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- #AUTODESK STINGRAY TUTORIAL MOVIE#
- #AUTODESK STINGRAY TUTORIAL INSTALL#
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Although every project is different, this test makes me think that projects in Stingray may not result in huge binaries.ĭuring my first tests with Stingray, I would always run into this problem where I got an error message stating that "The connection to the back-end server was lost or can't be established" and it would disable parts of my user interface. This is massively better than UE4 when you consider that a sidescroller project in UE4 featuring a small level made of cubes and a default character (no textures at all) was around 700mb. An example project featuring a subterranean train station compiles into a 250mb build (it features top notch graphics and audio).
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Compiling the game is as easy as opening a tab and selecting a folder to store the build of your game. Stingray follows this trend of having the compiler inside the editor, no external tool required. When I used UDK, I had to deal with the frustration that was compiling a game, since it required the use of an external tool to do that (Unreal FrontEnd), while Unity had the game compiler built into the engine.
#AUTODESK STINGRAY TUTORIAL FREE#
I understand you're already free to use all that middleware, regardless of the platform and nature of your project, since it's already included in the engine. This is important because vector graphics can be resized without pixilation, meaning that user interfaces can fit different screen sizes and aspect ratios without distortion.īesides Scaleform, Stingray includes other middleware including Wwise, HumanIK, and Navigator. Scaleform Designer doesn't do this, though, since you create your interfaces directly into that application using vector-based graphic assets.
#AUTODESK STINGRAY TUTORIAL MOVIE#
In my experience using Scaleform, you're required to build your interfaces in Adobe Flash, then import that Flash movie into the engine and connect it to Scaleform.
#AUTODESK STINGRAY TUTORIAL INSTALL#
The tool is included with Stingray, so you don't need to install another program for this. Basically, this functionality is more comparable to that from UDK than UE4, since it's used mostly for in-level functionality.Ĭreating user interfaces in Stingray requires you to use Scaleform Designer. LUA scripting is useful to program game-wide aspects while Flow is meant to be used for in-level functionality. This may sound similar to what you have in UE4 (Blueprints + C++), but they are used for different things. Programming uses 2 different methods: Flow, a node based programming language and LUA scripting. Also, adding objects is a matter of drag and drop, and transforming them is second nature if you've used 3d applications in the past. You have your viewport, assets browser, and a window to see the objects' properties. Using Stingray feels very familiar to using any other engine.
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I should mention that Stingray does not support Substance files at the moment, so you can't use materials created in SD unless you bake them into textures that are manually imported into Stingray. As you may know, I'm a big fan of Allegorithmic Substance Designer, since it offers the ability to create amazing materials for your games.