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Re: Unity 2.5 for Windows - sooner than you think
[Re: amy]
#259036
04/03/09 14:52
04/03/09 14:52
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Joined: May 2008
Posts: 121
ortucis
Member
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Member
Joined: May 2008
Posts: 121
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So which one do you recommend for an artist (or which one is in the league of LiteC?)? Now the reason I want to learn UnityScript is that: a) According to everyone in their forum, it's the easiest to get started with (plus, I am not a programmer). b) According to EVERYONE, even Unity devs, the tutorials are written in Unity Script (or are US friendly only) so I will end up struggling to learn something other than Unityscript if that's the case (and it seems, it is). Any recommendations on where to start? I'll be honest with you all, the only reason I am interested in Unity is the Mac compatibility. The editor really isn't a big deal for me so if I can get the scripting thing sorted out, I'll just go for Unity (unless Conitec ports the A7 engine for Mac as well :P). EDIT: I already emailed them the day the trial expired, no response. Not even a "f**k-off", thought I don't when them to say that. :P Also, can you tell me what exactly do you mean by "get used to Unity API"? What's wrong with the API? (unless it can become a roadblock when creating a working game) Yeah, I am a noob, enlighten me someone.
Last edited by ortucis; 04/03/09 14:56.
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Re: Unity 2.5 for Windows - sooner than you think
[Re: ortucis]
#259089
04/03/09 19:28
04/03/09 19:28
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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Also, can you tell me what exactly do you mean by "get used to Unity API"? What's wrong with the API? (unless it can become a roadblock when creating a working game) Yeah, I am a noob, enlighten me someone. it's like getting used to Unity API itself. i mean in lite-c there is ENTITies and their pan tilt roll skills this kind of stuff, in unity all this things are diffrent and in unity way, knowing the api is gettin used to this. But i dont think this would be a problem when you start and learn it
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Re: Unity 2.5 for Windows - sooner than you think
[Re: Quad]
#259100
04/03/09 21:22
04/03/09 21:22
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Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
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Serious User
Joined: Oct 2006
Posts: 1,245
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hello
Is this " component " based programming system really suitable to code complex gameplay ? I mean, for people who are more interested in programming rather than graphic ( AI algo's etc)
I have been playing with Unity for some days, a too short period really
Ok I dont mean that Lite_C is the best in the life but I start having a " nostalgia " for those simple old fashion engines supplying just a bunch of functions and then... it is up to you
Just guessing, what's your opinion ?
Last edited by AlbertoT; 04/03/09 21:30.
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Re: Unity 2.5 for Windows - sooner than you think
[Re: JetpackMonkey]
#259120
04/04/09 01:15
04/04/09 01:15
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Joined: Feb 2006
Posts: 324 Germany
maybenew
Senior Member
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Senior Member
Joined: Feb 2006
Posts: 324
Germany
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I see the potential of the engine already convinced all of you serious about game development one tipp from my side, I switched 12 month ago from A7/C-Script, I am mainly lead developer/programmer: DO NOT EVEN bother programming with UnityScript (which is a JavaScript derivate; same syntax, etc.), instead use C# and Visual Studio C# (get the free express edition), you can easily add the DLLs that make up the unity framework (tutorial on the unity wiki) to a Visual Studio project and simply access the managed functions and classes. c# is nice and easy and using Visual Studio brings you all the very nice features of this IDE: auto completion, intelliSense, debugging, etc. Docking Visual Studio to Unity is one of the most powerful combinations you can get. You will never regret switching from A7 - I promise you. Oh - by the way - I might have mentioned this already - you can access the whole .Net Framework from any Unity-C#-Project.. this brings you all features of the .Net Library: SErialization, XML files, IO functions, encryption and everything else. EDIT: @ AlbertoT: basically you can do anything you want with the engine. You are not restricted to some lame ass C-Script-style thingy anymore, using c# you can code anything you like. Our lead programmer currently is working on Pathfinding and Object Management for an RTS-style game and is making great progress... a "component" is just a class attached to a game object acting as a property for the object: e.g. you have a character that should act as your player... this character is an imported fbx model: you add a renderer, a texture, a basic collider, a physics component, and then you add a class controlling all that, moving the player by input keys...etc.. its really easy.
Last edited by maybenew; 04/04/09 01:21.
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Re: Unity 2.5 for Windows - sooner than you think
[Re: maybenew]
#259121
04/04/09 02:41
04/04/09 02:41
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
User
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User
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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Hiya. ...I thought you could add anything you want to A7 by using C++, Delphi, etc.? Kinda like using C# to code stuff "into" Unity. Or am I just remembering something wrong again (wouldn't be the first time!).
^_^
"We've got a blind date with destiny...and it looks like she's ordered the lobster."
-- The Shoveler
A7 Commercial (on Windows 7, 64-bit)
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Re: Unity 2.5 for Windows - sooner than you think
[Re: dracula]
#259130
04/04/09 08:56
04/04/09 08:56
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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It is interesting to read from the experienced users like maybenew, David Lancaster, Kiyaku or Alphastrike that they like Unity. Since all these people made a few games I appreciate their reports very much. I did not test Unity so deeply and this information helps a lot.
Regards
Models, Textures and Games from Dexsoft
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