clyde

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Everything posted by clyde

  1. Storium

    I just submitted a character for approval for a generic cyberpunk story. I'm excited about it, so I wanted to share: Edit: Moments later: Approved!
  2. Screen resolution

    As I'm trying to get into the habit of making many screen-size variants optional for my games, I've begun to realize that I don't even know what people expect/want. Do you prefer to have things stretch and shrink (resizing all elements) when you change resolution? Do you want to be able to see more or less of the game based on screen-size? I'm currently leaning towards having everything keep its porportions (including UI elements), but positioning UI elements based on screen-size. Yes? This is the expectation?
  3. Amateur Game Making Night

    Progress Report for Week #15 What were my goals for week #14? Which of my goals did I accomplish? - I pretty much got as far as I did last time (a month or so ago) with the dialogue-logic for a visual-novel template, but I think it's a bit cleaner. Progress may have been made? What happened? - I wrote out some clear goals and published them in this forum. Then I spend the good part of two days writing a script that would allow me to type in dialogue and characters and that would add them to an array that would provide text for a dialogue-box. It actually does work pretty well, but I have such a hard time figuring out how to properly organize (or as I recently heard it referred to "modularize") my script and I've become a little bit obsessed with it. This week I did gain a much better understanding of constructors. There is a standard process which I am slowly familiarizing myself with where each type of thing gets its own class which includes things that affect it. The best thing that happened to me this week is that while looking for tutorials on how to write and use a text-parser, I came across . I adore him. I'm ASMRing* off of this guy's videos so hard. I quickly realized that going through the entirety of this tutorial should take precedence over my project. I think what he's doing here is very similar to what my dialogue system will be doing. More importantly, I'm beginning to understand some foundational practices of modularization and how to build your script up in such a way that more complexity will not lead to as much confusion. Turns out that the best way for me to learn this stuff is from someone who reminds me of a sober version of Uncle Albert from . What are my goals for Week #15 I'm going to finish through this tutorial while looking at my script in between. I've already tried to reorganize it a bit based on this fellow's techniques and perspective, I'd like to do it even more if I can figure out how. I know that near the end of the tutorial he goes into using a text-parser. My plan is to go through that and write my own. Then my dialogue manager will put lines of dialogue into an array whenever a choice-box is selected with the mouse. The choice-box will contain a reference to a specific text-file that the dialogue-manager will then process. I think this is a good idea, because it will help me visualize the branching dialogue better than if I have one long dialogue that has markers for where the jump-points are. What challenges might I face and how can I prepare for them? - Sometimes it's hard to implement tutorials when not following them along exactly. I think that I may have to go through the videos without changing anything else about my code, and then watching the videos a second time when I am in need of a reference while I actually am writing the script. *not really, I don't have ASMR, but I imagine that my enjoyment of the videos are similar in that his voice and style comforts me.
  4. Titanfall

    No, but my schedule changes regularly. I was having trouble getting into games in the morning, and now I'm not trying to get into games in the morning. Edit: I'm sorry, I am actually letting my emotions determine my answer. I am not a good source for this information. I feel entitled to a healthy player-population when I buy a game and it pisses me off when paid-content splits the player-base like this. It happened in Halo 3 and Reach and it's happening here too and I find it frustrating. I think the amount I enjoy Titanfall is a bigger factor than how much I paid for it though. I want it to survive.
  5. Titanfall

    As shitty as this reality is, today I can get into the map-pack exclusive games more easily than the regular games. This is a disaster.
  6. Storium

    Something that would help me a lot would just be some sort of etiquette guide that mentions basic expectations for this collaborative form. Right now, I'm considering writing other people's characters and that seems like it would be rude (though I would have no problem with someone doing it to mine). I have these strength cards that say something to the idea that my character can easily extract information about someone else, but in practice that would mean that I'm telling another player that their character is oddly skeptical of complexity and has a fondness for tropocal fruits (or whatever). I'm sure I'll get a feel for it, but I would imagine that these initial confusions may be something that other new players would experience. Something that addresses these concerns and establishes a default (that can then be modified) would be useful.
  7. The E3 Retrospectapalooza

    I have to admit that the crowd-shot of the Sony press-conference keynote thing last year, where you can see Hip-Hop Gamer standing and holding up the championship-belt was far more enjoyable for me than I would think it would be.
  8. Life

    Awesome.
  9. I played Mass Effect 3 without the Javik DLC. Then I bought the DLC for Captain Hastings' play-through. Whenever the game's narrative comes up, she get's kind of righteous about how unfathomable it is that they would have removed what she feels is a significant part of the game. She seems to equate it with the hypothetical of "What if they removed Legion from Mass Effect 2 from the standard edition." I don't know what I'm missing. It reminds me of this:
  10. I hate Far Cry 2, what am I doing wrong?

    I think that the tonal differences between Far Cry 2 and Far Cry 3 bring some idiosyncracies of the former into focus. The shooting felt better in 3; the Enemy A.I. was more varied (but with seemingly less desire to effectively flank); 3 included friendlies on the battlefield (this was a huge improvement to me because it I could no longer assume an incoming vehicle was worth blowing up); the rock-tossing distractions, stealth kills, dragging bodies into brush before enemy patrols found them, wild animals, and compact landscape-variations all provide me with a more enjoyable game, but the two games provide such different atmospheres. Far Cry 2 gives me the sense that I'm role-playing as an independent mercenary in a war-torn former british colony whose governance is determined by the diamond-trade. Far Cry 3 makes me feel like my dad has been kidnapped by a south american drug-cartel and I am trying to feel better about it by playing a game made by MTV.
  11. Unity: What I needed to know.

    I'm not sure, but I think it involves using the viewport. http://answers.unity3d.com/questions/351566/how-do-you-get-a-minimap-to-stay-rooted-to-the-top.html
  12. Netrunner!

    The data-packs have a third the amount of cards, but include some for every corp and runner. The larger expansions give you a ton of cards for one runner faction and one corp (but multiple identities for each). I like the data-packs because I want to get more cards for every faction, but Capt. Hastings likes the larger expansions because they make you feel like you got a lot more cards. We play casually too, our decks are based on cards we think will be fun to use. I will say that it wasn't until we got Honor & Profit that I felt that I was putting only cards I wanted to draw into my deck. That makes a big difference to me. Before Honor & Profit, we had the cards from the original box, also the "Things to come" and "Mala Tempora" data-packs.
  13. I hate Far Cry 2, what am I doing wrong?

    The appeal for me was that it felt like a distinct place that I wanted to spend time in rather than a list of objectives. I enjoyed looking at the map and trying to figure out what weapons I would need to get to the mission safely, whether to take boats or chance sneaking around the tall grasses near a check-point, and what a good approach would be to a safe-house that was near my target for a foward operating base. One time I was sneaking around the back of a mountain to get a good vantage point for reconaissance and I ended up watching a memorable sunrise. That type of stuff was what I enjoyed the most. I'm sure I've forgotten all the tedium that went with it though.
  14. Storium

    I got into my first game (a murder-mystery). For my first move, I had my character speak to an NPC. The narrator informed me that it wasn't allowed to speak directly to them. Is that typically the case?
  15. Netrunner!

    Why would Datasucker and Desperado be regulated? They don't seem overly powerful. Am I not understanding something about them?
  16. Netrunner!

    I just won a really great game. The last points I scored were from accessing The Future Perfect with some Legwork. We both bid 2 credits. It was awesome.
  17. Life

    Here's how you write a for loop and.... here is my AARP card.
  18. Titanfall

    Controller. Sometimes I fumble trying to get into a window and the arc-cannon is a mouse-weapon, but I do plenty well just by knowing where to look and shoot.
  19. Movie/TV recommendations

    Have you seen Black Orpheus?
  20. Movie/TV recommendations

    I haven't watched it yet, but it expires in three days and I want to make sure that I do. http://video.pbs.org/video/2365227336/ Edit: I watched it. I thought it was interesting.
  21. The Dancing Thumb (aka: music recommendations)

    I just found out that country fans are listening to hip-hop.
  22. Inclusion in Gaming

    You should try Awesomenauts.
  23. Pausable Real time games

    Speaking of broader reality interruptions, as far as mobile games go, I prefer turn-based games. My favorite type of game for mobile is actually ones like Backflip Madness and New Star Soccer where the game-play consists on very short moments of real-time interaction.
  24. Titanfall

    Whatever the situation, I hope that Respawn and EA are focused on maintaining a high enough population that I will be able to play in the morning. It's my opinion that a beneficial design goal for the rest of their DLC and mode-changes should be "Make it more likely that clyde will be able to easily get into a game at any time of the day for years to come." Initial impressions of the new maps: I like the two that aren't the swamp one. I would have preferred something like new, different types of minions rather than new maps (personally).
  25. Amateur Game Making Night

    Friday This morning, I am accepting that I may not accomplish this week's goal. I'm having a hard time fully comprehending how my choice system will work. I think I've taken it far enough that I need to learn about how to write text-parsers that will instantiate the stuff I need. The reason I believe this is that as I try to figure out where in the dialogue I want my choices to direct to, I'm starting to think that I need discrete dialogues rather than one big page. If I use one big page and one single array for all of the dialogue, then I'll be concerned that one dialogue may overlap and replace a portion of another dialogue. My conclusion is that my dialogue system should essentially be a page of series of lines that you flip through (by clicking the mouse) that leads to a single choice menu that determines which loads a different page of a series of lines and so on. I'm going to watch this video and then try to do it that way. Edit: Then I watched this one. Uh-oh, this guy's thoughtful pauses, patient thoroughness and general paternal pleasantness is going to encourage me to spend a good amount of my day just . This is actually useful to me. When I started learning how to program, I wanted to make a game as soon as possible. That's understandable, but watching these makes me feel like I've skipped ahead too much. Now that I have a little bit of experience with which to relate to this information, I can get a lot out of it. Fundamentals! 2:44 P.M. Watching that guys videos is making me want to organize my visual novel script. I'm trying to split it into multiple classes, but organization of this stuff is really difficult for me to visualize. What I'm doing currently is trying to put the new types, like Said and Option, into a separate script that the one that actually writes all the dialogue to the TextMesh of the textbox. But now I've realized that I might should further separate them, giving Option and Said their own scripts. It's fun, I think I'm learning. 5:53 P.M. After watching a few of that dude's videos (he is fucking adorable to me), I decided to reorganize my code as I try to integrate his style into the way I script; this is also known as "I am fucking crazy." Here's what I ended up with. I think I'm learning. = line; //Flips the page for next entry. page = page + 1; } //Sprite used for the choiceBox public GameObject choiceBox; //Choices //An array of all the options for this page's choice ArrayList options= new ArrayList(); //This will be the method with which I add each option to an array of options[]. public void AddOption(Option option) { options.Add (option); } //Now a way to access the private variables of Choice //It's only necessary when instantiating choiceBoxes. //temporary GameObject for iteration GameObject newBox; //The method that will instantiate the choice boxes. void ShowOptions() { //Temporary value GameObject newBox; //Iteration for (int i=0; i<options.Count; i++) { //Not sure why I have to say "as GameObject" here, but i do because I get this error otherwise: //Assets/Scripts/Conversation.cs(74,25): error CS0266: Cannot implicitly convert type `UnityEngine.Object' to `UnityEngine.GameObject'. An explicit conversion exists (are you missing a cast?) newBox=Instantiate(choiceBox, new Vector3(0,3-i,0), Quaternion.identity)as GameObject; //I have to get the 3D text child TextMesh textmesh=newBox.GetComponentInChildren<TextMesh>(); //Now assign the message part of the Option to the text //Arraylist retrieval is "Type variable=(Type) arraylist[index];" Option tempOption=(Option) options[i]; textmesh.text= tempOption.GetMessage (); //Get the MakeChoice script attached to the gameobject MakeChoice makeChoice=newBox.GetComponentInChildren<MakeChoice>(); //Assign the whatHappens part of the array to the conditional makeChoice.jumpTo=tempOption.GetMessage(); } } //An bunch of characters that can be populated in the inspector. //Eventually, I will need to find a way for these to fill out automatically public GameObject narrator; public GameObject character1; public GameObject character2; public GameObject character3; void Awake () { //Here we store the textbox GameObject textbox = this.gameObject; //Now we store the component for the textMesh textMesh = textbox.GetComponent<TextMesh> (); Say (character1, "Well Weblow"); Say (character2, "Miss guised"); Option fall = new Option ("Fall", "fell"); AddOption (fall); Option hike = new Option ("Hike", "hiked"); AddOption (hike); //Last line in Awake() will be resetting the page number back to 0 now that the dialogue array has been populated. page = 0; textMesh.text = dialogue .GetWhatTheySay(); } //Subscribe to MouseClick void OnEnable(){ MouseClick.MouseSelects += Write; } void OnDisable(){ MouseClick.MouseSelects -= Write; } //This will be the method that moves the text along when the mouse is clicked on any item not taged "clickable" void Write(GameObject clicked) { if (clicked==null) { //Flip the page page=page+1; Debug.Log (page); if(dialogue !=null) { textMesh.text=dialogue .GetWhatTheySay(); } else { ShowOptions(); } } } } using UnityEngine; using System.Collections; public class DialoguePage : MonoBehaviour { //This script will be placed on the textbox //This stuff is for the actual textbox GameObject textbox; TextMesh textMesh; //page number for the dialogue array public int page=0; //Dialogue array that stores Said(speaker, sentence) pairs Said[] dialogue=new Said[500]; //This is a method so that I can easily create Said(speaker, sentence) pairs void Say(GameObject whoSays, string whatTheySay) { //Creates an instance of the Said class Said line = new Said (whoSays, whatTheySay); //Stores it in the dialogue array at the current page dialogue = line; //Flips the page for next entry. page = page + 1; } //Sprite used for the choiceBox public GameObject choiceBox; //Choices //An array of all the options for this page's choice ArrayList options= new ArrayList(); //This will be the method with which I add each option to an array of options[]. public void AddOption(Option option) { options.Add (option); } //Now a way to access the private variables of Choice //It's only necessary when instantiating choiceBoxes. //temporary GameObject for iteration GameObject newBox; //The method that will instantiate the choice boxes. void ShowOptions() { //Temporary value GameObject newBox; //Iteration for (int i=0; i<options.Count; i++) { //Not sure why I have to say "as GameObject" here, but i do because I get this error otherwise: //Assets/Scripts/Conversation.cs(74,25): error CS0266: Cannot implicitly convert type `UnityEngine.Object' to `UnityEngine.GameObject'. An explicit conversion exists (are you missing a cast?) newBox=Instantiate(choiceBox, new Vector3(0,3-i,0), Quaternion.identity)as GameObject; //I have to get the 3D text child TextMesh textmesh=newBox.GetComponentInChildren<TextMesh>(); //Now assign the message part of the Option to the text //Arraylist retrieval is "Type variable=(Type) arraylist[index];" Option tempOption=(Option) options[i]; textmesh.text= tempOption.GetMessage (); //Get the MakeChoice script attached to the gameobject MakeChoice makeChoice=newBox.GetComponentInChildren<MakeChoice>(); //Assign the whatHappens part of the array to the conditional makeChoice.jumpTo=tempOption.GetMessage(); } } //An bunch of characters that can be populated in the inspector. //Eventually, I will need to find a way for these to fill out automatically public GameObject narrator; public GameObject character1; public GameObject character2; public GameObject character3; void Awake () { //Here we store the textbox GameObject textbox = this.gameObject; //Now we store the component for the textMesh textMesh = textbox.GetComponent<TextMesh> (); Say (character1, "Well Weblow"); Say (character2, "Miss guised"); Option fall = new Option ("Fall", "fell"); AddOption (fall); Option hike = new Option ("Hike", "hiked"); AddOption (hike); //Last line in Awake() will be resetting the page number back to 0 now that the dialogue array has been populated. page = 0; textMesh.text = dialogue .GetWhatTheySay(); } //Subscribe to MouseClick void OnEnable(){ MouseClick.MouseSelects += Write; } void OnDisable(){ MouseClick.MouseSelects -= Write; } //This will be the method that moves the text along when the mouse is clicked on any item not taged "clickable" void Write(GameObject clicked) { if (clicked==null) { //Flip the page page=page+1; Debug.Log (page); if(dialogue !=null) { textMesh.text=dialogue .GetWhatTheySay(); } else { ShowOptions(); } } } } using UnityEngine; using System.Collections; public class DialoguePage : MonoBehaviour { //This script will be placed on the textbox //This stuff is for the actual textbox GameObject textbox; TextMesh textMesh; //page number for the dialogue array public int page=0; //Dialogue array that stores Said(speaker, sentence) pairs Said[] dialogue=new Said[500]; //This is a method so that I can easily create Said(speaker, sentence) pairs void Say(GameObject whoSays, string whatTheySay) { //Creates an instance of the Said class Said line = new Said (whoSays, whatTheySay); //Stores it in the dialogue array at the current page dialogue = line; //Flips the page for next entry. page = page + 1; } //Sprite used for the choiceBox public GameObject choiceBox; //Choices //An array of all the options for this page's choice ArrayList options= new ArrayList(); //This will be the method with which I add each option to an array of options[]. public void AddOption(Option option) { options.Add (option); } //Now a way to access the private variables of Choice //It's only necessary when instantiating choiceBoxes. //temporary GameObject for iteration GameObject newBox; //The method that will instantiate the choice boxes. void ShowOptions() { //Temporary value GameObject newBox; //Iteration for (int i=0; i<options.Count; i++) { //Not sure why I have to say "as GameObject" here, but i do because I get this error otherwise: //Assets/Scripts/Conversation.cs(74,25): error CS0266: Cannot implicitly convert type `UnityEngine.Object' to `UnityEngine.GameObject'. An explicit conversion exists (are you missing a cast?) newBox=Instantiate(choiceBox, new Vector3(0,3-i,0), Quaternion.identity)as GameObject; //I have to get the 3D text child TextMesh textmesh=newBox.GetComponentInChildren<TextMesh>(); //Now assign the message part of the Option to the text //Arraylist retrieval is "Type variable=(Type) arraylist[index];" Option tempOption=(Option) options[i]; textmesh.text= tempOption.GetMessage (); //Get the MakeChoice script attached to the gameobject MakeChoice makeChoice=newBox.GetComponentInChildren<MakeChoice>(); //Assign the whatHappens part of the array to the conditional makeChoice.jumpTo=tempOption.GetMessage(); } } //An bunch of characters that can be populated in the inspector. //Eventually, I will need to find a way for these to fill out automatically public GameObject narrator; public GameObject character1; public GameObject character2; public GameObject character3; void Awake () { //Here we store the textbox GameObject textbox = this.gameObject; //Now we store the component for the textMesh textMesh = textbox.GetComponent<TextMesh> (); Say (character1, "Well Weblow"); Say (character2, "Miss guised"); Option fall = new Option ("Fall", "fell"); AddOption (fall); Option hike = new Option ("Hike", "hiked"); AddOption (hike); //Last line in Awake() will be resetting the page number back to 0 now that the dialogue array has been populated. page = 0; textMesh.text = dialogue .GetWhatTheySay(); } //Subscribe to MouseClick void OnEnable(){ MouseClick.MouseSelects += Write; } void OnDisable(){ MouseClick.MouseSelects -= Write; } //This will be the method that moves the text along when the mouse is clicked on any item not taged "clickable" void Write(GameObject clicked) { if (clicked==null) { //Flip the page page=page+1; Debug.Log (page); if(dialogue !=null) { textMesh.text=dialogue .GetWhatTheySay(); } else { ShowOptions(); } } } }