wanting to know what software are people using
i know java and i also use unity
unity has problems, the biggest is random lag or crashes. Unity is more forces on high-end PC and console which leads to many lower end PC users complaining about your game optimization. Not only you need to optimize your game in Unity but you cant fix certain bugs even well known bugs are never fix. So i really dont recommend unity for first timers, it has problems that leads to other problems.
Godot is a good alternative but there is no document and it reportedly has lots of bugs, way more than unity. It also has a bad UI even when i try it, i did not know how to add a simple model or visit the game view screen. No real time editor so you cant test some things and go back on the code.
The best one I recommend is Xenko Engine, its open source and written for C#. It can even be exported for the Xbox which Godot cant do. The down side of this engine is it only runs on Microsoft Windows machines.
I am using unity for game development and GIMP for game art..
I am working on a project which is based on year 2050 where humans have developed advanced ai and time travel has also became possible. And the main character of the game is a robot which goes to ancient time to discover some highly advanced ancient technologies...
Please follow me if you want to get notified when it's released...
Thankyou
Right now I'm using Unity, but I've tried out RPG Maker and Ren'py as well.
Unity is great for indie game devs, and is very flexible to use. The latter two work great for people who want to develop games but have little experience in programming, or people who are specifically trying to make a Japanese-style RPG or visual novel. The biggest issue I'm having with Unity right now are the many flaws of their new input system. But hopefully they will get it fixed in the future versions.
Game Engine, 3D: Unity + PlayMaker and a few shaders.
Game Engine, 2D: Construct 2 by Scirra.
2D graphics: Photoshop
Compositing for video productions: HitFilm Pro.
Video Editing: Vegas Pro
3d models and animation: Lightwave, or Blender.
...plus my workflow includes about a dozen or so niche utilities and plugins not mentioned.
My itch page with a lot of my self-created asset packs + teaser pages for some upcoming games: https://matthornb.itch.io/
It's an old outdated copy of Lightwave purchased years ago. I used it heavily back before Blender was really the super-flexible open-source 3d-animation powerhouse it is fast becoming now. I'm still comfortable with LW, but Blender has improved dramatically and is taking over more and more of my workflow the last few years. There gradually became more and more things Blender could do that LW couldn't do, or couldn't do quite as well, as time passed, and there was no reason not to do those things in Blender since there was no cost to pivot to the Blender software. The physics simulations in Blender, especially, things like fire/smoke and liquids, my old copy of LW simply can't do those things at all. There are still a few assorted things I'll still do in LW but only because I'm good at that workflow and I already have the license.
Keep in mind that LW at its peak circa early 2000s had 80,000 users and was considered a major VFX software package, used extensively for VFX sequences on TV shows like Battlestar Galactica, Star Trek: Voyager/Enterprise, Lost, Heroes, Firefly, etc. The software goes back further of course, one of the first versions of Lightwave was used for 'Babylon 5' back in the early '90s. Lightwave is still being actively developed but there's less and less of a userbase, the high-end professional users are shifting to Autodesk's 3ds max or Maya, the lower-end indie users to Blender. Lightwave is stuck in the middle and the center pricing range around $1000, is largely being vacated and all the programs in there are struggling to maintain a userbase. Also didn't help LW that several of the core LW programmers split off about a decade ago, to found the team which created Modo.
At least it's not entirely abandoned; it's still being improved on, just not fast enough - and at least it's still another alternative [like Blender/Modo/Cinema 4d] to Autodesk's recent near-stranglehold on the 3d industry. I still feel bad for all the Softimage users who saw their software of choice get bought by Autodesk, then torn apart and cannibalized for the best feature ideas, and then ultimately completely discontinued. There were 50,000 Softimage users! They had a big legacy too, in the early '90s Softimage was used for the digital dinosaurs in 'Jurassic Park' and the photorealistic 3d world renderings in the PC game Riven, among other graphics-industry milestones.
But anyway, that's all history now, I'm moving along with the times and I'm pretty happy with Blender lately.
It depends of the scope of the game.
For "bigger projects" I usually go with C#/.NET and Monogame. Smaller/jam games are done with TIC-80, since it can export games to Javascript/web format.
Low-level stuff is usually done with just notepad, compiler and emulator.
Game Engines are usually just a Game Jam thing, but I'm thinking about trying Godot, since it's license allows complete freedom for development.
Graphic stuff is often done with Gimp and OpenMPT for audio (I suppose this is somewhat an outdated method, but I like it).
My engine of choice is Godot, it's actually very easy to pick up and it's fast enough. The thing is that it's good for 2D games, but not for 3D. For drawing pixel-art I use Aseprite, because it's comfortable and feels good. Audacity to edit sound, SFXR/BFXR for randomized 16-bit sounds, Krita for editing screenshots and thumbnails, Bosca Ceoil for music, easy to learn, but powerful enough.
I used Unity for a long time up until last year, this year I've been maintaining some non-game apps with Objective-C, Swift, and Flutter, and just playing around with game stuff. Yesterday I tried out ink, I think I like it better than twine but haven't spent much time with either. If I upgrade my Mac, I might try converting my bowling game to Unreal. I'm interested in Godot, but last I checked it didn't have FBX support which I need for the port, but I suppose I can use it for a new project if I can think of one.
I use a custom engine, using Unix makefiles to build it. It is using freeglut
behind the scenes to create windows and handle the OpenGL context.
For graphics, I use Gimp
for 2D (usually textures), and sometimes Inkscape
. For 3D, I mainly use Blender
.
For audio, I’m using Musescore
to create themes, I’ve tried several others for sound effects, but haven’t really decided on one.
I use Eclipse for coding computer apps and games in Java, and I've been trying to use Android Studio to make an app but it's confusing and doesn't work well on my computer. I'd say that I wouldn't recommend Android Studio, but I don't know of anything else to use to make phone, tablet, TV or watch apps. I definitely recommend Eclipse for computer programs though, at least if you're down to do it with coding and no drag and drop or whatever. (Also if anyone has another IDE for making Android apps or a way to do them in Eclipse please lmk lol)