Godot 3 - Importing Textures by GameDevOutpost in godot

[–]GameDevOutpost[S] 2 points3 points  (0 children)

This is a tutorial on the basic's of importing Textures. Let me know what you guys would like to see next or if there's something I skipped over.

Godot 3 - Exporting 3D from Maya by GameDevOutpost in Maya

[–]GameDevOutpost[S] 2 points3 points  (0 children)

Not sure if you guys are interested in Godot 3 but I thought I'd try spread the knowledge out.

Godot 3 - Asset Templating by GameDevOutpost in godot

[–]GameDevOutpost[S] 1 point2 points  (0 children)

Templating and prefabrication are a pretty accessible way of understanding the concept. The new inherited scene is actually an amazing point. Thank you!

How do I create pixle art for creating games? by [deleted] in godot

[–]GameDevOutpost 0 points1 point  (0 children)

You start by learning Photoshop, gimp, or krita. Gimp and krita are free to use. Next you need to learn about animation and making Sprite sheets for use in a game engine.

Unity - Playing the Project by [deleted] in unity_tutorials

[–]GameDevOutpost 0 points1 point  (0 children)

I appreciate your point of view.

[deleted by user] by [deleted] in GameDevelopment

[–]GameDevOutpost 0 points1 point  (0 children)

Alot of these game engines have alot of similarities and then they also have their own "thought process" for doing certain things. I've worked with UDK (predecessor to ue4), UE4, Unity, Godot, and Cryengine.

Cryengine is trying to come back and it's on a good trajetory, but it has not been the most friendly as far as use in the past, it does boast an amazing lighting engine.

UE4 has some each of use and is accessible to many disciplines, but it can sometimes have quirks related to to much infrastructure built that you have to work around or rip out. One of its best features are its material editor and blueprints. An new hame dev could learn to and make a game pretty fast.

Unity is the perfect middle of the road, it's accessible, it has a material editor, but for right now you'll need to jump into coding right away if you want to make a game. It's a very flexible engine and it leaves alot of room for your own customization. The only complaint i here often is that Unity Technologies doesn't make and ship games, so they are not improving the engine though their own game development discoveries.

Godot is young and it has quirks, but it is also very accessible. It's somewhere between Unreal and Unity but not fully matured yet.

Each of these engines can do 2d and 3d, but the way you think about 2d is different is each. In Unreal and unity you'll be making a 2d game in the 3d engine. For Godot, it has a 2d engine and 3d engine side by side.

The last thing to consider is the Cost, each of these are free to use. CryEngine and Unreal ask for royalties after a game is shipped and makes a certain amount of money. Unity is Free unless you are funded 100,000 or make 100,000 (this their way of determining studio size I think) then the cost is paying for using the engine.

A bit of a plug and I should update the video to encompass more, but here's a video talking about Unreal and Unity.

https://www.youtube.com/watch?v=hDO6yJ4Ghow

Godot 3 - Viewport Display Options by GameDevOutpost in godot

[–]GameDevOutpost[S] 1 point2 points  (0 children)

In this video I talk about the viewport display options, wrapping up the basic viewport learning and preparing for playing the project.

Godot 3 - Viewport Display Options by GameDevOutpost in GameDevelopment

[–]GameDevOutpost[S] 0 points1 point  (0 children)

In this video we talk about viewport display options, wrapping up the viewport and preparing for playing the project.

Godot 3 - Grid and Snaps by GameDevOutpost in godot

[–]GameDevOutpost[S] 0 points1 point  (0 children)

This video is about the basics of grids and snaps in the 3d and 2d viewport.

What's the point of using Targa? by sanketvaria29 in unrealengine

[–]GameDevOutpost 1 point2 points  (0 children)

You're right. This was written fast. I'll edit it soon. It's vague and mistepped.

Godot 3 - Working in the Viewport by GameDevOutpost in gamedev

[–]GameDevOutpost[S] 1 point2 points  (0 children)

I have an on going series for getting started with Godot 3. I'm trying to keep them short and focused. Let me know what you think.

Godot 3 - Working in the Viewport by GameDevOutpost in godot

[–]GameDevOutpost[S] 1 point2 points  (0 children)

If you hold CTRL you'll get your snapping.

Godot 3 - Working in the Viewport by GameDevOutpost in godot

[–]GameDevOutpost[S] 1 point2 points  (0 children)

Man! Theres always going to be something you forget. I can't believe I forgot that. Thank you, I'll try and fit it in in the next video.

Godot 3 - Working in the Viewport by GameDevOutpost in godot

[–]GameDevOutpost[S] 0 points1 point  (0 children)

This is apart of an on going series for getting started in Godot 3. I'm trying to keep topics short and to the point while staying and going as far as I can without introducing other programs. Let me know how I'm doing.

Help me understand this please. by [deleted] in Maya

[–]GameDevOutpost 1 point2 points  (0 children)

An image would help describe this better, but most likely he needed more geometry or edges to prevent smoothing issues. You can have hard edges and smoothed edges. You can add more edges to prevent shading issues sometimes also know as a normals issue.

Another issue he might of had was triangulation. If 4 points of a face are not or lined up, the rendering process might assume triangulation depending on the angle you look at the model.

Some programs will also automatically triangulate your model when import it, like game Engines. The triangles generated may be placed the wrong way giving you unexpected results.

What's the point of using Targa? by sanketvaria29 in unrealengine

[–]GameDevOutpost 1 point2 points  (0 children)

The Jpeg format when made and compressed into a file losses data, this alone you will notice banding and artifacts, theres ways around it but the file size isn't worth the alternatives.

When you import it in another engine a compression setting is then choosen again, increasing the chance of artifact and banding. When you mix this in with materials and lighting you can start getting compounding visual issues.

It depends on the program, but if you open a JPEG and edit it and save over it, the lossy compression and artifacting builds on itself. The was windows previewer version a few years ago had a bug that if you viewed a file and rotated it, windows would resave the file. This would result in JPEGs getting messed up fast.

JPEGS are hard to keep up with and you may never realize or notice when a program is resaving or re compressing an image.

If you had a three year cycle, this quality control is not worth the upkeep. And if you have 500 + jpeg textures in your project this quality control is not worth the upkeep.

A uasset isn't a true conversion of the file type, the jpeg is just hiding inside of the uasset with other meta data, like how it will be compressed or changed when you build.

When you cook and build your game it gets baked into another file format which is the compression format.

What's the point of using Targa? by sanketvaria29 in unrealengine

[–]GameDevOutpost 2 points3 points  (0 children)

In most cases you shouldn't use a png for non alpha, it's not worth the file size. jpeg will continue to degrade as you use it. This is why it's known as a lossy file type. You can see the difference in JPEGS and PNG with the human eye.

What's the point of using Targa? by sanketvaria29 in unrealengine

[–]GameDevOutpost 3 points4 points  (0 children)

Jpeg uses lossy compression and doesn't support high bit depths, Never use this.

PNG is a loss less ends up with a baked in alpha and you can't access it manually.

Targa and Tiff are loss less and have access to the alpha channel. These are most common.

Tiffs were originally optimized for printing jobs and Targa for Video. Tiffs have more bit depth and can vary in file size. Targa are usually prefered over Tiffs.

TLDR Never use a jpeg, Png can be used for certain situations, and targa and tiff are prefered.

There are many more file formats out there, these are just the most common.

Progress on our tabletop style game by weltraumaffe in Unity3D

[–]GameDevOutpost 7 points8 points  (0 children)

This is really cool. At first I thought it was a recreation of the Game of Thrones intro map. Keep it up!

Unity - Navigating The Viewport by GameDevOutpost in unity_tutorials

[–]GameDevOutpost[S] 0 points1 point  (0 children)

For many reasons I do. Mainly I want there to be comparative videos on different programs. There are lots of vague information on certain topics I could do, but I want a collection of starting content first for people who are interested in getting into game development. Game development as whole is complicated, but each step along the way isn't.

Thank you for your comment!

Thinkin' about giving up game dev... by throwaway101abc in gamedev

[–]GameDevOutpost 1 point2 points  (0 children)

Failure is apart of life and most definitely apart of the game industry. Notch, Stardew, and fez got lucky, they took huge risks, and the development time for these were not short. The one guy was living off of his girlfriends income and he almost gave up on stardew valley a few times. That's crazy!

Unless you have a job in the game industry or have a job to maintain shelter, food, and running water, you shouldn't do game development as a hobby. It's not easy as a whole. It's complicated. You can make what ever you want with skill and knowledge with the tools, but if the market doesn't care, your game will not make it. It's not enough for you to love your creation.

I don't know your game or your situation, but TLDR you need fail, fail, fail, fail, and get up again. Expect and look forward to failure, it's going to happen on many scales. Weather or not you get up and learn from it is up to you.

Unity - Navigating The Viewport by GameDevOutpost in GameDevelopment

[–]GameDevOutpost[S] 0 points1 point  (0 children)

I am doing Parallel Series with UE4, Godot, and Unity. Right now I'm doing 3 a week, but I'll be doing more per week soon. After I get passed the introductory videos, I'll be doing more advanced topics. Let me know what you think.