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KING OF THE DIRTY DANS

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Posts posted by KING OF THE DIRTY DANS

  1. 1 minute ago, Kilrah said:

    Supposing it's an actual "known" srf file, and not just the dev that decided to reuse .srf for something completely unrelated.

    Thats what I'm worried about. I have the same game for both ps1 and PC, and both file types have similar issues. Can you open them in a C# editor? or is it a different .net file?

  2. I am programming a soundboard app for Android, but I am looking for permission for sound bytes from LTT Videos.

    Who can I ask for permission to make this app, or am I even allowed to?

     

    Note 

    • The app WILL NOT be monetized for myself in anyway. (The only possible monetization would be a button hyperlink to lttstore.com)
    • I would only use LTT sound bytes, if given permission from the LTT team.
    • I am open to a discussion with an LTT team member about this, you can message me on here.
  3. 4 minutes ago, trag1c said:

    Creating basic assets using free DCC applications such as gimp and blender is pretty easy to do. There also plenty of tutorials available.  So with that said I would focus on creating a fun game with simple assets made by your self and then move onto assets that created by someone who does it professionally. Make sure your game mechanics/simulation are fun and interesting above all else. You could make AAA visuals but if it plays like shit then ultimately it is a shit game. If you have a game that is exceptionally fun and plays well with mediocre graphics then you're still better off then a game that plays okay with slightly better graphics. And forget about creating a game that has close to AAA visuals as that's a hundreds of thousands ( or more) man hours which means 10's of millions of dollars or even hundreds of millions.

     

    Personally I like to procedurally generate as much artwork as possible (terrain, buildings, characters, etc) as possible since I can make something once and then have it make numerous variations and permutations of it to cut down on work and creates a large variety of assets to use. 

     

    As far as bringing someone on board to do the artwork just remember you get what you pay for. Also no one who is worth bringing on board will work for purely revenue share. It either has to be straight cash or cash + equity/shares, no one works for free or the promise of pay that is competent at what they do.

    Thank you for the Information. I will have to get better with Blender, down the line. I use Gimp on the regular, for other things such as my KOTOR Mods. 

     

    You have a great point about the Visuals, that was what I was scared about.

  4. Hello LTT Forum!

     

    I have been programming my own little Command Line games in C++, but I have been learning C++ and Unreal Engine.

    My goal career is to become a Game Developer for Unreal Engine after University. So I have studied Unreal Engine and C++, as well as my Internship using Godot, but I am wanting to make a game in Unreal on my own.

     

    I have realized that my C++ skills are not the best, but I am really wanting to develop my own indie game in Unreal. The main concern I have, is the lack of skills I have in Art, 3D Modeling, and Level Design.

    What could I do to make a FPS or Third Person Shooter, on my own in Unreal? I know there are things like Mixamo to help with animation, and forums and such. My main concern I finding help with Art and Modeling.

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