deadeye's Recent Forum Activity

  • I would recommend either UDK or Unity3D, as they are fairly easy to use as far as managing assets and setting up scenes. You still need some programming skills, though I believe UDK comes with a node-based logic editor (called Kismet I think)... and there is a 3rd party one you can buy for Unity as an addon. And these packages can export to the web, consoles, mobile devices, tablets, and such. Not just the desktop. That is, if you buy a license for that device. And I don't know a lot about UDK, but Unity at least can export to web, Windows, and MacOS in the free version.

    Long story short, if you're going to do 3D then use a dedicated 3D package.

    Hey. Mind saying which 3D thing you chose, deadeye?

    I'm using Unity <img src="smileys/smiley1.gif" border="0" align="middle" />

    Ironically, I am using it to make a side-view game that mostly uses sprites <img src="smileys/smiley17.gif" border="0" align="middle" />. Though there are some 3D models mixed in for things that have to rotate and such.

  • Deadeye's... creation?

    Hahahaaa <img src="smileys/smiley16.gif" border="0" align="middle" />

    Anyway, if you want to do something that looks like 3D animation in CC you could probably fake it fairly easily. It would be a tedious process with a lot of setup work, but theoretically it's possible. What you would do is animate your model in whatever package you're using, then bake animation frames into single .obj files. You would take each .obj object and stick them in your scene so they're all overlapping. Finally, you'd need to create your own animation system using events that makes all of your .obj objects invisible EXCEPT for the current frame of animation. Theoretically it's possible.

    But if you're just doing an orthographic view from the top or side then it'd be way easier to just render sprite frames from your modeling package. You really only need to have full 3D if your meshes might be seen from any angle at any time. If it's always going to be seen from one side, then there's no need for an actual .obj.

    I concur with what others have said though. If 3D is what you are truly interested in then you should probably just knuckle down and start learning one of the billion 3D game creators out there. While CC does have 3D capability, it simply isn't very user friendly or efficient. And as someone who recently made the jump to 3D (and someone who is really not all that great at coding or math) I can say it's honestly not as hard as most people think it is.

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  • Hey everybody <img src="smileys/smiley1.gif" border="0" align="middle" />

    We've had a lot of introduction threads taking up space in General lately, so here's a reminder that this thread is where folks should be making their introductions. At Arima's suggestion I've change the thread title in the hopes that it's more clear.

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  • Whoa weird coincidence. This is the site my team decided on for sound in our game. We bought a build-your-own 50 pack from them. They're not bad. They seem a bit on the expensive side in my personal opinion, and a lot of the sounds we bought have to be remixed into something more suitable for our needs, but I wasn't the one putting up the money so hey :P

  • As I said before, you don't pronounce science "sky-ence," and you don't pronounce Scirra "skeer-eh." That's just wrong! WRONG, I SAY!

    Now where did I park my Skion, I have to go buy some new skissors.

  • Origin story again?

    Isn't that just wonderful.   <img src="smileys/smiley13.gif" border="0" align="middle" />

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deadeye

Member since 11 Nov, 2007

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