Unity has also gone the same way as Epic has its own DLC marketing place as well now. Instead of fixing up the user interface communication problems to make their engines more easier and efficient to use, they decided to also go DLC. I don't particularly like DLC. because you're paying for the DLC now than you are for the engine. So now its not Build all your level now and pay later, its Bulid along as you pay.
The biggest problem I see with the 3d game engines is that they are difficult to set up and take along time to get something all wired up in them because the game engines themselves have been all set up wrong to do 3d construction the hard way. If the interface of the engine is all confusing like Blender with all its 3d modeling jargon and you need to have a A grade in 3 modeling to unerstand what its saying, just switch over to a user friendly to a simple english one. How hard is that, just put in the option in the game engine to switch over to a more user friendly interface if you don't understand all the 3d professional modeling jargon in the default interface? There should be an option,
"TURN OFF all silly programming jargon, switch over to simple plain english." So you have a simple english interface for english users who don't know 3d and also for the advanced users who know 3d.
Unreal 4 has been set up as a bunch of DLC's marketing components now. You get the game engine, stripped of most of its game resources, but if you want the libraries and templates and resources to build things up in the engine quickly then you forced to have to download all these individual DLC's from the market place which you have to pay out money for. So you're paying out more money now for getting these little DLC's components than you were paying out for the unreal engine when it used to be under the subscription fees. So Epic Games has gone all DLC with Unreal 4 engine.
Almost as bad as those games that pop up that dirty little screen right in the middle of play saying, if you want to see more of of this level or game area, or if you want to get this armor or weapon or new clothes, please pay $$ at the marketplace to download the component. blabla. You've just paid for the game, but now you're paying also for its individual DLC components, so you not paying for a whole complete game anymore. but paying for levels or stuff as you go.
Well I managed to get the Text Announcements working in Unreal, but it won't suit what I'm trying to do as it put the text all in the middle of the screen, not on the top or the bottom of the screen.
And I found out that I can't import my models out of unreal 3 into unreal 4 without losing all the textures and I can't go back and download the 3d model again to get the textures because my credits have run out on that site that had the model avaliable for download with the textures so I can't re-download the model.... Its just one headache after another with these game engines. Because I can't export the model out into fbx format from unreal 3 without losing all the textures off if I do, and its the texture files I needed to texture the model but anyway Unreal 4 has caused me alot of big trouble because they don't allow any importing of any assets from unreal 3 into unreal 4. so I can't even export my ocean shader, or the other assets I imported.
I already done quite a bit of the dialog storylines to the game. That's one of the advantges of writing it out in a simple script form first before sticking it into a 3d engine because then I can see the whole game idea all laid out before me before I start work on building it up in the 3d engine. Because the way the 3d game engines are set up its not easy to try to code the game into them and takes along time to wire it up. There needs to be a more simple user interface instead of one being bogged down with so much wiring.
Yeah the dialog for my game is all truncated at the moment, but I will fix it, it will take me a couple of hours to fix the text (because I have thousands of lines of dialog)
I just come across a gme engine called 3d rad. Free for commercial and non commercial uses, looks promising, but dosen't look like an AAA engine, but looks more budget title or indy based, but does it have a dialog system?
I'm doing a sci fi game as well, this looks pretty good the interface, you gotten more further than what I got with using a 3d engine, All I got was this far with my project tozan35.weebly.com using unreal udk engine because most of my game is all just written out in basic windows script, so I'm doing two versions of the game. windows script version which is all turn-based, and 3d version in unreal or unity engine.
I created this tune using the Computer's Keys as I don't have a casio Midi keyboard. unfortunately the PC keyboard does not work very well at all with the timing because the keys sometimes lock and that's why it sounds a bit out of timing when the key decides to suddenly JAM. so I have to quickly try to unjam the key while still trying to continue keep in timing with the melody because i play these tunes all straight from my head, that's how i make the music.
And that's the reason why I released these tunes in the public domain that someone might beable to correct the timing issue and produce a better version, all I did was simply give people something to work on if they wanted to use or improve it.. The tunes were not really designed to be totally complete but just as a starting point. I don't know if soundfonts will make it sound better (usually its the total opposite I find with certain midi instruments.) I can't use Solremi to MP3 online converter as they don't allow any distribution of the converted files outside personal home use so I can't put it on opengamert.org, so i was forced to have to use midi..
Yes I have updated the file and edited it a little. changd the rythm track, edited a few notes, added the ending.
But I don't just make my own music i also am in the process of developing my own video game as well (tozan35.weebly.com) and started some work in Unreal 3 to provide some pictures for it and hope to get the game done either in the Unreal 4 engine or Unity.
Its now 167k lines long. But now its got some prettier graphics. I now need to know how to set up an array in blueprints to choose different responses of the npc when you step into the trigger.
I'm not sure if you do ambient pieces or not, but Sounds interesting, because I'm making a sci fi rpg space type game and need techo, jazz, dance for the clubs scenes, and also need some shopping mall music, some more space creepy soft errie ambient music all for the alien worlds which should sound like everything is all alive and has energy running through everything like you're really on that alien world. For I like that slow rising and falling of jet streams and clicks and whispering of solar winds. They had this "alive effect" already in the Earth Voyager sounds ambient that was up on you tube, but because I can't get the copyright status from Nasa so I can't use that ambient sound effect in my game unfortunately because Nasa don't know what the copyright status is of the studio who made the track, so i have to look to other sources for ambient and other sound effects.
Unity has also gone the same way as Epic has its own DLC marketing place as well now. Instead of fixing up the user interface communication problems to make their engines more easier and efficient to use, they decided to also go DLC. I don't particularly like DLC. because you're paying for the DLC now than you are for the engine. So now its not Build all your level now and pay later, its Bulid along as you pay.
The biggest problem I see with the 3d game engines is that they are difficult to set up and take along time to get something all wired up in them because the game engines themselves have been all set up wrong to do 3d construction the hard way. If the interface of the engine is all confusing like Blender with all its 3d modeling jargon and you need to have a A grade in 3 modeling to unerstand what its saying, just switch over to a user friendly to a simple english one. How hard is that, just put in the option in the game engine to switch over to a more user friendly interface if you don't understand all the 3d professional modeling jargon in the default interface? There should be an option,
"TURN OFF all silly programming jargon, switch over to simple plain english." So you have a simple english interface for english users who don't know 3d and also for the advanced users who know 3d.
Unreal 4 has been set up as a bunch of DLC's marketing components now. You get the game engine, stripped of most of its game resources, but if you want the libraries and templates and resources to build things up in the engine quickly then you forced to have to download all these individual DLC's from the market place which you have to pay out money for. So you're paying out more money now for getting these little DLC's components than you were paying out for the unreal engine when it used to be under the subscription fees. So Epic Games has gone all DLC with Unreal 4 engine.
Almost as bad as those games that pop up that dirty little screen right in the middle of play saying, if you want to see more of of this level or game area, or if you want to get this armor or weapon or new clothes, please pay $$ at the marketplace to download the component. blabla. You've just paid for the game, but now you're paying also for its individual DLC components, so you not paying for a whole complete game anymore. but paying for levels or stuff as you go.
Well I managed to get the Text Announcements working in Unreal, but it won't suit what I'm trying to do as it put the text all in the middle of the screen, not on the top or the bottom of the screen.
And I found out that I can't import my models out of unreal 3 into unreal 4 without losing all the textures and I can't go back and download the 3d model again to get the textures because my credits have run out on that site that had the model avaliable for download with the textures so I can't re-download the model.... Its just one headache after another with these game engines. Because I can't export the model out into fbx format from unreal 3 without losing all the textures off if I do, and its the texture files I needed to texture the model but anyway Unreal 4 has caused me alot of big trouble because they don't allow any importing of any assets from unreal 3 into unreal 4. so I can't even export my ocean shader, or the other assets I imported.
I already done quite a bit of the dialog storylines to the game. That's one of the advantges of writing it out in a simple script form first before sticking it into a 3d engine because then I can see the whole game idea all laid out before me before I start work on building it up in the 3d engine. Because the way the 3d game engines are set up its not easy to try to code the game into them and takes along time to wire it up. There needs to be a more simple user interface instead of one being bogged down with so much wiring.
Yeah the dialog for my game is all truncated at the moment, but I will fix it, it will take me a couple of hours to fix the text (because I have thousands of lines of dialog)
I just come across a gme engine called 3d rad. Free for commercial and non commercial uses, looks promising, but dosen't look like an AAA engine, but looks more budget title or indy based, but does it have a dialog system?
I'm doing a sci fi game as well, this looks pretty good the interface, you gotten more further than what I got with using a 3d engine, All I got was this far with my project tozan35.weebly.com using unreal udk engine because most of my game is all just written out in basic windows script, so I'm doing two versions of the game. windows script version which is all turn-based, and 3d version in unreal or unity engine.
I created this tune using the Computer's Keys as I don't have a casio Midi keyboard. unfortunately the PC keyboard does not work very well at all with the timing because the keys sometimes lock and that's why it sounds a bit out of timing when the key decides to suddenly JAM. so I have to quickly try to unjam the key while still trying to continue keep in timing with the melody because i play these tunes all straight from my head, that's how i make the music.
And that's the reason why I released these tunes in the public domain that someone might beable to correct the timing issue and produce a better version, all I did was simply give people something to work on if they wanted to use or improve it.. The tunes were not really designed to be totally complete but just as a starting point. I don't know if soundfonts will make it sound better (usually its the total opposite I find with certain midi instruments.) I can't use Solremi to MP3 online converter as they don't allow any distribution of the converted files outside personal home use so I can't put it on opengamert.org, so i was forced to have to use midi..
Yes I have updated the file and edited it a little. changd the rythm track, edited a few notes, added the ending.
But I don't just make my own music i also am in the process of developing my own video game as well (tozan35.weebly.com) and started some work in Unreal 3 to provide some pictures for it and hope to get the game done either in the Unreal 4 engine or Unity.
Cool people like my plonky strange tunes I will make some more
I put the game dialog and segments of its code is up on my website at http://tozan35.weebly.com
Its now 167k lines long. But now its got some prettier graphics. I now need to know how to set up an array in blueprints to choose different responses of the npc when you step into the trigger.
I'm not sure if you do ambient pieces or not, but Sounds interesting, because I'm making a sci fi rpg space type game and need techo, jazz, dance for the clubs scenes, and also need some shopping mall music, some more space creepy soft errie ambient music all for the alien worlds which should sound like everything is all alive and has energy running through everything like you're really on that alien world. For I like that slow rising and falling of jet streams and clicks and whispering of solar winds. They had this "alive effect" already in the Earth Voyager sounds ambient that was up on you tube, but because I can't get the copyright status from Nasa so I can't use that ambient sound effect in my game unfortunately because Nasa don't know what the copyright status is of the studio who made the track, so i have to look to other sources for ambient and other sound effects.
Ah this is perfect for the Skudrod Creature on Telos in my rpg sci fi game. Can I use this ?
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