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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1441160199594.jpg (247.72 KB, 978x1074, 163:179, ue4fullcoloronblackbackgro….jpg)

ecfac4 No.21507

Which is better for a first timer /agdg/?

2de11c No.21509

probably Unity

bit easier to use, bit less bloated, been out longer so more tutorials, more free assets. I think, generally, it has lower system requirements

All that said I'm not much beyond the beginner stage and I prefer UE4


c19b35 No.21510

I'm Pro Unity, but if you want better graphics UE4 is better. At this point, you just cannot squeeze P.T. style graphics out of Unity.

Also Unity 5 is crap. The performance has dropped way below what it used to be in 4. It's a big problem right now that nobody over there seems to be addressing.


2dcaf0 No.21511

>>21510

You can make Unity look like unreal if you put the time in. Unreal just comes with graphics riced out of the box.


953b7f No.21512

>>21511

not without serious overhauls you can't

why do all that extra work when you can just use an engine that's already done it all for you


e1ad77 No.21518

If you're not already an experienced programmer or have experience with game dev, then probably Unity.

But IMO you shouldn't start using engines before you get programming experience anyway.


9d5094 No.21522

>>21518

This. Don't go full enginefag, but use something where you'll have to roll your own solution for a lot of things. It's very helpful to learn, rather than treating the engine as some mysterious box.


6f2994 No.21534

File: 1441209199153.jpg (80.82 KB, 1022x1126, 511:563, 1440013921077.jpg)

openGL/SDL and C is the only correct answer


db615c No.21535

>>21511

Yeah if you don't mind rewriting half the engine, sure.


9c98c7 No.21537

>>21534

>not assembly

Do you even code?


2de11c No.21556

>>21537

>using machine code to communicate with your electronic devices rather than opening and closing your logic gate to physically replicate code directly

fucking novices


a20dce No.21562

File: 1441261430461-0.jpg (106.69 KB, 1600x900, 16:9, gamemaker-studio-logo.jpg)

File: 1441261430462-1.jpg (79.5 KB, 620x413, 620:413, HLD.jpg)

File: 1441261430463-2.jpg (476.04 KB, 1920x1080, 16:9, HM.jpg)

File: 1441261430464-3.png (47.59 KB, 768x479, 768:479, queklainn no vengeant.png)

File: 1441261430464-4.jpg (134.26 KB, 1440x808, 180:101, Ronin.jpg)

>first timer

>3d

m8...


2e2e79 No.21586

>>21562

This right here be the truth.


e25c16 No.21620

YouTube embed. Click thumbnail to play.

>>21507

Depends on the Game you want to make in my opinion. I used both and i think that Unity is more friendly for beginners. Though if you don't know shit about 3d stuff, you are better with getting some experience in a 2d engine first.

>>21512

>>21535

It is true that Unreal has better graphic optimization out of the box and it looks amazing, but custom shaders are for some odd reason very limited, probably because they would interfere with the out of the box in-engine shaders. Because of that, if you want to have the looks of something else than AAA PBR graphics in UE4 you will enter a world of pain.

If you know what you are doing you can actually achieve UE4 graphics or similar in Unity 5, vid related, though you will need to invest time writing custom shaders or get some out of the asset store and learn the theory behind some graphics shit. Out of the box everything in Unity looks like crap, but because you have an empty box, you can fill it and build up however you want, and you can fill it with way more than in UE4, a lot of people who play around with different artstyles actually prefer Unity simply because of that.

But well, both are useful tools with different options, having their own respective pros and cons, so it all depends on the dev to decide which he should use based on his priorities.


191125 No.21664

>>21562

Ronin is the shit.


a9adff No.21681

If its your first time programming i woudl reccomend somthing like love2d or another faily minimal engine to get started solving problems with code.

You could also try racket. John Carrmacks kid recently made a game in it so thats my mandatory lisp programming shilling.


9ba11d No.22006

>>21681

Not OP, but what are some good tutorials to watch to build myself up to work with 3d? I guess I'm going to shoot a bit lower and make my first program a DOOM like.


c6211a No.22028

>>21535

What is this idiot saying?


d67b7e No.22598

>>21510

>Also Unity 5 is crap. The performance has dropped way below what it used to be in 4

Is this legit, did they really make an update that performs worse?


c19b35 No.22603

>>22598

I know in Android apps and VR related games, it's especially noticeable. Performance has dropped significantly, possibly due to something in the UI changes and how it relates to Unity 5's rendering system.

Sometimes you can build the same game in Unity 4 and it will get you 2-3x the framerate.

They promise that the changes will net benefits in the future, but I don't know. Every update brings new bugs and performance hits.

Sucks if the only reason you're using it is that you have a low end system and want to dev for low end.


511af5 No.22773

If you have to start in 3d, Unity has more newbie friendly tuts.

If you are new to game dev I'd say try JavaScript and html5 canvas


0d5d1a No.22836

>>22598

No he's just a retard, it's fucking miles ahead of the subpar crap Unity 4 was

t. Unity user of 4 years


bf76f1 No.22897

YouTube embed. Click thumbnail to play.

id Tech 4

With a little spit and polish it can look pretty fucking sweet


2a3153 No.22901

Does Unity let you use the dark UI theme without paying $1500?

That alone is reason enough to use UE4. Fuck that kikery. There is NO REASON for it.


0c7076 No.24101

UE4.

The blueprint system is powerful and easy as fuck to learn the basics of.

I suggest making some modernized clones of classic retro games in it to get to grips with it. DON'T read a few tutorials and then try to make your dream game.

Make simple shit and polish it up real nice. Your 3D asteroids knockoff will make a better showpiece than your unfinished Halo knockoff.


ad598f No.24237

>>24101

Blueprints aren't actually easier than programming in C# or Java. In the time you learn all the blueprint "boxes" you might as well learn all of Unity's common statements. Blueprint is way overrated.


3f25b6 No.24238

>>24237

I can do blueprints, I can't into programming

I wouldn't say it's not easier. Maybe overrated, maybe actually underrated (they're treated like gamemaker when they're more powerful but require more).

I get what you're saying and kind of agree, but It's definitely easier than programming. It's programming for babbies at best.


ad598f No.24239

>>24238

I tried both and I wouldn't call myself "a programmer". In Unity C# I know there will be information on how to use shit on the official site, and then forum discussions if that's not enough to understand how things work. With blueprints I just didn't know where to go. There's no encyclopedia explaining each node, is there? People are already selling books on how to use blueprints. Blueprint names and organization in general seemed very, very awkward to me and I've heard from others that simple things are often hard to do in blueprints. Since you have no in-depth access to anything with it you're limited by what the devs thought of. Those limits seem way more narrow, thus making things HARDER, not easier for you. Especially for beginners I don't find the system "intuitive" whatsoever. I think of blueprints as some veteran programmer's idea of making programming LOOK COOL rather than making it easier or intuitive or anything like that.

If you were able to create a game or a prototype for a game with blueprints then hats off. I gave up when trying to make projectiles behave realistically.


3f25b6 No.24246

>>24239

> I gave up when trying to make projectiles behave realistically.

I can see where you're coming from in a lot of ways. I can't say it's been a cakewalk for me, and I've definitely ran into issues you say - something that seems intuitive one way is done another, more complicated way, and something that seems complicated is actually really easy, but the way to do it isn't intuitive. Since I'd have to research how to even make Hello World again, and know next to no programming, I just assumed that was my ignorance, not about Blueprints. It's probably a mix of both.

I get what you're saying too about it being a closed system within a closed system. But I mean, so is game-maker. I am not saying you should release a consumer product using blueprints, or get into it if you want to do programming.

But I have made quite a bit of cool game frameworks with Blueprints and had fun doing so, and I am both dumb and terrible/non-existent in terms of programming.

But yeah.. projectiles took me longer to sort out than they should have. Now that I know where everything is, I am going quite speedily though.


ad598f No.24248

>>24246

Good for you. What kind of game are you making?


ed02ed No.24766

>>21510

>You will never get your hands on the Fox engine

Why even live.


061647 No.24781

>>21562

While GameMaker is a good introduction to game and programming logic, it uses it's own programming language so people that learn how to program in GameMaker don't get much of a boost once they transition to a language like C++

If a Nodev wants to learn to code for a 3D engine like Unreal or Unity it might be better for them to just dive right into C++


43a075 No.24816

Which one would you guys recommend for someone who wants to dabble on turn based SRPGs with 3D models?


84b827 No.24826

>>21507

unreal


d861cd No.24827

YouTube embed. Click thumbnail to play.

43a075 No.24828

>>24827

Thanks man, I'll give Unreal 4 a shot then.




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