

An example might be a counter variable that counts how many instances of that class exist. If you have internal bits that shouldn't be accessed or changed directly, they should be private. What private does is it prevents direct access to the private member from any object not of that class. No, they will not be confused either way if they are in different classes. >Making a function private means that the variables I use in inside it won't end up using another functions variables if they have the same name right? Going to practice some more and work in 2D instead, maybe build up a framework. Thinking I may stay away from Unity unless I'm doing an FPS or game where synchronization isn't as big of a deal as it is in a puzzle game. Will need to be twice as fast and not make a mistake if I want to finish the 48 hour challenge. >The last is when leveling up, the pieces push from the bottom, but they might also shove up your playing piece which affects it and stalls the game. >The other is that sometimes the main thread doesn't receive a callback from the playing pieces and the count is off, which results in the game not doing anything. >One is the game doesn't launch properly if not pre-loaded - have to reload There are three bugs, which I'm aware of, but not going to bother trying to fix since this was just practice and it would be better just to redo the game from the ground up. At least I learned something in that time. Finally just tried to do things more linearly and as tight as possible, but some decisions were too far in to fix. Went one way, it was screwy, tried the other way, it was also screwy. Took 4-5 days, significantly less in terms of actual hours. You have to weigh the options though: spend some more time researching the solution to your problem in C# and probably running into other such learning curve situations in the future, or spending a ton of time writing your engine pretty much from scratch in C++ for a small game project with the benefit of knowing how to use the language more efficiently.įinished a unity practice game in prep for the upcoming Ludum Dare.

I would use c++ and write everything again from scratch because I'm stubborn and would overall be more productive with C++, plus have access to my amazing unmanaged C++ powers. As I mentioned, C# is attractive because it has all kinds of game making tools (like XNA) that take the nasty bits of making a game out of the equation (dealing with DirectX or some other library for rendering) which can often take quite a long time to code properly.

However, you also have to realize that embarking on the c++ road is one filled with many difficulties. My thoughts are that you should work with whatever you feel more comfortable with. Sorry I can't be of more help with the reference stuff I simply don't use those languages enough. I guess what I'm getting at is, is there any way to do 2D animations in a way that would be recognized as an animation set in UDK's content browser? I think it'd be possible to define sprite animations as cycling through frames in a sprite sheet in UnrealScript, but that still leaves me having to manually define the frame offsets, number of frames, speed, etc. I would like to be able to simply call an animation from UnrealScript in response to a sprite's actions like you would for normal 3D animations. a blinking light on a control panel that might change if it gets shot). UDK has some built in ways for handling animated textures, but they mostly seem geared towards things that don't change often (i.e. At first I thought I would just animate them as you would a normal 3D model, but that ran into some walls really quick because UDK seems temperamental about importing animated textures (the sprites are essential just textured rectangular planes with transparency), and even when it works, I don't think I can easily control the animation frames from the UDK side without hard coding in a lot of values for every single sprite and animation I add. I'm getting kind of confused on the animation part, though. So I'm creating sprites as planar meshes in Blender and importing them into UDK just so I can standardize the way I work with my 2D and 3D assets (game world's going to be a combination of 2D characters and 3D environments). ~~IF YOU WANT TO MAKE GAMES BUT DON'T KNOW WHERE TO START READ THESE LINKS~~:Īnd of course, the best programming site on the internet: Make a winter themed game and link it here by December 31st, 2012 at 12:59:59 pm. /lgbt/ - Lesbian, Gay, Bisexual, & Transgender.
