F5F Stay Refreshed Software PC Gaming The Games Factory

The Games Factory

The Games Factory

M
MarioCovrigel
Member
195
01-06-2016, 04:05 PM
#1
Someone else played with "The Games Factory" when they were a kid? I loved it. It introduced me to digital media production at the age of 6.
But the most impressive project I ever created was a GTA2 clone where you could drive a car and run people over, but without guns or anything else. I picked up the forgotten skill of creating pixel by pixel sprites from that amazing software.
Edit: what do you call the ability to make pixel by pixel sprites? I want to include it on my resume now lol.
M
MarioCovrigel
01-06-2016, 04:05 PM #1

Someone else played with "The Games Factory" when they were a kid? I loved it. It introduced me to digital media production at the age of 6.
But the most impressive project I ever created was a GTA2 clone where you could drive a car and run people over, but without guns or anything else. I picked up the forgotten skill of creating pixel by pixel sprites from that amazing software.
Edit: what do you call the ability to make pixel by pixel sprites? I want to include it on my resume now lol.

_
_ComanderHD_
Member
62
01-06-2016, 05:28 PM
#2
8bit creator/visual designer. Something similar, probably.
_
_ComanderHD_
01-06-2016, 05:28 PM #2

8bit creator/visual designer. Something similar, probably.

P
PetchyS
Junior Member
7
01-06-2016, 09:59 PM
#3
Pixel creators, I didn’t have that experience but I wish I did.
I only began experimenting with games and coding around the age of 17.
I wasn’t really familiar with anything else and no one mentioned it to me. The games I played had tools except for new Vegas, which weren’t officially supported for a while.
P
PetchyS
01-06-2016, 09:59 PM #3

Pixel creators, I didn’t have that experience but I wish I did.
I only began experimenting with games and coding around the age of 17.
I wasn’t really familiar with anything else and no one mentioned it to me. The games I played had tools except for new Vegas, which weren’t officially supported for a while.

B
119
01-07-2016, 05:32 AM
#4
I didn't take it seriously until about 4 or 5 months ago. Now I have nearly all the skills under the sun in digital-multimedia.
I reached my LinkedIn profile with 50 skills, software, and programming languages.
Edit: I'm 24 now.
B
BlackEagles259
01-07-2016, 05:32 AM #4

I didn't take it seriously until about 4 or 5 months ago. Now I have nearly all the skills under the sun in digital-multimedia.
I reached my LinkedIn profile with 50 skills, software, and programming languages.
Edit: I'm 24 now.

C
CaptianTimo
Member
159
01-08-2016, 11:52 PM
#5
I included "pixel art" and "sprites" on my LinkedIn profile.
C
CaptianTimo
01-08-2016, 11:52 PM #5

I included "pixel art" and "sprites" on my LinkedIn profile.

A
Aspriet
Member
247
01-09-2016, 08:00 AM
#6
I’m not an expert, but I’ve been advised to concentrate on one skill or discipline rather than spreading myself thin across many areas. For example, I understand Maya and music composition, but I don’t include them in my list since I’m primarily focused on programming. My main profile highlights programming-related work, and I have a specific area of expertise. I’ll mention only the technologies I use and ignore others that I don’t really care about.

My goal is to work at AAA companies and create big games. I want to avoid being an indie developer who handles too much by myself. I’m not interested in 2D art, texture unwrapping, or texturing.

I won’t share my profile—even in a message—I consider it a social space, which is where my professional life is.
A
Aspriet
01-09-2016, 08:00 AM #6

I’m not an expert, but I’ve been advised to concentrate on one skill or discipline rather than spreading myself thin across many areas. For example, I understand Maya and music composition, but I don’t include them in my list since I’m primarily focused on programming. My main profile highlights programming-related work, and I have a specific area of expertise. I’ll mention only the technologies I use and ignore others that I don’t really care about.

My goal is to work at AAA companies and create big games. I want to avoid being an indie developer who handles too much by myself. I’m not interested in 2D art, texture unwrapping, or texturing.

I won’t share my profile—even in a message—I consider it a social space, which is where my professional life is.

J
JebThePleb
Posting Freak
898
01-09-2016, 03:18 PM
#7
I don’t think you need to be an expert to possess the complete range of digital media production abilities. I’ve created my own 3D graphics engine, continuously enhancing it and applying it to a side-scrolling 2 player arena game similar to Super Smash Bros (featuring droid and gun elements).
I really dislike UV wrapping, unwrapping, and texturing (though I find it satisfying when done well on 3D models). I’m willing to try it, and I’ve been working on 3D modeling for this project. However, I started at the age of six, so most of these skills feel instinctive. Programming is more advanced in the professional realm. My game/render engine is built in C++ with OpenGL, and there’s still a lot left to improve.
Edit: I believe the first 3D software I used was MilkShape3D around ages 8 or 9.
J
JebThePleb
01-09-2016, 03:18 PM #7

I don’t think you need to be an expert to possess the complete range of digital media production abilities. I’ve created my own 3D graphics engine, continuously enhancing it and applying it to a side-scrolling 2 player arena game similar to Super Smash Bros (featuring droid and gun elements).
I really dislike UV wrapping, unwrapping, and texturing (though I find it satisfying when done well on 3D models). I’m willing to try it, and I’ve been working on 3D modeling for this project. However, I started at the age of six, so most of these skills feel instinctive. Programming is more advanced in the professional realm. My game/render engine is built in C++ with OpenGL, and there’s still a lot left to improve.
Edit: I believe the first 3D software I used was MilkShape3D around ages 8 or 9.

F
FlorinVladut
Member
82
01-09-2016, 04:57 PM
#8
It seems like you're asking about the level of expertise required and whether Vulkan is fully open source, including its interface elements like buttons.
F
FlorinVladut
01-09-2016, 04:57 PM #8

It seems like you're asking about the level of expertise required and whether Vulkan is fully open source, including its interface elements like buttons.

J
JockeTheBoy
Junior Member
10
01-12-2016, 03:43 AM
#9
Oh sorry, this is a picture inside of C4D! My render engine is openGL entirely, i have textures, lighting, camera, mouse control, movement keys, specular, diffuse, a skybox, and some neat things similar to PCF. I still have a ways to go on that.
Im planning on learning Vulkan too, and started with openGL because the transition isnt suppose to he hard. But i was told openGL is easier to start with.
Like i have to add animations, bump maps, reflection, transparency, etc.
J
JockeTheBoy
01-12-2016, 03:43 AM #9

Oh sorry, this is a picture inside of C4D! My render engine is openGL entirely, i have textures, lighting, camera, mouse control, movement keys, specular, diffuse, a skybox, and some neat things similar to PCF. I still have a ways to go on that.
Im planning on learning Vulkan too, and started with openGL because the transition isnt suppose to he hard. But i was told openGL is easier to start with.
Like i have to add animations, bump maps, reflection, transparency, etc.