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Everything posted by clyde
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I won't be doing my progress reports anymore. They have outlasted their use. Now I just want to wander around aimlessly, working on parts of whatever, whenever I feel like it. The purpose of the progress reports has become solely to show me that I am indeed doing things with Unity during the course of the week. I've decided that updating a tumblr with these incremental efforts will do a better job of that. It's here if any one is curious. http://doodle-plans.tumblr.com/ It's been a good run. Also, if any of y'all have dev-logs on tumblr I'd appreciate it if you listed them so I can subscribe. And for the record: What were my goals for week #16? Which of my goals did I accomplish? -All of them.
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The taloned frog is visually appealing, but not recognizable. That is not a problem for me. I like that it looks like a panda with mandibles and a frog-hat.
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This is awesome. I like being able to see this.
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-Rezzing ice or assets is different than installing it -corps lose when they can't draw a card -read the cards carefully for words like "may" or "instead of" -when the last agenda point is accessed or scored, the game is over regardless of what can be done immediately afterwards. -make sure you aren't going over the influence allotted on your identity card -make sure you have the required amount of agenda points in your deck. -you can't use a clickability during a run or during anything that requires a click unless the card says you can. (For a while, we were trying to use multiple event cards at the same time. Don't do that.)
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Yes, but for strange reasons. I didn't want to be bother with deciding whether or not to buy DLC and that was worth $20 to me. As far as the maps go, I like two of the a lot. The water-treatment one is compact and vertical like a smaller version of Smuggler's Cove. It also has channels that titans can fall into for cover which then funnels them to one of two sides of the map. Titans cannot get out easily, but pilots can. It encourages distant titan battles. While that is going on, one side of the main channel has a couple of towers connected with scaffolding that feels like the upper story of Rise. Then the otherside of the channel feels like being inside the rooms of Corporate. The map that is based off the training simulation is larger and super fun for traversal. Lots of wall running and jumping into buildings across levels. I'm also a fan of its color pallete. I like it a lot. I don't enjoy the swamp map. To me, it's very open, but has one-story temple ruins in a flat central location. I imagine that someone may get good at bouncing between the trees, but I haven't seen that. On the plus side, all they would need are some logs on ropes and a ewok-skin on the grunts to make it feel like the Battle of Endor. I've put nearly 100 hours in at this point and I haven't gotten tired of the original maps. Just yesterday I was playing Nexus and I decided to flank. I ended up in a hydroponic lab and I was like "Where the fuck am I? I didn't even know I could go into this building." This happens to me every two weeks or so. What I would really like to see (assuming that it doesn't hurt my ability to get into a game) would be new types of minions or something like the turrets, but more important. I'd love to see minions that zerg titans or flying minions or minions that wall-run or wall climb. Stuff like that would be cool DLC. I'd also like to see a new mode that is more Lords Management than attrition.
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Tips on selling yourself well, despite possible shortcomings?
clyde replied to Rxanadu's topic in Game Development
I've decided to use the same Tumblr theme SgtWhistlebotom. Two columns is better than one. I think I'm going to move my progress reports/dev log there so that I can spam more freely.- 12 replies
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How can I find out what the string.Split() algorithm is? I want to see how it is managing to make an array without initializing its length. Edit: I have a hypothesis. I bet it is doing a foreach loop through the string and counting how many delimiters are in the string. The array would then be initialized with a size of (number of delimiters in string). If the string starts with or ends with a delimiter, it would subtract an additional 1 for either.
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I'm using it to make levels through the Unity editor that I can load individually when someone is playing. I have a grid that is a step-sequencer, Once I make a song, I want to be able to save it to a file as the game-maker then load that file to instantiate the song for the player (Rather than build the scenes). Now that I'm think about it a bit more, I'm wondering if this would even save memory. The Unity editor is probably doing some form of serialization itself. Maybe I should just build scenes like normal people. Actually, after spending a large amount of yesterday learning about serialization and trying to implement it, I came to the conclusion that I'd rather save the game state as a text document. It's kind of weird how I start looking into particular solutions and the realizing ten hours later that I'm deep in a rabbit-hole and I don't know why. TLDR: I got confused somewhere along the process and didn't realize that this is exactly what scenes are for. No regrets, I learned a lot yesterday. I'll probably end up using that asset for saving games. Thanks for the heads up.
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I think I may now be encountering something that is related to this complaint. I am using the TextAsset functionality to save to a .txt in the Assets folder of the project. When I run the scene in Unity and save to that document, it is saving (I can check this by opening the .txt document in Monodevelop).However, if I have my script making a decision based off of what is in the .txt it will use old data; it only updates when I reopen the .txt in Monodevelop. Like you said, it hasn't really been a problem, but it was kind of confusing and I'm scared it will fuck me up at some point.
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I've had no trouble getting into a game this week.
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Are you aware of the stealth game tutorial project on Unity's site? I haven't tried it myself, I never actually finsihed the space-shooter one, but I imagine that this might be something that would help you out. http://unity3d.com/l...rojects/stealth
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Are you aware of the stealth game tutorial project on Unity's site? I haven't tried it myself, I never actually finsihed the space-shooter one, but I imagine that this might be something that would help you out. http://unity3d.com/learn/tutorials/projects/stealth Edit: Oops, wrong thread.
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@Laxan, Deflecting fire with fire was actually very satisfying for me. I like the idea of fire-balls being like billard-balls. Also, the title being in the background in such an omnimous pose was a great reminder that this was in fact a Wizard Battle (the thunder sounds really nailed this in). It was pretty awesome.
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Figured I'd load it up on Memorial Day when there'd be a possible crowd. I didn't really think anyone would be playing. I got into a full game immediately. The action is as floaty as Little Big Planet, but I still have missed it. It might be a little too floaty. First-person shooter design practices have improved a lot over the last eight years.
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I have both the PC version and the Xbox 360 version. I don't have the PC version installed though. I probably put more than 300 hours into the game between its release in 2007 and 2009. It was one of the first xbox demos I played and I went out and bought it the next day. I've been watching first-person shooters catch up ever since. Admittedly, I never player Counter-Strike so the single-death/spectator mode was new to me but the game offered so much that I have watched other games slowly adopt. The only game that has compared in feel for me is Super Monday Night Combat, yet another misunderstood gem. What other game can you get the feeling of being a troll bleeding out under a tree of life with a shotgun? Not only that, how about those times you are a troll bleeding out under a tree with a shotgun and you are the only one left; they are running with the artifact and everyone on your team is watching you. The game was magic. Accessibility was a huge problem though. I started considering the politics game of trying to explain to a majority in the lobby that this elf is lying and that he's commiting team-kills with katana at thebeginning of every round; but you'd have to get creative in order to get enough people to vote them out. Man I miss being into that game. The enemy team teleporting through the floor at the beginning of a match in the Dig Site and dying while trying to save your team; resigning to your role for the rest of the game calling out enemy positions with the camera that stayed over your dead body until someone destroyed it. Rezzing as a job; trying to convince someone over the mic that you are worth the essence it will reserve from them. "Nah man, I can't rez you, I need to be able to teleport." Oh I loved that game so much. And gliding! No other game has provided me with the feeling of stalking prey like a hawk, gliding down upon them and snatching their life away. Not to mention the gust/glide combo or the teleport/glide synergy. I found a video that gives people a good idea of the non-gliding portion of the game. Edit: Just tried again tonight on the 360 and immediately found a full game. Time to get killed being clumsy. Hopefully I won't grenade the rest of my team.
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I want to save and load a grid of gameObjects including the properties of their component class (call this class "Difingo"). If I make the component class serializable, create a serializable class whose sole property is an array of instantiated Difingos, and then delete the original Difingos, will the serialized array class be able to recall all the properties of each Difingo instance? Or is it just an array of addresses whose residents have been destroyed?
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There is a certain something about wandering around sparse 3D rooms and being surrounded by Bill Hicks quotations. The last room reminded me of a scene from Cerebus. I wanted something to be attached to the camera. I was trying to figure out how to use the transparent materials. I think it has to do with having two materials, one black and white and the other being a color.
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On how to finish games. http://makegames.tumblr.com/post/1136623767/finishing-a-game
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Tips on selling yourself well, despite possible shortcomings?
clyde replied to Rxanadu's topic in Game Development
Thanks for the compliment. You can enjoy many digital depictions here and here. I really enjoy making things, but monetization doesn't seem fun to me. The model you describe (relic collectors) is fine I suppose, but I wouldn't expect anyone to pay me what I would want in exchange for my sketchbooks and if they decided to set it on fire, it would piss me off. Ad-revenue models are unpleasant for me. My stuff already advertises stuff like dinosaurs and flying-saucers. I'm not interested in advertising consumer-brands. The thing I like about Patreon is that what the patrons get in exchange is just knowing that they are tipping. Patrons get to show appreciation with their funding without defacing the produce or making claim to it. The artist then gets a sense that they are appreciated for doing what they are doing rather than selling shampoos or being a pawn in institutional speculation that can confuse their motives. I think this is an interesting subject. Thanks again for the compliments on my sketchbooks.- 12 replies
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Temple-Room of the Rad by clyde https://dl.dropboxusercontent.com/u/92741283/Doodles/5-27-14/Gooses.html I was playing with making textures in MSpaint and something from the asset-store called "Primitives Pro". I like how the walls have the geometric patterns that covered kid clothing in the early 90's -If you go outside of the box you will fall forever with no way to restart. -There is little collision -There is nothing of significance to see. -There is no sound -The only possible interaction is moving the first-person camera around.
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Tips on selling yourself well, despite possible shortcomings?
clyde replied to Rxanadu's topic in Game Development
I appreciate your thoughts on the matter but have no response.- 12 replies
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Tips on selling yourself well, despite possible shortcomings?
clyde replied to Rxanadu's topic in Game Development
This seems like the appropriate thread. This morning, I've decided that I want to get rich enough that me and my wife can quit our jobs and maybe even move back and forth to South Korea a few times. I fantasize about doing this with Unity. However, there are some complications. Now that I'm paying attention to game-developments ethical spectrum, I'm beginning to recognize where I would like to fit into it. I'm incredibly lazy, but also very cool. I don't actually finish anything, and often I question why I even should. The only reified example of my capacity for success is a shelf of sketchbooks full of drawings, paintings and writings that I like more than anyone else does. I am okay with this. I plan to get rich, but when I read things like this I start realizing that heroes don't get money from making games, they get money from selling and supporting games. I have no interest in doing either of these things. It's hard enough to make something exist. Besides that, it's difficult to make something work properly on my computer. I doubt I'm even capable of making something work on everyone's computer. It sounds like a stressful nightmare and being privileged all my life, I'd like to at least maintain this level of lazy luxury. So where does that leave me? Patreon seems like a good start. The payment model of Patreon doesn't seem like it has the capacity for disingenuity. Patrons donate to artists at a quantity that the patrons determine and the artists just keep doing whatever they do. If a patron doesn't want to support them anymore, then they stop. Seems legit. I'm not really worried about not being able to get patrons, I just want to make sure that I'm not lying to myself or other people. So with that payment model and my smug laziness in mind, what would be the best way to go about doing this? It seems obvious to me that the content I create as I report my progress will be more entertaining than the product itself. But I am not sure what format I should host it with. Would I want to put all the progress up on Patreon's website? Would I want to start a blog in the desert? Would TIG Source frown on a commercial endeavor that isn't necessarily even making a game? You see the dilemma? I don't know where to put the entertaining episodic updates in a place where interested parties could find them, but uninterested parties wouldn't be annoyed by them. The other aspect of this endeavor is thinking about how to make it more likely that a game can be enjoyed without being finished. I'm not going to fool myself into thinking that anyone will want to play my partial games. We all already have over one hundred games in our Steam-libraries that we haven't played, and interesting, free content comes out all the time. People won't have time to play my drivel. Plus, I rarely stick to one project for long. The reason I'm able to finish sketchbooks is because the content is completely non sequitur and requires only about an hour to make something interesting. So I want to reduce video-games to a simple, beautiful, essence so that I can make a ton of them quick and dirty (and partially document the process in fun ways). I'm imagining what single move games would be like, or trying to put together how I could add to a game over time... I don't know it's an interesting exercise in thought for the purpose of getting rich while being lazy. I don't think that I have nothing of value to offer, I just want make sure that I am offering it efficiently without compromising who I want to be. If this plan could encourage me to make more things that others find valuable, not stress me out, and attract cash to my bank-account then I'll consider it a success. Suggestions are welcome.- 12 replies
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I imagine a game where at the bottom of the screen there is a hand that moves horizontally. An object could fall from the top of the screen slowly. When the player changes their elbow-joint angle, the hand moves across the screen. So the right-side of the screen might be a full extension and the left-side might me touching their shoulder. As the game continues, more objects fall onto the stack and may wobble as it gets taller. The player would have to take corrective measures to account for the wobble. As the game progresses, the objects could symbolize more and more valuable/fragile things. If they manage to balance a baby on a stack of fine china, they win!
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Progress Report for Week #15 What were my goals for week 15? Which of my goals did I accomplish? -I did finish watching the videos. Then I read about using Unity's TextAsset class and implemented that enough to get something from a .txt to show up in a Debug.Log() but it stopped there. At that point I had to figure out how I wanted to format the .txt file so I could write the script to read it. I the considered using Twine's export format and found a few references to doing that online. I found a tutorial on the subject that seems legit, but I didn't look all the way through it yet. Partially Accomplished What are my goals for week #16? -I want to put the weekly progress-report on indefinate hiatus. I'm not sure if I should though. Why do you want to stop doing weekly progress reports for now? -I don't think that specific goals are motivating me right now. It's hard to write goals when I think I might just change my mind as soon as I open up Unity. Why do you want to continue with the weekly progress reports? - well, when I started typing this one, I had assumed that I did absolutely nothing this week. But looking at where I was at the beginning of the week made me realize that I did make progress. That acknowledgement makes me feel like I'm making progress. How can I have what I want without the stuff I don't want? -well I obviously need markers of some sort, but I want to just doodle in Unity. I would just submit dated builds of a single project, but I move around between projects and the builds don't always show the work. This doesn't make any sense. The progress reports are the only way I have to show myself that I am moving forward. I'm keeping them. If I want more general goals, then I should write more general goals. Why would I stop doing something useful if I enjoy it and it continues to benefit me? I wouldn't. I think I just feel pressure or something, but why would I care? Onward! What are my goals for week #16? -doodle some bullshit. Put some words in it too. -start working on a narrative project that I can just add to and publish incremental builds until it stops working. -fix the sequencer so it shows that correct amounts in the settings menu. What difficulties might I have and how can I prepare for them? -right now, I think this section is the problem. this.section, I find you tedious. I'm going to stop writing you.
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Post Your Game for Playtesting and Feedback!
clyde replied to Jason Bakker's topic in Game Development
I made minimal improvements to my sequencer. It's not complete or anything, but I'm starting to wonder if it ever will be. I wanted to put a newer build up because the basics are there though it has problems like that the numbers in the menu don't refresh as they should. It mostly works though and I enjoy it so much that I wanted to make sure that the other people like me can play with it now. I especially enjoy making very large grids and massive amounts of notes between octaves. Then I kind of wander around on it which changes the music because the audio has a fixed range. https://dl.dropboxusercontent.com/u/92741283/Sequencer/sequencer%205-26-14/Menu%20improved%20with%20numbers.html