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Re: Time to quit 3DGS
[Re: Realspawn]
#468948
10/28/17 22:12
10/28/17 22:12
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Joined: Sep 2005
Posts: 352 Germany
preacherX
Senior Member
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Senior Member
Joined: Sep 2005
Posts: 352
Germany
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Very sad to see that another one is going... But I can understand you! For the same reason I'm also searching for another engine cause I want to bring my next game RPG PARTY to the Nintendo Switch. I made a prototype with A8 (you can find it in the Showcase section ) but a game focused on local multiplayer makes no sense for Windows. Because I just use 2D I think I will switch to YoYo GameMaker engine. As far as I heard, they will support the Switch soon. And I think it is a lot easier as Unity (at least for my purposes). However, if I would create a new Windows-only game, I would choose A8 again! I love to work just with SED and my graphic program - no huge world editor. ///////////////////////////////////////////////////////// Now I've got an idea: Maybe we should start a Kickstarter campaign to bring A9 to life with multiplatform support ??????? ///////////////////////////////////////////////////////// What do you think?
Last edited by preacherX; 10/28/17 22:13.
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Re: Time to quit 3DGS
[Re: preacherX]
#468967
10/30/17 19:38
10/30/17 19:38
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Joined: Oct 2010
Posts: 346 USA
RealSerious3D
Senior Member
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Senior Member
Joined: Oct 2010
Posts: 346
USA
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///////////////////////////////////////////////////////// Now I've got an idea: Maybe we should start a Kickstarter campaign to bring A9 to life with multiplatform support ??????? ///////////////////////////////////////////////////////// What do you think? The question becomes ... why? Why bother? With the likes of Unreal (for free, basically) and Unity, why try to resurrect GameStudio? The only reason I could think of to resurrect GameStudio is if a new version did something really significant ... really revolutionary (something a lot more than multiplatform support). Because, otherwise, we already have it elsewhere.
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Re: Time to quit 3DGS
[Re: DriftWood]
#469111
11/05/17 16:49
11/05/17 16:49
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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If you hadn't already moved to Unity I would've recommended Unreal4 instead. C++ is just a better language overall for game development (imho) and having free access to the engine source just seals the deal. At my first game industry job I learned the tools in two weeks, then was able to modify the engine to support instanced skeletal actors within a few months super easily. It was awesome. All in all I believe Unity gets more attention than Unreal4 because it was leagues better than anything else for a few solid years, but Unreal4 is better on the whole. If anyone else is looking to move away from Acknex, try Unreal4, I'd be surprised if you end up regretting it. @Superku has his current project at 95%. Yeah, for the past few years! Come on Superku, time to finish that thing!
Last edited by Redeemer; 11/05/17 16:51.
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Re: Time to quit 3DGS
[Re: Redeemer]
#469124
11/06/17 07:11
11/06/17 07:11
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
Expert
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Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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Just to make some "advertising" fitting the topic: lemming and I are currently trying to develop an "engine clone" in terms of engine style... https://github.com/TeamRetro/acknextI know that we can't compete with Unreal or Unity, but we're trying to achieve a better level of usability than current acknex, but with a really similar workflow (create a script, create some assets, press F5, run your game!) Maybe we'll get into a state where we can say "hey guys, wanna test?!", but that day is far to come... Also: If you guys want updates, i can open a new thread here in offtopic...
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Re: Time to quit 3DGS
[Re: MasterQ32]
#469144
11/06/17 11:01
11/06/17 11:01
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Joined: Nov 2008
Posts: 946
the_clown
User
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User
Joined: Nov 2008
Posts: 946
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Just to make some "advertising" fitting the topic: lemming and I are currently trying to develop an "engine clone" in terms of engine style... https://github.com/TeamRetro/acknextI know that we can't compete with Unreal or Unity, but we're trying to achieve a better level of usability than current acknex, but with a really similar workflow (create a script, create some assets, press F5, run your game!) Maybe we'll get into a state where we can say "hey guys, wanna test?!", but that day is far to come... Also: If you guys want updates, i can open a new thread here in offtopic... Hahaha love to see dear imgui and the stb headers in there! Interesting project, I'd be interested in a thread.
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Re: Time to quit 3DGS
[Re: txesmi]
#469193
11/07/17 20:34
11/07/17 20:34
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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I am learning DX11 instead of moving to another engine. Just a matter of fun. A couple of weeks ago, I wrote a basic dx11 renderer, aswell Though, for more visually demanding applications I'd still go for an engine like Unreal, simply because it has some advanced features that would take too much time to write myself (temporal AA, texture streaming, GI, light baking, sophisticated tools, etc. all with pretty good optimizations)
POTATO-MAN saves the day! - Random
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Re: Time to quit 3DGS
[Re: Redeemer]
#469225
11/09/17 07:13
11/09/17 07:13
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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@Superku has his current project at 95%. Yeah, for the past few years! Come on Superku, time to finish that thing! Haha I'm trying... I'm so done with making linear story based game(s) (including cutscenes and all that horrible stuff), I won't touch a game idea like that for ages after Superku. If anyone else is looking to move away from Acknex, try Unreal4, I'd be surprised if you end up regretting it. Never was into Unity and looked forward to getting into Unreal 4 with C++. After a few weeks of trying to code in Unreal 4 - procedural game and mesh stuff - I was pretty bummed though. I was fighting the whole framework more than doing anything else. They try to make it approachable with blueprints and a few often used classes you derive from, yet I find that detrimental to actual coding in (UE4)C++, similar to the post(s) in this thread: https://www.reddit.com/r/unrealengine/co..._engine_4_isnt/Managed to procedurally generate some stuff, then had enough of UE4 for now sadly. Tried Unity a month later and, much to my surprise, I found coding in it a lot more enjoyable. Haven't tried proc gen stuff in Unity yet but - in contrast to UE4 - I'm looking forward to it. Despite my experience I think UE4 probably is the better engine and toolset still - if you can somehow manage to get used to it. EDIT: @MasterQ32, interesting, keep us updated!
Last edited by Superku; 11/09/17 07:14.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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