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.
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.
Here it says the fish model is published under the CC0 license... So I downloaded it thinking it was under CC0 and read the licensing.txt that came with the model and find its put under a different license than CCO, its under CC-BY. It needs to be fixed.
The Problem I found with OOPS programs (OOPS IS RIGHT) like Blueprints in Unreal Engine when messing with arrays and structs is that they tend to corrupt and break easily, whereas programming things in just simple text form like with simple batch script like I did with Tesseract Prime Offworlds there's less chance of data corruption and the errors are easily picked up and fixed and things do break in batch scripts as well but is quick to fix it.
Much more easier to debug something in text because if an error pops up you know exactly where in the script the error is coming from and I was able to spend alot more time on developing the game ideas and concepts than on spending all the time on mastering a programming language before I can even do anything. But in Unreal Engine, its a different story, you have to spend ages learning the language of the engine and it gets complicated when bugs in the engine can also cause issues....
I put up nearly 500 tunes on here in the public domain area.
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.
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
I used Anvil Studio Midi Sequencer by Willow Software to create that tune.
Ok, I've adjusted things now, its been removed.
He published it under the wrong license. Saying its CC0 when its not CC0, is not good. It needs to be fixed.
Here it says the fish model is published under the CC0 license... So I downloaded it thinking it was under CC0 and read the licensing.txt that came with the model and find its put under a different license than CCO, its under CC-BY. It needs to be fixed.
The Problem I found with OOPS programs (OOPS IS RIGHT) like Blueprints in Unreal Engine when messing with arrays and structs is that they tend to corrupt and break easily, whereas programming things in just simple text form like with simple batch script like I did with Tesseract Prime Offworlds there's less chance of data corruption and the errors are easily picked up and fixed and things do break in batch scripts as well but is quick to fix it.
Much more easier to debug something in text because if an error pops up you know exactly where in the script the error is coming from and I was able to spend alot more time on developing the game ideas and concepts than on spending all the time on mastering a programming language before I can even do anything. But in Unreal Engine, its a different story, you have to spend ages learning the language of the engine and it gets complicated when bugs in the engine can also cause issues....
This track is really nice, I want to add this into my game project, its reminds me of rachet 'n' clank music.
Game project: http://www.tozan35.weebly.com
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