Creating a game is difficult enough even when you have an existing engine...trying to create a new one is certainly possible, but probably not the project to start with.
"Featured" art thumbs on home page seem a little big...they could probably be the same size as the "popular" and "latest" thumbs.
In terms of the layout, I'm mostly interested in the new art and collections. "Featured" art is nice, but it seems like a random assortment of older work, so it's usually a little lower on my priority list (that's just my opinion....others may disagree).
Only other suggestion would be to move the download link(s) up above the preview section on the content pages - some artists submit lengthly previews and you have to scroll down a bit to get to the actual files (just a pet peeve of mine, not a big deal).
Only suggestions/requests would be "new submissions", "popular collections", and/or "latest forum posts" as home page quick links. I think "popular this week" and "popular this month" may be a bit redundant - if spacing is an issue, I'd probably just go with "popular this month"
If you're trying to put games on an app store then you need an engine - otherwise, you're going to have to learn everything from scratch and that can literally take years. For example, Unity includes built-in methods to track player input -- you just add a line of code. Without it, you have to build and de-bug your own player input function, which takes time.
Unity and Unreal are the most popular ones now. I also used GameMaker for a while, but found it decidedly lacking in terms of what you can do (not sure if they fixed that with GM2). If you have 10-12 hours a day and are fairly tech/code savvy you can learn an engine in about 3-5 months. Give another 5-7 months of dev time and you're looking at about 8-12 months to get published. That's the good news.
The bad news is that, even though the engine takes care of all the background operations, you still have to build a game from scratch, hence the 5-7 months of dev time. You can cut that time in half with an asset package, but that means cash out of pocket.
And, as others have noted, you're dependent on the engine remaining viable -- if a better replacement comes along, you could find yourself starting over again.
I'd have to agree with Medicine Storm - This programmer spent two years developing an engine for Unity and he has a ton of experience.
Creating a game is difficult enough even when you have an existing engine...trying to create a new one is certainly possible, but probably not the project to start with.
These are pretty cool! I love the climb animation when they're moving between platforms - nice touch.
The more I get into game development the more I appreciate assets like this - thanks for making them available at CC0
I think you may be on to something - alternative skins for different gaming eras/styles would be pretty cool....including a two-tone "pong" version!
Very functional design
Artists' pages look really good
"Featured" art thumbs on home page seem a little big...they could probably be the same size as the "popular" and "latest" thumbs.
In terms of the layout, I'm mostly interested in the new art and collections. "Featured" art is nice, but it seems like a random assortment of older work, so it's usually a little lower on my priority list (that's just my opinion....others may disagree).
Only other suggestion would be to move the download link(s) up above the preview section on the content pages - some artists submit lengthly previews and you have to scroll down a bit to get to the actual files (just a pet peeve of mine, not a big deal).
I really like this layout - clean, simple, effective.
I like the color palette and layout.
Only suggestions/requests would be "new submissions", "popular collections", and/or "latest forum posts" as home page quick links. I think "popular this week" and "popular this month" may be a bit redundant - if spacing is an issue, I'd probably just go with "popular this month"
If you're trying to put games on an app store then you need an engine - otherwise, you're going to have to learn everything from scratch and that can literally take years. For example, Unity includes built-in methods to track player input -- you just add a line of code. Without it, you have to build and de-bug your own player input function, which takes time.
Unity and Unreal are the most popular ones now. I also used GameMaker for a while, but found it decidedly lacking in terms of what you can do (not sure if they fixed that with GM2). If you have 10-12 hours a day and are fairly tech/code savvy you can learn an engine in about 3-5 months. Give another 5-7 months of dev time and you're looking at about 8-12 months to get published. That's the good news.
The bad news is that, even though the engine takes care of all the background operations, you still have to build a game from scratch, hence the 5-7 months of dev time. You can cut that time in half with an asset package, but that means cash out of pocket.
And, as others have noted, you're dependent on the engine remaining viable -- if a better replacement comes along, you could find yourself starting over again.
Just give them more depth and spend more time on them. Easy as pie!
Finding solutions: it's what I do ;-)
I know this is an older submission, but how did you get the slopes on the examples? Imported into Unity but don't see any...do I have to use Blender?
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