5 registered members (AndrewAMD, ozgur, Ayumi, 2 invisible),
690
guests, and 10
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Time to quit 3DGS
[Re: painkiller]
#468575
10/10/17 17:13
10/10/17 17:13
|
Joined: Oct 2010
Posts: 346 USA
RealSerious3D
Senior Member
|
Senior Member
Joined: Oct 2010
Posts: 346
USA
|
Also why did they make 2 map editors (WED + GED) in the first place? I get the differences between them, but still seems like a waste of time. WED was the original editor for 3D GameStudio and was based off of really old, Quake-era technology that they kept updating. WED was actually pretty awesome and easy to use ... back in the day. When it was a fairly "modern" editor, you could do a lot with it. But game development and level design changed a lot and WED couldn't keep up. There comes a point in time when updating old tech is not enough. You need to replace it with something built from the ground up. Apparently Conitec was not prepared or able to do this, so someone stepped in with GED. However, that never was fully realized and the end result is that GameStudio ended up with two editors ... one that is old, clunky, slow, and another that is not really completed. It's a shame, really, because GameStudio has a long history, (had) a loyal following, and, in the right hands, could have continued to be something really amazing. There's still a lot that could be done with GameStudio v8, but it gets more and more outdated every day ... and it's not fun (anymore) working in either of the editors.
|
|
|
Re: Time to quit 3DGS
[Re: RealSerious3D]
#468631
10/11/17 21:58
10/11/17 21:58
|
Joined: Apr 2002
Posts: 1,246 ny
jumpman
Serious User
|
Serious User
Joined: Apr 2002
Posts: 1,246
ny
|
Im pretty sure there are many indie games made now using old software, outdated even, so I wouldnt mind finishing my game in gamestudio, knowing full well I wont really get any support from the company, outside of great forum members here.
Honestly, its much better to move onto Unity when you get a chance. Dont worry about the growing pains. There is a thriving community, coming up with such clever things, as well as an active company. Seeing the company host a unity only conference, seeing all these amazing games made with that engine, is such a nice feeling, and you can have it too!
|
|
|
Re: Time to quit 3DGS
[Re: RealSerious3D]
#468653
10/12/17 10:19
10/12/17 10:19
|
Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
|
Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
|
You need to replace it with something built from the ground up. Apparently Conitec was not prepared or able to do this, so someone stepped in with GED. However, that never was fully realized and the end result is that GameStudio ended up with two editors ... one that is old, clunky, slow, and another that is not really completed.
It's a shame, really, because GameStudio has a long history, (had) a loyal following, and, in the right hands, could have continued to be something really amazing. There's still a lot that could be done with GameStudio v8, but it gets more and more outdated every day ... and it's not fun (anymore) working in either of the editors. , that makes sense, and I agree gs3d could indeed have continued to be really amazing.
|
|
|
Re: Time to quit 3DGS
[Re: Reconnoiter]
#468665
10/12/17 14:23
10/12/17 14:23
|
Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
|
Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
|
I mostly agree with you guys. By now, I see no way that acknex is going to make a comeback unless it's completely remade to live up to todays standards. I still enjoy using it for smaller test or simple tools (like the image processing app I made recently) but in terms of actual game development I'm not sure if I'll keep using it in the future. I do have a 2d (pixelart) prototype that I really like and might use at some point but other than that I'll probably go for Unreal Engine. But since I'm doing what I do solo, I don't even feel like taking a look at Unreal Engine right now. Mainly because I don't think I have the skill (and time?) to finish a full-blown 3d project (edit: also UE4 looks really complicated and somewhat bloated to me)
Last edited by Kartoffel; 10/12/17 14:25.
POTATO-MAN saves the day! - Random
|
|
|
Re: Time to quit 3DGS
[Re: Kartoffel]
#468768
10/17/17 15:38
10/17/17 15:38
|
Joined: Oct 2010
Posts: 346 USA
RealSerious3D
Senior Member
|
Senior Member
Joined: Oct 2010
Posts: 346
USA
|
But since I'm doing what I do solo, I don't even feel like taking a look at Unreal Engine right now. Mainly because I don't think I have the skill (and time?) to finish a full-blown 3d project (edit: also UE4 looks really complicated and somewhat bloated to me) One thing that attracts me to UE4 is Blueprints, a schematic way of programming your UE4 game/application. I was skeptical and have not delved into it yet, but just about everyone I talk to tells me that Blueprints is both powerful/flexible and easy to use. For a virtual non-programmer like me, that is pretty attractive.
|
|
|
Re: Time to quit 3DGS
[Re: RealSerious3D]
#468872
10/24/17 17:37
10/24/17 17:37
|
Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
|
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
|
But since I'm doing what I do solo, I don't even feel like taking a look at Unreal Engine right now. Mainly because I don't think I have the skill (and time?) to finish a full-blown 3d project (edit: also UE4 looks really complicated and somewhat bloated to me) One thing that attracts me to UE4 is Blueprints, a schematic way of programming your UE4 game/application. I was skeptical and have not delved into it yet, but just about everyone I talk to tells me that Blueprints is both powerful/flexible and easy to use. For a virtual non-programmer like me, that is pretty attractive. after lite-c Blueprints are easy. it is also programming but in a visual way, the logic is similar... (but object oriented) the same is valid for UE4's material editor, after some 3dgs shader knowledge it is relatively easy to use. I really recommend UE4 for any 1st or 3rd person game, especially for multiplayer. there are tons of basic/advanced tutorials and free stuff available (large community with talented people sharing projects/plugins) enabling you to make a high quality game much faster than with 3dgs. the editor gives you great options even for creating AI for your NPCs. and it is also easier to find team members for a project...
|
|
|
Re: Time to quit 3DGS
[Re: sivan]
#468889
10/25/17 19:19
10/25/17 19:19
|
Joined: Jul 2014
Posts: 72
DriftWood
Junior Member
|
Junior Member
Joined: Jul 2014
Posts: 72
|
after lite-c Blueprints are easy. it is also programming but in a visual way, the logic is similar... (but object-oriented) I'm glad @sivan brings this up. All the talk of blueprints like you have no need for programming logic is wrong. True it is easy and visual people like artist find it easier to work in, but it's still programming. Building "IF" trees is a lot of mess like in the "Paper2d" example. Unreal tools benefit teams because there is a lot to learn. Each section of unreal dev is best mastered by a single person working in a team. There is so much more to learn and do, it's hard for a solo dev to get it all. I can only hope the community is helpful. As you're sure to get to a point that you need help. Just watch a tutorial about importing a model and setting up animation and you'll clearly see why that is a single job in of itself.
Last edited by DriftWood; 10/25/17 19:19.
|
|
|
Re: Time to quit 3DGS
[Re: DriftWood]
#468943
10/28/17 15:17
10/28/17 15:17
|
Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
|
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
|
yeah in blueprints you need similarly declare variables, create functions or macros, but calculation intensive stuff can get really messy because of the lot of nodes... if you want to make a professional game you need a team, else you need infinite time just in the case of my RTS project except if it is really simple both in graphics and programming. beside my project I joined a team where dealing only with AI, but also had to dig into animation, networking, version control, and a lot of other areas. luckily, the editor tools make it really easier, and you can reuse the knowledge later in other projects, not like when you work with project specific custom tools...
|
|
|
|