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    newbie question

    I am new to game making. I have wanted to get into it for a long time. I tend to fall more on the artist side. I am not a very experienced in programming. I took a javascript class in college, and it was my only D, ever. I heard about unreals blueprints, and I said it must be too good to be true. How far do blueprints take you? How advanced of a game could I actually make? I look at games I loved, created on unreal, like life is strange. With their cool 3d world, and smart ai. Could a game like that actually be created using blueprints. Or are blueprints just for simple side scrolling games, and if I wanted something cool it's c++ or nothing.

    #2
    Originally posted by programjay View Post
    I am new to game making. I have wanted to get into it for a long time. I tend to fall more on the artist side. I am not a very experienced in programming. I took a javascript class in college, and it was my only D, ever. I heard about unreals blueprints, and I said it must be too good to be true. How far do blueprints take you? How advanced of a game could I actually make? I look at games I loved, created on unreal, like life is strange. With their cool 3d world, and smart ai. Could a game like that actually be created using blueprints. Or are blueprints just for simple side scrolling games, and if I wanted something cool it's c++ or nothing.
    Blueprints are really powerful. You can create full game with them. Of course there are some limitations but i think 98% of things can be done in blueprints. Moba, rts, shooter etc without problems...
    I found blueprint limitations in multiplayer projectiles only (spent +- 30 hours of trying to make desired results with BPs but unsuccessfully).
    If you want to be intermediate blueprinter, definitely check www.shootertutorial.com, long tutorial but worth it.
    Someone said that game "solus" or whats that name was made entirely in bps.

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      #3
      Yes it's possible. But you should note that a lot of the same thought process is required as with programming. So if you struggled with javascript, just take it slow and follow a lot of basic blueprint tutorials.
      Try to understand the tutorials and don't just copy paste.
      Good luck!
      Project Shinrin | Portfolio

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        #4
        I'm going to try shootertutorial but are there other places for reference on 4.13 blueprint? There was a live stream I saw on here recently but only got 20 minutes in before I was completely lost

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          #5
          [MENTION=591371]programjay[/MENTION] Yes, Blueprints can make complete game. But... games are rarely made by one person, normally they are teams where the members have specialized. If you are good at art and like it just do that and team up with a programmer. Check the GotSkillsLookingForTalent section, and also on the threads for the Epic Game Jams. Often if you work well for a weekend with a group for a game jam you can talk about doing another project.

          Originally posted by GlassCake View Post
          I'm going to try shootertutorial but are there other places for reference on 4.13 blueprint? There was a live stream I saw on here recently but only got 20 minutes in before I was completely lost
          Use the documentation, imho much better than doing tutorials. Just because Blueprints don't require typing, to put them together in a coherent system requires the same skills as programming in any other language. Things that people on the forums get endlessly hung up, such as "Blueprints Talking to each other" and casting are not issues for people with some Intro to programming classes.

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            #6
            I'm also pretty new to this, I was in your position about a year ago. I now feel like I'm just about at the point where I can look into someone else's Blueprint and understand what's going on. Blueprints are powerful and you can certainly build a full and interesting game with them (have a look at some of the Blueprint only products on the Marketplace if you doubt that ), but one of the things I felt helped understand blueprints better was learning beginner's C++. After that Blueprints just seemed to make much more sense and something clicked for me. Don't be scared to delve into the C++, I put it off for months and wish I'd just gone straight into it.

            I'd also definitely recommend the Twin Stick Shooter from the Learn/Video Tutorials section. It introduces so much essential stuff in a pretty easy to understand way, it really helped me personally.
            On the forum, Kev will do.

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              #7
              Generally, blueprints allow you to make most of what you want to do. Occasionally you will want C++ for things that make more sense in text-code or that go beyond the scope of blueprints.

              As kevdotward said, getting to know C++ allows you to more easily understand blueprints. However, I'm assuming, that it would suffice to just learn the object-oriented paradigm - it's what blueprints make heavy use of and which is often badly explained in tutorials.
              C++ helps with blueprints because many aspects - like the object-oriented paradigm - have direct equivalents in C++. So, naturally, C++ helps with blueprints.
              However, the other direction works too: I already knew C++, but couldn't make head or tails of C++ programming in the engine until I learned blueprints. Blueprints do give you a lot of useful help, even without any tutorials.

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                #8
                Also if you need help with understanding what are and how to use certain blueprint nodes I highly suggesting using this youtube channel along side the official documentation. https://www.youtube.com/channel/UCOV...bRdVEm0hONTrNQ

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                  #9
                  Thanks guys. All this nice info so close/on my birthdat here (19th) so thanks for the birthday gifts!

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