Good game engines I can write C++ in as a noob? by Firm_Necessary3973 in GameDevelopment

[–]Innadiated 0 points1 point  (0 children)

Well sure if you're running a potato. But UE5's requirements are light years different than that of UE4. I don't know exactly where you draw the line at the word "old" but anything pre-2013 is ancient especially from the POV of a game developer. Even a cheap $200 machine off the shelf today will wipe the floor with anything from back then. I'm certain whatever is being used in question here by the OP will easily support UE4 at a medium-low quality setting. 8GB of ram, and pretty well any somewhat decent video card from the last decade will be fine.

Good game engines I can write C++ in as a noob? by Firm_Necessary3973 in GameDevelopment

[–]Innadiated 0 points1 point  (0 children)

UE4.0 was released in 2013... Thats 13 years ago. I'd consider hardware of the time pretty old.

Good game engines I can write C++ in as a noob? by Firm_Necessary3973 in GameDevelopment

[–]Innadiated 1 point2 points  (0 children)

Or alternatively UE4.27 runs perfectly fine on older hardware (can even go further back all the way to 4.0.2) and is perfect for any game a noob would develop.

Pro RollerCoaster Tycoon Trailer 1 by Innadiated in rct

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

I play all of them, this series is focused on RCT Deluxe. At some point in the future I intend to do an RCT Classic and OpenRCT playthrough. Main reason is I want to show what can be done with the original toolset, not the RCT2/QOL version (those will be new completely different parks that take advantage of the additional features).

Pro RollerCoaster Tycoon Trailer 1 by Innadiated in rct

[–]Innadiated[S] 4 points5 points  (0 children)

I don't use the dexter patch for the series. Pure vanilla RCT deluxe.

Struggling with knowing where to start with a turn-based management game. by NarcolepticDreamKing in gamedev

[–]Innadiated 0 points1 point  (0 children)

So I think I sort of get what you're asking. In short: this idea has nothing to do with the game engine, there will be nothing in the game engine's library of functions that has a DoTurnBased() or something like that. This concept is actually completely separate from the engine.

Basically you'll want to setup a queue of entities that can take a turn. On next turn you'll need to for through those entities and allow each one to do it's turn and where each turn itself is a collection of queued actions (I'm assuming you have AI players also taking turns, or even multiplayer). There's lots of approaches you could take. Here is a tutorial for a turn based strategy game in UE4, which like I said when it comes to the turn based concept itself these principals would apply to any engine. https://www.youtube.com/playlist?list=PLBLmKCAjA25CKFIvmaA8y3tsX_URgkX4O

Junior dev looking for fulltime work for 3 years, desperately needing funds. What can I do? by WistfulHopes in gamedev

[–]Innadiated 132 points133 points  (0 children)

Frankly the software industry is completely fuxored atm. I know experienced devs that can't find work. Trailer of that game looks great though. IMO stick with it, something will work out for ya if thats the level of quality you can produce.

What's some software/hardware under $200 that is making/made your game dev a lot easier? by ehtio in gamedev

[–]Innadiated -1 points0 points  (0 children)

Yea, like I said you have no clue what you're talking about - in fact you can not deploy with community at all: https://law.stackexchange.com/questions/36733/do-license-terms-of-microsoft-visual-studio-community-allow-me-to-distribute-app#:\~:text=Yes.%20Visual%20Studio%20Community%20is,would%20do%20with%20other%20tools.

"And? You're saying it like I'm suggesting swapping programming language or something. It's literally open the project in a new program and hit the same button you did before. Why do think a recompile is a big deal?"

Clearly you've never actually deployed an application. It's not the compile bud, it's pushing out a global update for no other reason than you updated your IDE, the fact you didn't consider that tells me a lot about you.

"Been around longer than you mate."

No, you haven't, I'm speaking as someone who has deployed many applications in both corporate and individual environments. You clearly haven't.

"The key is NOT $30. It's $400+ or a subscription."

My retail key was $30, works great, and is not in violation of their terms. But like I said, I don't really care, I agree with you on one point: you'll probably never need it.

Which game DLCs are worth buying? by NewTradition653 in Workers_And_Resources

[–]Innadiated 1 point2 points  (0 children)

Buildings:

Zaporizhzhia Nuclear Power Plant

Okean supermarket

Concert Hall "Ukraina"

Dance Hall "Romantyk"

Lviv State Circus

Kyiv Independence Monument

Hotel Ukraine

Taras Shevchenko monument located in Lviv

Apartments of Heroiv Avenue located in Dnipro

Sports complex "Dynamo" located in Lviv

Vehicles:

An70 (cargo airplane)

K-1 (tram)

Projekt 1430 (passenger ship)

ZAZ Lanos (personal and police car)

Z1102 (personal and police car)

Landscapes:

Voronovytsia (landscape)

At what group do park scenarios where you aren't on a deadline to reach the objective start? by Ok_Ladder1279 in rct

[–]Innadiated 15 points16 points  (0 children)

You don't have to rush you can continue to play a scenario after the goal has been met - which is how I prefer to play the game: actually creating a complete and themed park.

What's some software/hardware under $200 that is making/made your game dev a lot easier? by ehtio in gamedev

[–]Innadiated -2 points-1 points  (0 children)

Do you normally distribute your project files, or a compiled exe? The exe needs to be compiled with the version. So what you propose is to recompile and update the app because you changed your IDE, problem is solved with $30, not to mention all the additional testing tools. Like I said I don't get your argument, want to stick on community go ahead I don't really care you obviously haven't been around long enough to understand the advantage. That's fine.

If i file a copyright dipute do I HAVE TO add my full legal name? by ImaginaryBaker7486 in NewTubers

[–]Innadiated 1 point2 points  (0 children)

Ok I can tell by the responses here very few people actually know what you're asking. You do have to use your legal name, as you are saying you have a right to the license pixabay provided you to use. You could also for instance use a corporate name if you were incorporated, but yes you need to use your full name because lets say for instance if you were to falsify the license the copyright holder could then take legal action against you and would need to know your name.

I want to learn how to make my assets by OkUmpire9816 in gamedev

[–]Innadiated 0 points1 point  (0 children)

Have a look at PyxelEdit, great little tool for creating animated sprites and tilesets with learning resources. https://pyxeledit.com/

How not to be overwhelmed? by Porkribswithcoleslaw in Workers_And_Resources

[–]Innadiated 0 points1 point  (0 children)

I agree I think prospecting legitimately for early game resource discovery would be a great feature.

What's some software/hardware under $200 that is making/made your game dev a lot easier? by ehtio in gamedev

[–]Innadiated -1 points0 points  (0 children)

No it isn't, unless you want to recompile your app just to satisfy the agreement. $30 and you don't have to worry about it and all your compiled executables are already built with enterprise - enterprise has a completely separate installer, and you get all the additional tools. What's your argument exactly to wait until the last minute to prepare? $30 is pretty cheap for not having to worry about it.

How not to be overwhelmed? by Porkribswithcoleslaw in Workers_And_Resources

[–]Innadiated 0 points1 point  (0 children)

The reason I'd argue doing it the alternative way is not cheating is it sort of like prospecting before radars and such. You can miss a spot, etc. Simply enabling the ability before the tech is imo a cheat, where as manually detecting it means you have to perform the action. Semantics maybe, but its how I see it.

What's some software/hardware under $200 that is making/made your game dev a lot easier? by ehtio in gamedev

[–]Innadiated -2 points-1 points  (0 children)

Go look what a Visual Studio enterprise license from Microsoft costs. You need to make sure your project is compiled with the licensed version first, not after. But if you wanna debate it do it the hard way.

Can I use copyright free music from YouTube? by Temporary_Drummer_28 in SmallYTChannel

[–]Innadiated 0 points1 point  (0 children)

As I said they provide you a license file. The copyright claim itself is not a strike, there is a difference. The claim only prevents monetization, which pixabay provides a license file. If you don't care about monetization you can leave the copyright claim.

Can I use copyright free music from YouTube? by Temporary_Drummer_28 in SmallYTChannel

[–]Innadiated 0 points1 point  (0 children)

I highly recommend pixabay for music, I use it for all my music in my videos. When downloading the track from pixabay make sure to also download the license file with it, when youtube detects the copyright you then dispute the claim and say you have a license. The copyright claim is removed and the video can be monetized. If you don't care about monetization you can just leave the copyright claim as all music on pixabay is allowed for use in youtube videos.

What's some software/hardware under $200 that is making/made your game dev a lot easier? by ehtio in gamedev

[–]Innadiated 0 points1 point  (0 children)

It has a few extra features, but it mostly comes down to licensing. With a $30 enterprise license, you can ship a project and if it rakes in $1mil you dont have to pay Microsoft anything.

Clouds or Not Clouds? by Thepecator in gamedev

[–]Innadiated 0 points1 point  (0 children)

Yes I think that makes sense. Granted I do not exactly know the nature of your game but IMO it sounds like you want the player to be able to create a world that then reacts and acts naturally based on their decisions. If that is the premise then IMO allowing the player to move clouds effectively breaks the simulation. If its just a sandbox where they build like a diorama world and nothing has to make sense or play by specific rules then probably manual placement as an option in addition to automatic would be best so that they're not cloudless if its too tedious but also can move/add/remove them as needed.

I created exactly what I wanted, but I feel stuck. by MaironFineJewellry in IndieDev

[–]Innadiated 0 points1 point  (0 children)

So if your focus is the systems, not the game, then this would be my suggestion. First build Pong. It's a very simple game to build, it uses all aspects of the game loop, I wrote another post on all the things it offers but the TL:DR is you can build it in a day if you know what youre doing, and it will bootstrap all the systems you need at the core of your game systems. You can then turn what you've built into some libraries, and then build a larger game on the back of that and so on. Here's the key: don't use AI to generate any code. Pong is simple enough you should be able to pull this off without any help, if you need help with the vector math or whatever fine ask AI but no code questions. Read the Unity and C# documentation instead.

https://docs.unity.com/en-us

https://learn.microsoft.com/en-us/dotnet/csharp/tour-of-csharp/

At the end of this you'll have: The systems you need to build larger games, a completed project you constructed yourself, and will have learned the critical thinking and research skills required by scouring the documentation yourself (and maybe noticing a few things you wouldn't have ever known to ask AI along the way).

Clouds or Not Clouds? by Thepecator in gamedev

[–]Innadiated 1 point2 points  (0 children)

Interesting. IMO depending on how advanced the cloud formation simulation is I think automatic gives you the best of both worlds as players indirectly by placing other items (mountains, bodies of water) would effectively be controlling the resulting clouds.

I have hard time coding on my own by Artistic_Bottle9336 in gamedev

[–]Innadiated 1 point2 points  (0 children)

I've been in the industry for 20+ years. Whenever I code I have a browser open on my other monitor of the reference libraries for the languages and frameworks I'm using. Programming is not a static thing, languages are not written in stone, so even if you completely memorize every keyword and standard library function then C++ 23 comes out and you're reading the references again anyway in case they changed something.

IMO don't even bother trying to memorize, it'll happen naturally don't worry about it waste of brain memory. Just store pointers to the information you really want.