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[–] raw 1 points 9 points (+10|-1) ago 

Please consider Godot Engine.

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[–] Sir-Nigsalot 0 points 6 points (+6|-0) ago 

I second that. It's completely free and whatever you make is 100% yours.

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[–] StoneRights 0 points 0 points (+0|-0) ago 

3.0 should be rolling officially very soon and it's fucking awesome

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[–] 22jam22 0 points 0 points (+0|-0) ago 

Could you use godot engine to make a movie? Cartoon based movie i am thinking? Would look and feel like an anime movie?

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[–] tecuani 0 points 0 points (+0|-0) ago 

You really do not need a game-engine to make a movie, but theoretically you could... It is not a tool made for that exact job though, and its renderer is likely optimized more towards being fast, while many of its other features will be useless.

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[–] raw 0 points 0 points (+0|-0) ago 

I don't know. I'd probably use Blender if I wanted to make a movie.

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[–] grendelbiter 0 points 5 points (+5|-0) ago 

I would gladly make some models, set up Terrain, set up particle effects, anything that has to do with design. I've dabbled in Unity and have tons of assets (we could make a beautiful looking game). Here's a somewhat outdated album of my work: https://imgur.com/a/8lmU5

and here's a video of the last project I worked on where I got stuck cause I'm a lousy coder: https://www.youtube.com/watch?v=tnZpK2QmYxg

I have an idea too (of course). I would love to clone an old game called Wulfram 2. It was an online hover tank shooter with tactical elements. Two teams with up to 32 players each would battle on a decently big map with a round played until one team destroyed the other team completely. A round sometimes lasted only a few minutes often hours or even days though. Players could choose between a big, slow Hover Tank armed with a mini-gun and a Pulse Cannon or a fast and weak scout tank armed with a mini-gun and a beam that damages enemy players and heals allies. Each team had a capital ship in orbit which were constantly firing on each other. Players could order drops from the ship which would be dropped in sectors with an uplink. Any tank (allied or not) could pick up or destroy these drops, but only the Tank could deploy them. Drops you could order included more uplinks, Repair pads, spawn pads, gun turrets, missile launchers, radar, cloaks. There was a radar and LOS system in place where skilled players could use the Terrain to their advantage and stay hidden from enemies and set up ambushes or whole forward bases. The game was very skill based e.g. your tank could perform a jump, which would use about half your energy. A well placed shot with the pulse cannon would likewise drain about half your energy but would also take about half the enemies health and more importantly would send him spinning around for a few seconds giving you an opportunity to either finish him off with the mini-gun or let you sit still to recharge your energy for the next hit or the run. It was a blast floating around in a chunk of metal and the community was great and it would be great to revive something like that again. A project like this might be too big though, I dunno. Maybe just an asteroids clone?

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[–] theshopper [S] 0 points 1 points (+1|-0) ago 

Your work and Ideas are stellar!

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[–] grendelbiter 0 points 0 points (+0|-0) ago 

Thank you! My biggest problem is I never finish anything.

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[–] badkangaroo 0 points 4 points (+4|-0) ago 

From having done many professional projects in both, ue4 is great if you want to spend the time and train everyone on how ue4 expects you to get work done. UE4 also has it's own underpinnings on it's c++ foundation classes for pawns/actors etc. so you really have to learn those classes before getting too deep into building characters and weapons etc. Also, as someone mentioned, there's a lot of visual studio setup involved to get everything to build as you'd expect. Unity on the other hand is pretty lazy and easy to setup. C# is really easy to learn and so far as unity's MonoBehaviour class (the extra u makes me think there's a french-canadian involved) but there's only that one class that does anything specific for the engine.

So far as a community project is involved, sharing a git tree with C# is pretty easy, the Assets directory is easy to organize, just make sure your meta files are checked in an visible. ue4's blue prints are hard to "un-sphagetti" to under stand, once someone designs a level with blue prints it's pretty hard to figure out how it works without a lot of debugging the strings and nodes. visual programming is a bit of a mess for engineers, and a steep learning curve for artists/designers.

that being said, i'd happily involve myself with a C# project with some goats.

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[–] hwong 0 points 1 points (+1|-0) ago 

Hey Bad kangaroo. I'm an "artist" working on a unity VR project (a first person sword and sorcery/dungeon romp) and am finding out I am not really a C# programmer. (I just don't seem to think "that way" when it comes to programming.) Anyway, I have a couple C# scripts that I need for commercial release, Real mundane stuff that I just can't get my head wrapped around. Things like a Bluetooth controller check (that i ALMOST have working) and doing the entitlement check for the stores. (Gearvr, Rift, cardboard/daydream and then maybe Steam) if I could figure this stuff out I could release to the store channels within a week or two, Maybe you would be interested in helping a brother out. Hell I'd even give ya a percentage of the sales since I am driving for a commercial release and have 99% of it all working great except for a few areas , C# related, that I suspect are fairly simple... Anyway. Just thought I would throw it out there. Cheers mate.

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[–] badkangaroo 0 points 0 points (+0|-0) ago 

also, worked as a game artist for about 15 years before making a slow transition to dev.

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[–] badkangaroo 0 points 0 points (+0|-0) ago 

checking if something is something like bluetoothTypeOfThing thing = GetComponent<bluetoothTypeOfThing>(); where ever the thing is, not sure who might have it. then if (thing != null) { Debug.Log(thing);} else {Debug.Log("can't find the thing.");} if you post a repo on github or something I could help. advice: it's almost always easier to make small isolated projects that do the one thing you're trying to make work. it builds faster, you're able to iterate faster, and the rest of the code is un touched, and better still you don't have to worry about breaking anything that does work by accident. It's also easier to share your work on something you're working on with the public and not worry about sharing stuff you don't want out there yet.

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[–] gentronseven 0 points 0 points (+0|-0) ago 

I will do it

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[–] allogonist 0 points 1 points (+1|-0) ago 

I recently tried to make Ue4 run on my machine and found that their tooling for Visual Studio is an absolute 100% mess.

If you once installed VS 2015 but have since uninstalled and upgraded to VS 2017 I would say you may never get your code to compile ever.

That's because internally the Ue4 team has upgraded their tooling to VS 2017 in only a cosmetic way, because they know they need to have 2017 support but they all internally use 2015 still and so nobody over there has actually tried it on 2017. The end result essentially requires a full install of both VS 2015 AND VS 2017 with a lot of configuration to get it working because it will do code editing in VS 2017 but compilation and debugging via the 2015 libraries and tools.

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[–] saltpricesplummet 0 points 1 points (+1|-0) ago 

I think UE4 is better personally. It really depends on what your trying to accomplish though.

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[–] 11731249? 0 points 1 points (+1|-0) ago 

Personally enjoyed playing with UE4, however the amount of additional software to create objects from scratch (or buying objects from a package) is expensive.

You might be able to get the tree generator (good for creating custom trees that react to wind) on a torr site.

It's been about 4 years since I've touched it, was fun to create levels and learn about game design.

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[–] 11746574? 0 points 0 points (+0|-0) ago 

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[–] RetroGamingAndRepair 0 points 0 points (+0|-0) ago 

I'd be interested in helping. What genre?

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[–] theshopper [S] 0 points 0 points (+0|-0) ago 

What is the market hungry for but hasn't had a taste in a very long time.

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[–] RetroGamingAndRepair 0 points 0 points (+0|-0) ago 

Half life 3?

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