use though? I don't know how it should be, but the rest of the team barely care about what I am using or the code itself.
(03-16-2015, 12:41 PM)Bamboori Wrote: i think you would be well off discussing with your team what the finished game would need and eiter take an existing engine or, seeing your a-engine, make one yourself.
what ive also heard is that a lot of programmers use ready to go engines for prototypes to show to the team how the current game would look like, and later on recode the game in a "proper" way (quotation marks because often an engine suffices).
thats just my general idea of how to work these things out.
oh also im jealous of your productivity xD sounds like you are actually completing games
Making an engine takes a lot of time. Let alone having to do a new one every time you do a game of a different genre. The A-Engine is being written to do beat-em ups; one might be able to build a platformer with that also, but otherwise, it would fail or get extremely tedious.
But yes, it seems like getting into Unity might speed it up with simple projects a little (not that I've worked on any huge projects).
Seriously though, I suck at being productive.
(03-16-2015, 01:04 PM)bashscrazy Wrote: Nah mean? Like right now your engine is being used to make a One Piece game, but it can be used to make a DBZ game. An original brawler, etc. YEYE!
Yeah sure, but all of those would be beat em ups :P.
(03-16-2015, 01:21 PM)Someone else Wrote: I really cannot tell what you are doing wrong, as I have not got the slightest idea of what your code looks like, how it evolves over time etc. If you want you can send me some of your code, and I'll try to review it; other than that the only advice I can give is based on my own experiences, which may be completely different from yours.
One of the most useful things I've learned is to not try to write something that is perfect (or even good) the first time, but instead just try things out, and then fix things later on. In your case you are working on a 2D brawler game and as a result a lot of things do not even have to particularly well optimized, so do not fall into the trap of trying to optimize everything, as you will certainly fail to do so and just end up unproductive.
Thanks for the tips! The thing about getting stuff to "just work" is that all that work seems to accumulate and come back to hunt you down in the few days before the time you're supposed to release something (this is what is happening with me and the A-Engine at the moment. V0.1 is supposed to be released on 20th March, but it looks like I won't be able to make it in time). You're right about doing optimizations the first time being a trap, and I've learnt that the hard way sadly.
I would greatly appreciate a review on my code. I've recently started working on a small Ping Pong project to test out the modern OpenGL stuff. It's short in code, but works and best reflects what my coding is like. I will upload the source in a while. Thanks again XD!
(03-16-2015, 03:24 PM)Lord Silva Wrote: My experience with game engines is pretty bad. Especially Unity. There is too much dragging/dropping/clicking/double clicking in different windows/tabs/views. It took me forever to do anything. If you switch to one of those engine + IDE things, your productivity will most likely drop significantly until you learn where "things" are. I never had patience with such things.
If you are making a 2d game, I would just use something like SDL(2) rather than a full blown game engine. Just my opinion/experience.
Edit:
Looks like this is no longer true according to vv
lol, right. I guess I can get used to these stuff. And yes, I do use SDL2 (together with OpenGL) quite often.
(03-16-2015, 03:44 PM)Rhino.Freak Wrote: As far as I know you, the problem might be the way you organize the codes.. Lol I know I'm not contributing much by this but I have seen your .DAT files and even luffy's .a file was messy.. Might be that it slows you down in general?
In my defense, "luffy.a" is the result of the changes the A-Engine has gone through.
I do admit this is a problem with how I work however, but I might as well say that I have been doing much better with organization lately.
(03-16-2015, 03:45 PM)Ariel Wrote: I know nothing about programming
But what I can understand from ur problem is that u don't get excited enough to work(I think so)
For my painting when I get bored sketching people and faces I go and try some thing new
Maybe environments
My point is, if u just get less excited to work on anything , leave it for a while and try something new, than come back to it if u want to
So yes, try this Unity thing it might change ur attitude
Oh, in fact, being distracted seems to play a huge factor in holding me back sometimes, especially when the stuff starts compiling. I figured the best solution is to switch off the internet while working all together. Another thing that helped me a bit is keeping track of time while working; basically made a primitive timer program which stays always on top of the other windows, and I could toggle the timer with a "Working/NotWorking" button.
http://prntscr.com/6hj8h5
Thanks for your suggestions nevertheless!
Edit:
(03-16-2015, 04:16 PM)mfc Wrote: I am totally going to be subjective:
Game engines are like instant food.
Real men/women program their game from scratch.
Eh there totally is more work in doing 2nd option but you have more control on your engine.
It's a matter of tastes. You would get things done faster with things like unity.
I am working on a game(extreme-low-priority) using SDL2 + C++ and i could recommend it.
lol true, but it really sucks when you're always behind with speed.
Edit:
@Someone else:
https://www.mediafire.com/?fodu912hsplbtmy
If you wanted to compile:
Code:
#linker options
-lmingw32 -lSDL2main -lSDL2 -lSDL2_image -lOpenGL32 -lglu32 -lglew32s -lSDL2_mixer -lSDL2_ttf