Oh my game is not small. and gdeveloper might be suited for small games. But my game covers many different worlds and has alot of dialog in it. I programmed it first all in batch code before trying to put it into unreal engine. Unreal Engine uses too many files.
Godot is heavily scripted. You have to have knowledge of programming to make a game in that engine. I ran into difficulties with Importing in the Skeletons.
Unreal Engine took me ages to try to script my game in blueprints. Plus I ran into the issue of too many files and not enough resource space.
Mine is a Resource Management Sci-fi RPG game and I could only program it in dos window console language.
On this track I had a BUG trigger off that affected the Volume Setting of the bass track. and stopped the volume from working properly, so I couldn't hear properly what I was playing. Its not normal for the piano to be overpowering the bass but it was doing because of the bug in Anvil Studio tht sometimes gets triggered off during recording.
I'm not making the game for Commercial Reasons. But I already tested some of my game out in Unreal Engine, I whiteboxed a couple of maps with the map blackhell on you tube under channel germanslice.
In Unreal Engine I ran into some obstacles.
1. Only have got half the dialog system up and running, so you can view all the dialog when you talk to NPC's , but you can't select choices. That part of the code needs to be implemented but I don't have the knowledge to do that so only half the system is working.... I can implement the dialog branching manually myself but that would create far too many widgets. As the branching has to use the same widget because the game has alot of dialog.
2. The second obstacle is how to get Unreal Engine to manage over 6 thousand vairables as its a choice & consequences dialog driven game.
I put up nearly 500 tunes on here in the public domain area.
You can use my tunes in your games
Oh my game is not small. and gdeveloper might be suited for small games. But my game covers many different worlds and has alot of dialog in it. I programmed it first all in batch code before trying to put it into unreal engine. Unreal Engine uses too many files.
Godot is heavily scripted. You have to have knowledge of programming to make a game in that engine. I ran into difficulties with Importing in the Skeletons.
Unreal Engine took me ages to try to script my game in blueprints. Plus I ran into the issue of too many files and not enough resource space.
Mine is a Resource Management Sci-fi RPG game and I could only program it in dos window console language.
On this track I had a BUG trigger off that affected the Volume Setting of the bass track. and stopped the volume from working properly, so I couldn't hear properly what I was playing. Its not normal for the piano to be overpowering the bass but it was doing because of the bug in Anvil Studio tht sometimes gets triggered off during recording.
Surprised, ths is really well done.
This is one of the good ones
I'm not making the game for Commercial Reasons. But I already tested some of my game out in Unreal Engine, I whiteboxed a couple of maps with the map blackhell on you tube under channel germanslice.
In Unreal Engine I ran into some obstacles.
1. Only have got half the dialog system up and running, so you can view all the dialog when you talk to NPC's , but you can't select choices. That part of the code needs to be implemented but I don't have the knowledge to do that so only half the system is working.... I can implement the dialog branching manually myself but that would create far too many widgets. As the branching has to use the same widget because the game has alot of dialog.
2. The second obstacle is how to get Unreal Engine to manage over 6 thousand vairables as
its a choice & consequences dialog driven game.
Most of the game is still in text form
LOL
I used Anvil Studio Midi Sequencer by Willow Software to create that tune.
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