Dinosaursssssss

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Everything posted by Dinosaursssssss

  1. The Math Thread

    My gut is that just enforcing the distance from the planet would mean that the velocity while you're in orbit wouldn't be consistent? I do want you to move in those nice big ellipses (assuming you don't add any extra velocity). What do you mean by 'the orbit's angle would be unstable'? Also, to get that view I was just looking in the Scene view, not the Game. To see it hit Ctrl-1 or go Window -> Scene, and make sure that in the Game window the 'Maximize on Play' button isn't toggled on.
  2. Game Jams

    It was certainly front loaded; I think he spent a lot of time up front defining all the possible interactions / outcomes and how they affected the game system before getting into the writing. Later on he did end up doing some art and sound, then rewriting some dialogue when it became clear that some features weren't gonna make it. He was primarily a Game Maker user and honestly now I wish we'd run with that instead of Unity; we were doing 2D anyway and it woulda been good to learn it from someone who knows what they're doing.
  3. Game Jams

    Anyone else do Global Game Jam this weekend? I had a pretty good weekend working with 2 folks who I didn't really know (I'd met one briefly at a dev event but didn't remember his name). We were a team of 3, me (programmer / unity implementer), an artist, and a writer/designer. Perfect team size I think, though having an audio person woulda been nice. We had one on Friday night but he no showed the next 2 days. So, in Poke the Bear you're a bears roommate. He's kinda stuck in his routine, so you need to see what he does every day, then move his stuff around to get him to try new things so he'll let you throw a party. For example, he normally works on a Gundam model every night; you can hide it and replace it with a flute so he can rediscover his love of music. Every action he does (unless its part of his routine) affects his 'willingness' and 'frustration' and you need to find the activities that he's into. Anyway here's the game and a gif: http://www.funghost.com/pokethebear http://globalgamejam.org/2016/games/poke-bear
  4. Amateur Game Making Night

    Some guy at Global Game Jam this weekend was asking me for Blender help (no idea how he couldn't find someone better) and I felt like an absolute idiot trying to help him set up a UV. I haven't been doing as much Blender since I have an artist on my current project and the hotkeys just got away from me. More than almost any other software, I feel like Blender requires you to use it constantly to remember the ridiculous number of hotkeys that open menus that can't be accessed any other way. So good luck, and once you learn it, keep it fresh I guess.
  5. The Math Thread

    alright sorry, I've been doing Global Game Jam so I haven't been around this weekend. Thank you everyone for taking the time to try and help out I would have thought the same thing about using only the orbitDirection, but that wasn't working at all. The code I have has worked well for approximating an orbit, although at this point I can barely remember how it came together. I tested the code osmosmich posted and to me it seemed to just hold me in space near the planet; I'm exhausted, but I'll poke at it more tomorrow probably. In the mean time, I feel like that my explanations and that code snippet aren't explaining my predicament clearly, so here's an animated gif showing the current (incorrect but close) behavior, and a small Unity project (attached) to demonstrate. I'd appreciate folks not sharing/distributing this code. Note that the relevant maths are in PlanetGravity.cs in the CalculateOrbitDirection and ApplyOrbit methods. As you can see, despite having different velocities, the two objects both enter an identical orbit. Which seems weird to me. gravity-wolf-phys-test.zip
  6. The Math Thread

    Here's a diagram? All objects, regardless of their starting velocity, end up in the same orbit. In terms of the code, that really is it; objects enter a trigger and the closest planet to them applies that force. I can't provide the entire source but I'll put together a small demo with the relevant stuff on Sunday night since I'm doing global game jam all weekend and I was supposed to leave for work 5 minutes ago.
  7. The Math Thread

    Alright, who wants to help me with some vector math! The gist of what I'm trying to do is have players able to orbit around planetoids. I have that working, more or less, by way of applying force both downward toward the center of the planet, and forward in the direction of the players velocity, adjusted to be at the same radius as the players current position. Note: GravityCenterTransform is the center of the planet. Also this is written in Unity C# So, this is the downward vector: Vector3 downwardVector = (GravityCenterTransform.position - body.position).normalized; And this is the forward-ish vector: float distance = Vector3.Distance(GravityCenterTransform.position, body.position); Vector3 nextOrbitPt = body.position + body.velocity; nextOrbitPt = (nextOrbitPt - GravityCenterTransform.position).normalized * distance; orbitDirection = (nextOrbitPt - body.position).normalized; Vector3 orbitVector = Vector3.Cross(downwardVector, orbitDirection).normalized; Which is then applied to the players body (Gravity is an arbitrary value for setting the orbit speed) target.Body.AddForce((downwardVector + orbitVector) * Gravity); Of course looking at this code now, I can't remember why any pieces of it work. But it really nearly does! The problem is that while you do orbit the planets, that orbit seems like its locked around one axis. If you try to adjust your velocity to make a new orbit, it always seems to magnet back to push the player along the same circular path, and any objects floating nearby enter the same orbit. This makes me think it's somehow a gimbal lock issue, but I'm not sure how to solve it. Anyway if that explanation is too vague or is missing information please let me know and I can provide more detail or some drawings or if you're feeling really enterprising and want to poke at the code, I can put together a little demo. This has been driving me up the wall, so if someone is able to help my solve it I will probably buy them a gift.
  8. Snow Day!

    One of my fondest snow day memories is from high school, right after Call of Duty came out (the first one). I played multiplayer for a while, went sledding, then played CoD until I fell asleep. A bunch of the Russian maps were set in the winter, during the siege of Stalingrad, and it felt very right. I don't know exactly why the memory of this blissful day stuck with me so strongly, but there it is.
  9. The Dancing Thumb (aka: music recommendations)

    Really, really liked the Tribulation and Injury Reserve songs that got linked by Mington and Stuart respectively. But I ended up listening to the albums they're off and both kinda disappointed me overall. Ah well. Anyway we were talking about saxophones / brass in general in Slack the other day and it reminded me of these cool dudes.
  10. [DevLog] Gravity Wolf / Dino's Side Project Circus

    Ha, that's funny. I spent a while writing names in a book, and of the dozens (maybe 100+ actually) I scribbled down it was the one that stuck out to me, I quite like it. Out of curiousity, what's your game like / where did the name come from for you?
  11. Post Your Game for Playtesting and Feedback!

    Hey folks, I need some people to poke at Gravity Wolf and let me know if the movement system makes sense to anyone but me. Don't really want to just leave a .zip hanging around, but PM me your email address and I'll send you a build and a description of how to play/what I'm looking for. Dev log thread here has some screenshots and whatnot. Thanks!
  12. The Unity Thread

    We have a couple Unity threads but it seemed like a general purpose thread for sharing cool projects, asset store stuff, talking about new features, etc would be useful to keep things contained. If you're looking for tutorials or have questions, check out these threads: Unity Tutorials Unity Questions Anyway, I just got back from Unite Boston, which was the main Unity conference this year. Lots of cool stuff coming soon, one of the coolest new features they showed was the new 2D tile maps (which seem awesome). They showed a bit during the keynote: There was another longer presentation that went more in depth that elicited audible gasps and cheers from the audience, but it's not on youtube yet, though there is an alpha available for pro users here. All the talks are going up eventually, so when they do I'll post a few recommendations of other stuff I liked. A couple other handy features announced were that Ads and Analytics are getting fully integrated into the client, and they're adding support for mobile IAP so people won't need to write their own native Objective-C/Java code just to handle microtransactions. Super boring features I wouldn't have cared about a year ago, but having dealt with all that stuff over the past year, sounds like an awesome time saver. Another feature announced was the 'Made with Unity' program, which they pitched as a way to increase discoverability, but actually just seems like some kinda slapdash user blogs. Here's mine. Anyway, Unity. It's cool. What asset store stuff is invaluable to you? What sweet Unity thing have you seen recently? What do you want more, multi-scene editing, or nested prefabs? https://www.youtube.com/watch?t=2&v=L7-zRWai5yY Also check out #unitytips Tuesday on Twitter.
  13. The Unity Thread

    Alright, reporting back from messing with StrangeIoC a bit...seems really solid, potentially a really great way to decouple your project and keep things clean. I dug the Unity (different Unity) DI stuff in .NET so I was hoping this'd be a good replacement, but in my reading I discovered that Strange doesn't run on any modern consoles. So I'd super highly recommend checking it out if you're working on a specifically PC/Web/Mobile project, but for me, I don't feel comfortable limiting my current project. This tutorial was helpful for filling in the lack of a comprehensive tutorial in the docs.
  14. [DevLog] Gravity Wolf / Dino's Side Project Circus

    Update time! I've been struggling against the Unity Perforce integration recently, supposedly because I've been using P4 Helix, their new cloud hosting solution. The P4 Connect plugin is hot garbage, and the official Unity P4 tools don't support Helix due to being built on an old version of the P4 SDK (from 2013 I believe). I was sorta hoping I'd be able to wait it out and Unity would eventually update their P4 version but I hit my limit dealing with editor slowness and P4 crashes so I'm now switching to GitLab, which uses gits new large file system (intended for storing binaries) and has a buncha other pretty nice features (unlimited private repos, repos up to 10gb). Fun stuff. I've also been working on more overarching game structure stuff. The basic loop of the game is that you'll go on short expeditions out from your home base, destroy enemies and structures to harvest their metals, then return home to use the resources you gathered to improve your base (and by extension your character). The current format of those expeditions is teleporting from your base to a random star system, completing an objective there to unlock a portal to the next system, then moving on to a more difficult system. In each system you'll have to fulfill a specific goal to progress, like destroying a specific large enemy, exploring a structure, or destroying a percentage of the enemies in the system. This ties into the orbital movement mechanic in that you have a limited amount of energy that you can use to move your character; by using orbits to your advantage, you can conserve fuel and thus have longer, more productive trips out. You can also use enemy projectiles to your advantage, as rockets and other explosions will push you, so you can line yourself up to get knocked into a new orbit (or get closer to the gate to the next area) if you have the health to spare. I've also been working on implementing StrangeIOC, a dependency injection/inversion of control framework for Unity that seems promising. As this project gets bigger I'm finding myself writing a mess of dependent monobehaviours, and Strange seems like the best option for decoupling things and getting closer to an MVC structure. If you're curious about it, this tutorial is a good place to start. I regret not starting with it earlier, as retrofitting everything will probably slow things down quite a bit for a week or so. Anyway I wrote this up while doing a bunch of git/p4 nonsense so I couldn't really run Unity to grab and screenshots, but I should have some new fun new art and UI that's in progress ready to show off soon.
  15. Powerball Fantasies

    I didn't have an answer coming into this thread, but probably this. I like this so much I'm gonna go drink a bermuda yacht club and work on this game right now.
  16. Idle Thumbs Readers Slack & Discord

    Twig and AppleCider and I are hangin' out, come chit chat and do work or whatever
  17. The Unity Thread

    Has anyone used Strange IOC before? It's an inversion of control/dependency injection framework that sounds really neat. I've been considering swapping out my crummy event system to use theirs but I wanted to wait to hear from someone who's actually implemented the framework before spending the time since I'm on a bit of a schedule. http://strangeioc.github.io/strangeioc
  18. [Question] Unity Ads on iOS

    I'm pretty sure I didn't have change anything in XCode to get Unity Ads to work, but I'll check when I get home. Are you in 5.3? It sounds like that thread is talking about the old Unity Ads, which was a separate package you had to add that was integrated into the editor in 5.
  19. Idle Thumbs Readers Slack & Discord

    there was some discussion a while back about wanting a chill place to hang out on voice chat, so tonight (and probably other nights in the future like tomorrow, who knows) I'll be hanging out on the Discord doing Unity work and maybe some modeling? come hang out with me.
  20. I was just thinking this last night as I read the fantastic post he put up about Star Wars http://www.giantbomb.com/articles/off-the-clock-space-opera-millennials-and-their-gr/1100-5371/
  21. AGDQ 2016

    I really enjoyed the Lagoon run last night, which kicked off the awful games block. The guy running it, PJ, also ran Battleblock Theater earlier this week and is pretty entertaining.
  22. I'm glad idle games are finally getting their due in GOTY awards. (that said I don't think Time Clickers is the best one, it just has one mechanic that makes it more relatable to people who aren't into idle games (shooting))
  23. [Dev Log] Ice Break

    I'm gonna be pretty busy but wanted to make something so I'll be making a small game about chillin' out with some icebergs. Sail around, push some icebergs, it'll be real relaxing. So far all I've done was make a Unity script to make some simple procedural icebergs. Pardon the weird timing, I was just starting/stopping the scene over and over. Also Lu made me nice lil' a boat
  24. RAW is shit but New Day gifs are gold aka wrasslin talk

    I've been going through the Attitude Era stuff on the network and enjoying it, but I wish there was a like...commentary? I need someone to tell me the importance of the big moments and what they meant for wrestling going forward, how they fit into the monday night wars, and generally just give more context for the feuds/characters/etc. Does anything like that exist?
  25. The Dancing Thumb (aka: music recommendations)

    This has been my jam since I heard it on B Traits' always amazing Radio 1 show the other day http://www.bbc.co.uk/programmes/b01lsv7b