Anyone know C#?
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If any of you know C# proficiently we could make some shit with unity, maybe a FC FPS or something.
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Re: Anyone know C#?
We could make a shitty fleet combat game with pixel art spaceships
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Re: Anyone know C#?
What about Tiel's RTS? Maybe we can start a gaming company, Strigiforme Games?

mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: Anyone know C#?
Strigiforme Hierarchy.
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Re: Anyone know C#?
Redesign BSF in Unity with multiplayer?Professor Fenway wrote:We could make a shitty fleet combat game with pixel art spaceships
Srsly imagine how much fun that would be, Like a shitty looking SoASE fleet battle.
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Re: Anyone know C#?
Unfortunately I've never used C#. However I have touched a bit on C++. which doesn't help. probably. I'll probably dig up code::blocks again and see how much c++ I remember. Also I'm all for a FC game.
E: Fun fact: I remember all I learnt. which isn't much. but still.
E: Fun fact: I remember all I learnt. which isn't much. but still.
Last edited by Solar112 on Sun Jun 15, 2014 3:07 pm, edited 1 time in total.
Re: Anyone know C#?
Well I am familliar with C# but I refuse to work on FC stuff alone.
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Re: Anyone know C#?
I knew this would happen. Ye unfaithful heathens!
tl;dr C# knowledge is by no means mutually inclusive with creating a game. Unity actually uses its own scripting language for surface-level alterations; same with its contemporaries in UDK & CE.
I'm oversimplifying things here, but essentially a common industry practice nowadays is taking an engine, applying some proprietary edits, and releasing. Very few studios actually go out of their way to make their own engines from scratch when more economical options are available. However, I feel it necessary to impress that things are much more difficult than just screaming an idea at the top of your lungs and praying for it to come to fruition.
As it stands I've been working on the RTS in quasi-secret as I try to actually get something that can be objectively enjoyed. I think that's one of the reasons I get so subliminally annoyed with Proto - it's like I feel (quite stupidly) entitled to some of the reception he's getting even though I'm doing my best to avoid even having one prior to release. How close is that? Well, what I can say is that it'd be sooner, but I dallied around way too much prior to settling on a set of units for the...well, not even alpha seeing as I'm switching over to a more robust platform immediately following. Things are well in hand, though.
So on another note, maybe I'm being presumptuous here, but given my experience and skill in this regard I strongly feel I'd be suited to assume project lead of any independent game group we start. I can make a thread for a team if you are willing to be on board with me, and there any kinds of talents can be made evident.
tl;dr C# knowledge is by no means mutually inclusive with creating a game. Unity actually uses its own scripting language for surface-level alterations; same with its contemporaries in UDK & CE.
I'm oversimplifying things here, but essentially a common industry practice nowadays is taking an engine, applying some proprietary edits, and releasing. Very few studios actually go out of their way to make their own engines from scratch when more economical options are available. However, I feel it necessary to impress that things are much more difficult than just screaming an idea at the top of your lungs and praying for it to come to fruition.
As it stands I've been working on the RTS in quasi-secret as I try to actually get something that can be objectively enjoyed. I think that's one of the reasons I get so subliminally annoyed with Proto - it's like I feel (quite stupidly) entitled to some of the reception he's getting even though I'm doing my best to avoid even having one prior to release. How close is that? Well, what I can say is that it'd be sooner, but I dallied around way too much prior to settling on a set of units for the...well, not even alpha seeing as I'm switching over to a more robust platform immediately following. Things are well in hand, though.
So on another note, maybe I'm being presumptuous here, but given my experience and skill in this regard I strongly feel I'd be suited to assume project lead of any independent game group we start. I can make a thread for a team if you are willing to be on board with me, and there any kinds of talents can be made evident.

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Re: Anyone know C#?
You know, if you need help I have been willing in the past, and remain willing, to assist you. As for any dev team, I'd be relegated to concepts probably, due to my lack of code knowledge.

mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: Anyone know C#?
I think people around here are way too fixated with code=love/life, in all honesty. Prefabs, for instance, have advanced to the point where one could get a product without touching a single line. Even proto's work doesn't involve much tampering with the source. Yet it goes without saying that one gets a better product in the end, and one worth playing, by slugging it out the hard way instead of the easy route that many of these 'indies' take in just buying stuff from other people.
An unwillingness to learn wouldn't preclude you from any kind of activity, though. There are going to be plenty of roles - texturer, animator, environmental design, to name a few. If/when the topic gets made it will hopefully just be a matter of cherry picking one and going at it until you can bring your skill back as something that will benefit the whole. If I have my way, though, I'd really like for anyone who joins to have at least a working knowledge of whatever engine we're working with at the time. I don't want this to devolve into a scenario in which a bunch of 'idea guys' are the only people who can actually ingame stuff.
An unwillingness to learn wouldn't preclude you from any kind of activity, though. There are going to be plenty of roles - texturer, animator, environmental design, to name a few. If/when the topic gets made it will hopefully just be a matter of cherry picking one and going at it until you can bring your skill back as something that will benefit the whole. If I have my way, though, I'd really like for anyone who joins to have at least a working knowledge of whatever engine we're working with at the time. I don't want this to devolve into a scenario in which a bunch of 'idea guys' are the only people who can actually ingame stuff.

Re: Anyone know C#?
Dux_tell knows C# you'll just have to convince him that it's cool to go on the forum again.
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Re: Anyone know C#?
Not aure what I could do - maybe texturing - but I'd be willing to assist you, Tiel.
I just figured you'd given up by this point.
I just figured you'd given up by this point.

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Re: Anyone know C#?
I don't think it'd be completely unfair to say discussion's moved over to the 'Strigiteam 6' thread.
Christ, we might actually be getting too much help
Christ, we might actually be getting too much help


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Re: Anyone know C#?
error why did you lock?

mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
Spoiler: