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Everything posted by gerbilsinspace
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Sorry guys, only just realised I posted on the tutorials rather than the questions section. I'll come back with a worthy tutorial some day to make up. Sorry again!
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Ok, I think I get it. The following code will be ran before the each level is loaded. Editted to fix crappy code. using UnityEngine; using System.Collections; public class MapGen : MonoBehaviour { public int seed = 100; private float[] noiseValues; void Start() { Random.seed = seed; noiseValues = new float[5]; int i = 0; while (i < noiseValues.Length) { noiseValues[i] = Random.value; i++; } int mapWidth = SetMapDimension (noiseValues [0]); int mapHeight = SetMapDimension (noiseValues [1]); SetChanceOfSea (noiseValues [2]); SetRiverAmount (noiseValues [3]); SetCharacterLimit (noiseValues [4]); } void SetMapDimension (float randomValue) {} void SetChanceOfSea (float randomValue) {} void SetRiverAmount (float randomValue) {} void SetCharacterLimit (float randomValue) {} } As I have multiple random numbers, I can use them as I see fit, and they won't be influencing one another. That's pretty cool! I'll be setting up a devlog on this shortly, so you can see how this works out.
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So the point is to take a random number, and apply logic to it, say if the first two digits are greater than 50, make a large map, or something? I can see that. I'll think of how to use the number in different ways to make sure that I'm not always going to get the same types of map. they can't all rely on the size of the number. I'll let you know how it goes, and I'll keep reading the nature of code for more ideas.
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You are a constant inspiration for continuing on my tinkering. This looks sweet!
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[Dev Log] Victors & Vanquished: Dynamic Grand Strategy
gerbilsinspace replied to Chairman Yang's topic in Game Development
This is looking pretty cool! I'll keep track of your development, both on here and on Tigsource if necessary. Keep us up to date, please. I'm looking forwrd to seeing developments on the gameplay side of things. Good work. -
Hey thumbs, Do you have any experience when it comes to generating content with a seed generator? I'm thinking of creating a map, sim city style. Is there any tutorials that you would recommend, even if they are general? I think I would be able to piece together the tutorial and link it to unity if it wasn't related. Thanks, Joe
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No Thumbs, Especially Chris! Just a dev log, don't worry.
gerbilsinspace posted a topic in Game Development
Disclaimer! If you are any of the regulars of the Idle Thumbs Podcast, please turn back now. ESPECIALLY CHRIS! I'm sorry, but if this turns out the way Super_Jogurt and I are thinking, this will be far too cool and or stupid to spoil, and I want you to enjoy this in all of it's glory. Don't worry, we'll let you know when it is safe. Have you gone? Just in case, I'm going to put the following content into a spoiler tag, but anything beyond this post is fair game. See you in the spoiler. -
No Thumbs, Especially Chris! Just a dev log, don't worry.
gerbilsinspace replied to gerbilsinspace's topic in Game Development
So, naturally, as soon as I mention this to the public, of course life gets in the way, and I'm having to build a timesheeting app for my wife's fledgling freelance career. This hasn't been forgotten, it is just percolating a bit. We will give you more information when it comes. -
http://www.mirrorsedge.com/ deliciousbees please no guns please no guns please no guns http://t.co/TQ0Pvtn3up 09/06/2015 17:45 Edit: I suck at getting twitter quotes.
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No Thumbs, Especially Chris! Just a dev log, don't worry.
gerbilsinspace replied to gerbilsinspace's topic in Game Development
If you can let us know where the classic fart noise is, we will. -
No Thumbs, Especially Chris! Just a dev log, don't worry.
gerbilsinspace replied to gerbilsinspace's topic in Game Development
A major thing I've been working on is the dialogue writing system. Because Super_Jogurt and I are in different continents, we needed a place to write dialogue lines in a place we both can edit. We wanted to have the ability of mixing and matching the lines within the death text, drawing from your play experience. We also wanted to create more absurd lines by splitting sentences into chunks, and sticking random chunks together. In order to solve this problem, I created a website, which I will link to when it is ready. Within the next couple of days, you'll be able to see a random death message generator, but we need to add more content, and I need to figure out the logic. This is going to be one of my favourite parts of the game. If I can manage it, I'll also be doing some British VO for the lines, if I can get the sound of pieced together sentences to sound good. If not, we may either scrap my VO or have to record the disjointed sentences manually. Also, we are going to scrape through the podcasts for Chris VO, including laughs, straining noises, hilarious out of context quotes. We'll try to keep things civil with this, but it is hard when we've got to consider whether we are going to have an on-screen pooping Remo. -
No Thumbs, Especially Chris! Just a dev log, don't worry.
gerbilsinspace replied to gerbilsinspace's topic in Game Development
We have been working on this since pretty much the end of wizard jam, although life has gotten in the way some times. Super_Jogurt and I wanted to have a small project that we can use as a learning exercise, and this dumb thing was born. What I want is a polished product. My previous two games were game jam games, and as they were my first attempts of making games, means they were completely broken. Lets see what we can do with a longer deadline. Thing in game: three placeholder images when you boot up. What will be my logo, Super_Jogurt's Logo, and a splash screen for the game. you are then put straight into either a new game, or your previous one, depending on whether you have played before. All art in game at the moment is placeholder, and therefore terrible. we have a main menu, game over screen and save system. we have some basic ui buttons, which are there for testing movement and the hunger system. If your hunger reaches 0, you hit the game over screen. One thing I would like to keep secret. Day night cycle, related to the secret thing. Bugs: Typo on the main menu You sometimes start with no health, which technically means you are dead. Restart the game, you'll be fine. Movement of Remo has a bug related to the secret thing. He likes wandering off screen, bless him. Things to come: Eradicate all dev art. add more states of remo: age state, including egg, proper animations, multiple idle animations. random events remove shitty ui add better ui basically make the game. Here is a prototype of an idle image. There is more where that came from, baby! -
TWINE in the Classroom - help me, Thumb developers!
gerbilsinspace replied to miffy495's topic in Game Development
These are all wonderful. I found a lady. WHOOT WHOOT! -
TWINE in the Classroom - help me, Thumb developers!
gerbilsinspace replied to miffy495's topic in Game Development
I enjoyed Nikolai's sense of humour. There should be more writers willing to bully the reader into making the right decision. It reminds me of To Be or Not To Be, by Ryan North, in that respect. Interactive shakespeare. -
Thanks for your help guys. At the moment I'm shelving this project for the time being as I'm teaming up with Super_Jogurt on a pretty cool project for you guys. That one is going to be written in unity, which means that hopefully when i come back to this project I'll be much more comfortable with the platform. That being said, I'll still consider working directly on the web. I would prefer the game to be local to people's computer, rather than connected to a server, but if it is thebest way of utilising my skills, I'll do this anyway.
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Habit RPG had a neat idea, although both my wife and I have run into a few niggling things with it. I'll try to help if I can, when I can.
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Hi eneryone, I'm looking to find any advice on posting games made in Processing onto Itch.io or similar sites. Has anyone had experience in getting them running without making them downloadable? Thanks in advance, Joe
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TWINE in the Classroom - help me, Thumb developers!
gerbilsinspace replied to miffy495's topic in Game Development
I'm really interested to see what they come up with. Please let us know when some games go live. -
I am just as unfamiliar with any game engine. I have made two games, both in unity, but I played around with game maker before I got the mac. I am a web developer by day, so I see the sense about the webforms. There is nothing really stopping me doing this just in a browser, maybe even using cordova for ports to phones. That being said, I quite liked the idea of having native, cross platform apps, and using a controller if needed. Food for thought.
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Hi everyone, I'm going to attempt to make a game called "Unmasking the Brain Burglar", which will be a puzzle game where you attempt to catch the brain burgler before he turns all the NPCs into brainless wanderers. Because this is my second ever game, entered into as many game jams, I'm going to attempt to keep the scope very small, relying on my wife potentially for artwork, although I'll probably end up begging for help in this here thread. As this is my second game, I'll still be following along to tutorials, which will most likely feed heavily into the gameplay. It just happens that the most recent Unity tutorial that is 2d is a 2d roguelike series, which means that this will be randomly generated levels, with a turn based nature. The burglar will look identical to the NPCs, and will be able to steal brains only when he is directly next to other NPCs. The effect of the thievery will be delayed to obscure his dastardly deeds. I may make it that after a certain amount of brains he may attempt to steal the characters brains, creating a potential fail state. This idea is a little half baked now, and I'm starting to worry about the scale of this project. A large amount of the project should be doable by following along with the tutorials, but I've not done AI scripting before, and I don't have an artist yet. This game may end up having a Thomas was Alone vibe. Wish me luck, because I need it. ------- Ideas I've already thrown away: Oh boy. It took me quite a while to make the decision on which Idle Thumbs title to choose. I had a fair few decent ideas, which I've had to throw away quite quickly, because of scoping issues. I wanted to create a game called Super Good, where you played as a deluded regular guy, who thought he was a super hero. I wanted to make it so that the world around our hero would help him complete impossible feats of good, thus keeping his delusion. The problem with this idea is that I really wanted to include more than one super power. I wanted flying to happen through trampolines, pigeons swooping in to carry you, and a wave from the ocean carrying you. I wanted tricks of the sun to blind people, thus making you invisible... Either this was going to be a text adventure, or this was going to have to be scrapped. My second idea was for His Cyborg Familiar. I wanted you to clean up after your BigDog familiar, who was accidentally destroying the world around him. I couldn't figure out how this would work in 2d, and I am trying my hardest to keep working in 2d while in my early stages of games development. I hope that this was a good idea. I wasn't too sure whether this idea would have had legs, so I ended up scrapping it. Let's hope I've made the right choice.
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[Release] Unmasking the Brain Burglar
gerbilsinspace replied to gerbilsinspace's topic in Wizard Jam 1 Archive
I'll do just that. -
[Release] Unmasking the Brain Burglar
gerbilsinspace replied to gerbilsinspace's topic in Wizard Jam 1 Archive
I've mentioned in my notes already about the character select screen that there are a whole host of bugs when you choose the female character, and even more when I disabled the character select screen, so whatever you pick, I defaulted it to the male character to get the game out of the door before the deadline. I also mentioned about the characters slamming themselves into a joint existence - I realised early on that this game was a little too much for me. I'm going to work on a few different projects to build up on my ai skills, and come back and revisit this. I may even take it down, and completely restart now I know some of the potential issues I would be running into. -
[Release] Unmasking the Brain Burglar
gerbilsinspace replied to gerbilsinspace's topic in Wizard Jam 1 Archive
I've removed the input.getmousedown, and it seems to still work on the mac. I think it has exposed another bug where you can't accuse npcs who are below you. I am the worst. Try to stand horizontally next to the person, and let me know if you have any luck. -
It won't be a thousands of units thing, it may involve you as a politicians keeping promises on a local and national level, you making decisions which may end up weakening those promises. It will be building influence with others, to be able to swing votes in your favour, while keeping constituents and financial backers happy. I'm thinking of more of a card based strategy game, rather than 4X like. If any of you played the Democracy games, I'm thinking something like that, but with more emphasis on personal relations between characters. As far as i know, there is nothing in here I won't be able to achieve something like that in unity, i just wanted to know what my options are.
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[Release] Unmasking the Brain Burglar
gerbilsinspace replied to gerbilsinspace's topic in Wizard Jam 1 Archive
private void OnMouseDown() { if (Input.GetMouseButtonDown (0)) { GameManager.instance.EnemyCheck(true, gameObject.transform.position, gameObject); } } Both... in hindsight, that sounds stupid. I wanted to catch just the left mouse button and if i just had the Input.GetMouseButtonDown the enemy check fired n matter where i clicked.