Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon
22. September 2011

 

 

Good news today for Mac users that were interested in developing with the Unreal Unreal Development KitDevelopment Kit (UDK, also known as the game engine used by people who didn’t select Unity ), there is now Mac OS support for UDK developed games.  For UDK developers that is pretty cool news, as it increases your customer base by an easy 5 – 10%.  That said, in Steam surveys, the average Mac GPU is still pretty lousy, but should be getting better with the more recent Mac releases.

 

As for other features in this update:

  • A new foliage editor
  • Dual Monitor support for iPad games via HDMI or Airplay
  • Decals now scale correctly when placed
  • Added texture import option for inverting green channel
  • Slightly increased the size limit of files when importing to 4096x4096x32
  • New button can remove all notifies from an anim set
  • Added editor comments for AnimNotifies
  • UnrealConsole now has text color coding for warnings and errors
  • New ambient sound spline actors emit sounds along paths for adding noise to rivers, roadways, etc. with a single actor

But the big news is easily the addition of Mac support.

 

Full release notes here or jump right in and download here.  Granted, its 1.5GB download and their servers must be taking a bit of a kicking as it is coming down extremely slowly for me.

 

So, if you didn’t choose Unity, this is all good news for you.  If you, like myself, did choose Unity, well…  yeah, nothing to see here.

General


17. June 2011

 

So there is a blog post up on Unity3d.com showing what’s coming down the pipeline.  There’sunityLogo some pretty interesting stuff on there.  Apparently Unity 3.4 is at the release candidate stage and there are a few major announcements.  Terrain support in iOS and Android is a biggy, execution order on scripts, procedural texture support and 2-3x improvement in skinning speed are all very nice new features.

 

The post goes on to describe what is in the upcoming 3.5 release, with tons of new features but perhaps the most interesting to me are the new UI framework, pathfinding and LoD support.  Some really interesting stuff coming up, I highly recommend you check out the full post.

General


28. May 2011

 

As YouTube allows videos up to 1080p in size and does a very good job of providing downsampled versions, from now on I will try to publish all future videos in 1080p.  The only exception are videos capture on my 720p laptop…. which will obviously be 720p. Only downside is, some of these can get pretty blasted big!

 

Also, I am now using a utility to display what keys and buttons are being pressed, which should make it easier to follow along with what I am doing, while minimizing the amount of explanation I have to make.  Well, that’s the plan anyways.

General


27. May 2011

 

I am struggling a bit on how to format a “book” in blog terms.  What is the best way for me to get information across.  One of the big goals of this site is to guide a beginner through the entire process of creating a game.  At the same time however, as I come across problems, interesting things or just simply something strikes my fancy, I want to post it here as well.  This leads to a serious continuity problem, especially for someone just starting out.

 

As a proposed solution, I am going to keep things as they are, but “on topic/ordered” posts are going to be organized by chapters around a common theme.  That way a person can come in and view content on a chapter by chapter basis, even though a chapter is actually just a series of posts.  So, there will be a link on the right hand side Chapter 1/ Chapter 2/ etc… as well as each post being tagged by which chapter it belongs to.  Hopefully this will provide a solid structure to follow along by.

 

In addition, for each video posting, I will attempt to merge all chapter video together into a single video for people that want to consume it all at once.

 

I am currently working on chapter 1, which shows the entire pipeline in action.  Setting up your modeler, creating a model in Wings 3D, exporting to Blender, texturing and animating, the exporting to Unity.  By the end of chapter 1, you should be able to get your content from nothing to Unity with ease.

General


14. May 2011

Here you can follow the process of creating a game from the very beginning to the very end. I will be posting to this site as I progress on my game. In a nutshell, that means you can learn as I learn, letting me make the mistakes for you!

 

What you need to know? I will aim to keep things as simple as possible and documented as thoroughly as possible. That said, some knowledge is beyond the scope of this site. Basic programming skill is a must. Most of the code will be in C#, but if you have experience in any modern language, you should be able to follow along. Finally, moderate computing skills will be assumed. If however I don’t explain something sufficiently, leave a comment or shoot me an email and I will try to clarify.

 

Another major goal is to show you how to make a commercial quality game, cheaply. Tools like 3D Studio and Maya are wonderful, but frankly they cost several thousand dollars per seat. Therefore, while I will address all of these packages, I will also present ( and favor) cheaper/free alternatives whenever possible.

 

Finally I will make all assets and source code available as it is created. The source code you are free to do with as you wish. The assets, you are free to do whatever non-commercial action you wish. In the end, I will be publishing the game we create and I don’t want to directly compete with me-too versions of my own hard work, I hope you understand.

General


AppGameKit Studio

See More Tutorials on DevGa.me!

Month List