I'm scared of Unity

Oh how whise are thy words good sir. :3

Maybe but they don’t have much to do with the topic on hand.

Oh I dunno… it’s easy for people to roll eyes in despair about how easy it is to make games with Unity but the reality is it only makes one small aspect of writing games easy. An admittedly particularly difficult and expensive or time consuming aspect but it’s one less barrier… just leaving all the other equally difficult and expensive/time consuming barriers to overcome :slight_smile:

Cas :slight_smile:

They have a lot to do with it. It’s a simple analogy.

  • Jev

true.

shit in => shit out.

[quote=“Cero,post:16,topic:51106”]
I don’t disagree. And, in my defense, I do have quite a few finished games available, both on my own site and on Google Play, so it’s not like all I have are unfinished projects!

My only point is that it’s not all about getting as many games as possible finished as quickly as possible. We already have enough crappy games that were obviously done in Unity or GameMaker (we also have some great games done in Unity or GameMaker), so do we all really need to be obsessed with putting games out as quickly as possible?

I would argue that no, there is merit to taking your time and getting into the details because you care about them. I’d rather play a game that took somebody 3 years to build than something that somebody threw together over the course of a month. Do I really need to play another first person cube puzzler because Unity makes that easy? Or would I rather play something new built from the ground up?

Like I said, you can do some great things with Unity or GameMaker. But if “getting finished as fast as possible” is your only concern, then you’re going to make bad games regardless of what you’re using.

Absolutely.

If you’re going to write something like unity, ue4, etc. We’ll call that 4 years of real time…8 years of opportunity cost time to create the same thing…assuming you’re knowledgeable in all the requirements. Of course in those 4 years the middleware solutions are 4 years further along.

libgdx needs an editor like Unity has, many people said this

if it did it would be massive. Some tilemap integration(ever tried doing tile maps in unity? I hear its a nightmare), also Spine integration, bitmapfont tool, particle editor - stuff that all exists, put them all in there.
Seeing as I wrote 2 huge opengl map editors for tilemaps (because TilEd I think is way too limited), with placing of enemies, items, portals, dialogs, scripts/events and ai; I could see someone doing that, its not that hard.
My problem would be I guess that this would have to support 2D and 3D and again its very general purpose with “scenes” and “actors” and “gameobjects”. All terms I avoid like the plague because they are simply too general for my taste.

Have you seen Overlap2D yet? Looks neat, haven’t played around with it myself.

http://overlap2d.com/

It seems awesome!Thanks for sharing that!!!