clyde

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Everything posted by clyde

  1. Oculus rift

    I think that virtual tourism just became far more likely. The shitty Biff-future has its advantages.
  2. Amateur Game Making Night

    Is this called "serialization"? Does it involve "StreamReader"?
  3. I've tried Unity, Ren'py, Kodu, Twine, and Game Maker. I really like Unity because it seems like anything is possible to make. As I get more familiar with not just scripting, but with the Unity-interface itself, I feel like my options are widening; that is the opposite of what it was like to use Ren'Py or Kodu. Unity is free unless you make $100,000 and the amount of tutorials and resources that are made available by Unity themselves is no small matter. When you are examining Unity, I recommend going to the "learn" section of their webpage and looking through it a bit. I spend a lot of time there. I watch the live-learning archive regularly, I use the 5-minute tutorial videos for refreshers and the scripting-reference has saved me a lot of time. Initially, I wasn't interested in scripting; I could do a lot in Unity without opening MonoDevelop (importing assets, terrain-building, adding and adjusting components, and using the provided character-controllers) but when I started having opinions of how I wanted stuff to work, the scripting tools were available. Another massive boon for Unity is the web-player distribution ability. I'll be honest, if I'm looking on freeindiegam.es and I see a game that I have to download a .exe for and a game that I can play in the web-browser, I'm going to play the one in the web-browser. I spent some time going through the Game Maker tutorials that come with the Steam download. The free-version has a limit to how many pictures and sound files and such that you can use. It's about $50 to unlock that. I managed to get a little guy walking around and that was a really encouraging moment. There are people on this forum who can do a much better job selling Game Maker to you than I. You did say "3D" though, I don't think Game Maker does 3D very well if at all. If you've never made anything game-related and these engines seem too intimidating, try playing around with the Far Cry 2 map-editor or Kodu. Kodu is free on PC (I used it on the Xbox360) and it really opened my eyes to how much fun it was to give 3D objects instructions. Your results won't be easy to distribute though. Ren'Py is a visual-novel engine that will require some scripting. The community there is pretty awesome though. I'd recommend Twine over Ren'Py for someone who is just wanting to play around with branching narratives. I suppose that isn't 3D either though. If I was to send a letter to myself that would arrive on January 1st 2014 in response to myself asking the question "How should I go about being able to make games that have character-movement and that I can share with other people?", my answer would be this: I just assume that time-traveling letters have a character-limit. You may also want to browse the Unity Asset store. For some cash, you can find templates for many existing genres. Many of the packages have web-demos. I haven't really used the asset store yet, so I don't know exactly how it works (Do you just import the package when you start a new project? Or is the package a permanent part of the editor?) but I will probably start using some of my gaming budget to gain a collection of tools.
  4. Amateur Game Making Night

    Progress report for Week #7 What were my goals? Did I accomplish my goals? - Did I say "complete" the GUI script? Ha. Did I emphasize how I should stick with what I had ? More ha. I decided that I'll be able to write dialogue much faster in the script rather than in the inspector. I'm trying to design it so I can write the stuff very fast. Even though I have less operational than I had with the last GUI system, much of the process is automated once I drag a few sprites onto public GameObject spots and keep things organized. I'm taking a lot of inspiration about how it will look from Surviving Highschool and I want the process of writing the dialogue to be like my limited experience with Ren'Py. I still haven't made the choiceGUI, figured out what the conditional that changes narrative-variables will be like, or animated the textBox and its portrait. I'm really proud of the script I wrote today. I'll post it here. Feel free to use it, but I don't know if it will be easy to do. It depends on an organization of sprites with a GameObject anchor for the camera and a camera being children of the sprite. But feel free to take anything useful from it. and flips the page when clicked in OnGUI(); void Write (){ //a declaration of an item in an arrayList would be //type item = (type) myArray [i]; //I'm using that for the text portion of the button. (string)book if (GUI.Button (new Rect (xAnchor, yAnchor, width, height), (string)book , defaultStyle)) { //I'm going to make sure the page will be in range before adding to it, but eventually, this is where I should also put a conditional action that loads the new scene. if (page<book.Count-1){ //Turn the camera off of the current character portraitCamera.enabled=false; //flip the page page ++; //Which sprite represents the character who is speaking during this page? //So, I'll be honest, I don't know why it needs the (GameObject) part, but it does. portrait= (GameObject) portraitSchedule ; //portraitCamera is their camera portraitCamera = portrait.GetComponentInChildren<Camera>(); //Turn their camera on. portraitCamera.enabled=true; } } } void Start(){ //Some initialization for the GUIStyle settings //Indent when the sentence goes beyond the width of the box. defaultStyle.wordWrap = true; //Make the fontSize 32 defaultStyle.fontSize = 32; //******************************************************************************* //******************************************************************************* //Here is where I actually change things. //******************************************************************************** //********************************************************************************* //Declare abbreviations for character names. they don't have to be "a" and "b" GameObject cl = CharacterSprite1; GameObject ch = CharacterSprite2; //This is where I'm going to write all the lines. If I want to make actions happen on certain pages, then I need to either add another parameter to Say(), //Or use the text as a conditional in the Update with: //if ((string)book == "My homies call me Clyde"){pourOut40=true} //For now, the way to write the lines is //Say(characterAbbreviation, "Line of Dialogue"); Say (cl, "Well hello Charlene."); Say (ch, "Well if it isn't my favorite little greenish church-lady!"); Say (cl, "I can't believe you would leave the house looking like that."); Say (ch, "I think the same thing everytime I see you."); Say (ch, "I can't even find that type of stuff in the thrift-store anymore."); Say (ch, "You look like you're on the way to a Montgomery Bus Boycott re-enactment."); Say (cl, "Your dress is transparent."); Say (ch, "It shows off my hour-glass figure"); Say (cl, "There is something called \"modesty.\""); Say (ch, "Yeah, I've heard of it, but I'm much more familiar with \"sense-of-fashion.\""); //I need to figure out what the first portrait camera is. By running this once in the Start(), I can avoid running it every click. //Who is on first? //So, I'll be honest, I don't know why it needs the (GameObject) part, but it does. portrait= (GameObject) portraitSchedule ; //Make portraitCamera their camera. portraitCamera = portrait.GetComponentInChildren<Camera>(); //Turn their camera on. portraitCamera.enabled=true; } void OnGUI(){ //This moves the text with the TextBox on the Y axis. yAnchor = transform.position.y*pixels2units+yAnchorAdjustment; //This calls up all of the pages that Say() put the text and characters in Write (); } } using UnityEngine; using System.Collections; public class UnifiedGUI : MonoBehaviour { /// READ ME! /// Make sure to set all CharacterCameras (the cameras that are anchored to the sprites) to unenabled. /// So here is how it works. /// In the inspector, you should see a place to drag gameobjects. These are where you charactersprites go. /// Make sure to attach a CameraAnchor and a CharacterCamera to each sprite so that they will have something to put into the portrait. //TO DO: //I need to make the portrait move when the textbox moves. //I suspect that I need to do it in the Write() after it knows what the portrait camera is //maybe some conditional when the portrait changes. //Don't get stuck too long.A shutter effect or something would be fine. //Make the choice textboxes //Animate a transform or some sort of transition so that when speakers change, the GUI seems like something less physically implanted in the world. //Dimensions of text public float width= 570; public float height=300; public float yAnchorAdjustment=5870; float yAnchor; public float xAnchor=190; //This is a multiplier which allows me to change the yAnchor with the transform of the Textbox GameObject. //Without it, the yAnchor changes 1 pixel per unit in the opposite direction. float pixels2units=-55; //GUIStyle public GUIStyle defaultStyle; //Find the sprites public GameObject CharacterSprite1; public GameObject CharacterSprite2; //I've never made an ArrayList before. I'll be needing this page: //http://wiki.unity3d.com/index.php?title=Which_Kind_Of_Array_Or_Collection_Should_I_Use%3F#ArrayLists ArrayList book = new ArrayList (); int page = 0; //A public variable of who is speaking and when. This info will be used to tell which portrait camera is being used. ArrayList portraitSchedule= new ArrayList(); //Declaring portrait here so that I can use it in both Start() and OnGUI() GameObject portrait; //The camera of the sprite being protrayed at the time. Camera portraitCamera; //This method will allow me to just type in lines easily in the Start(). void Say(GameObject character, string whatTheySay){ //It accepts a GameObject for who is speaking and writes them down on a page of the next page of portraitSchedule[] portraitSchedule.Add (character); //It accepts a string and puts it on the next page of book[] book.Add (whatTheySay); } //This method makes a GUI.Button with the text from book and flips the page when clicked in OnGUI(); void Write (){ //a declaration of an item in an arrayList would be //type item = (type) myArray [i]; //I'm using that for the text portion of the button. (string)book if (GUI.Button (new Rect (xAnchor, yAnchor, width, height), (string)book , defaultStyle)) { //I'm going to make sure the page will be in range before adding to it, but eventually, this is where I should also put a conditional action that loads the new scene. if (page<book.Count-1){ //Turn the camera off of the current character portraitCamera.enabled=false; //flip the page page ++; //Which sprite represents the character who is speaking during this page? //So, I'll be honest, I don't know why it needs the (GameObject) part, but it does. portrait= (GameObject) portraitSchedule ; //portraitCamera is their camera portraitCamera = portrait.GetComponentInChildren<Camera>(); //Turn their camera on. portraitCamera.enabled=true; } } } void Start(){ //Some initialization for the GUIStyle settings //Indent when the sentence goes beyond the width of the box. defaultStyle.wordWrap = true; //Make the fontSize 32 defaultStyle.fontSize = 32; //******************************************************************************* //******************************************************************************* //Here is where I actually change things. //******************************************************************************** //********************************************************************************* //Declare abbreviations for character names. they don't have to be "a" and "b" GameObject cl = CharacterSprite1; GameObject ch = CharacterSprite2; //This is where I'm going to write all the lines. If I want to make actions happen on certain pages, then I need to either add another parameter to Say(), //Or use the text as a conditional in the Update with: //if ((string)book == "My homies call me Clyde"){pourOut40=true} //For now, the way to write the lines is //Say(characterAbbreviation, "Line of Dialogue"); Say (cl, "Well hello Charlene."); Say (ch, "Well if it isn't my favorite little greenish church-lady!"); Say (cl, "I can't believe you would leave the house looking like that."); Say (ch, "I think the same thing everytime I see you."); Say (ch, "I can't even find that type of stuff in the thrift-store anymore."); Say (ch, "You look like you're on the way to a Montgomery Bus Boycott re-enactment."); Say (cl, "Your dress is transparent."); Say (ch, "It shows off my hour-glass figure"); Say (cl, "There is something called \"modesty.\""); Say (ch, "Yeah, I've heard of it, but I'm much more familiar with \"sense-of-fashion.\""); //I need to figure out what the first portrait camera is. By running this once in the Start(), I can avoid running it every click. //Who is on first? //So, I'll be honest, I don't know why it needs the (GameObject) part, but it does. portrait= (GameObject) portraitSchedule ; //Make portraitCamera their camera. portraitCamera = portrait.GetComponentInChildren<Camera>(); //Turn their camera on. portraitCamera.enabled=true; } void OnGUI(){ //This moves the text with the TextBox on the Y axis. yAnchor = transform.position.y*pixels2units+yAnchorAdjustment; //This calls up all of the pages that Say() put the text and characters in Write (); } } using UnityEngine; using System.Collections; public class UnifiedGUI : MonoBehaviour { /// READ ME! /// Make sure to set all CharacterCameras (the cameras that are anchored to the sprites) to unenabled. /// So here is how it works. /// In the inspector, you should see a place to drag gameobjects. These are where you charactersprites go. /// Make sure to attach a CameraAnchor and a CharacterCamera to each sprite so that they will have something to put into the portrait. //TO DO: //I need to make the portrait move when the textbox moves. //I suspect that I need to do it in the Write() after it knows what the portrait camera is //maybe some conditional when the portrait changes. //Don't get stuck too long.A shutter effect or something would be fine. //Make the choice textboxes //Animate a transform or some sort of transition so that when speakers change, the GUI seems like something less physically implanted in the world. //Dimensions of text public float width= 570; public float height=300; public float yAnchorAdjustment=5870; float yAnchor; public float xAnchor=190; //This is a multiplier which allows me to change the yAnchor with the transform of the Textbox GameObject. //Without it, the yAnchor changes 1 pixel per unit in the opposite direction. float pixels2units=-55; //GUIStyle public GUIStyle defaultStyle; //Find the sprites public GameObject CharacterSprite1; public GameObject CharacterSprite2; //I've never made an ArrayList before. I'll be needing this page: //http://wiki.unity3d.com/index.php?title=Which_Kind_Of_Array_Or_Collection_Should_I_Use%3F#ArrayLists ArrayList book = new ArrayList (); int page = 0; //A public variable of who is speaking and when. This info will be used to tell which portrait camera is being used. ArrayList portraitSchedule= new ArrayList(); //Declaring portrait here so that I can use it in both Start() and OnGUI() GameObject portrait; //The camera of the sprite being protrayed at the time. Camera portraitCamera; //This method will allow me to just type in lines easily in the Start(). void Say(GameObject character, string whatTheySay){ //It accepts a GameObject for who is speaking and writes them down on a page of the next page of portraitSchedule[] portraitSchedule.Add (character); //It accepts a string and puts it on the next page of book[] book.Add (whatTheySay); } //This method makes a GUI.Button with the text from book and flips the page when clicked in OnGUI(); void Write (){ //a declaration of an item in an arrayList would be //type item = (type) myArray [i]; //I'm using that for the text portion of the button. (string)book if (GUI.Button (new Rect (xAnchor, yAnchor, width, height), (string)book , defaultStyle)) { //I'm going to make sure the page will be in range before adding to it, but eventually, this is where I should also put a conditional action that loads the new scene. if (page<book.Count-1){ //Turn the camera off of the current character portraitCamera.enabled=false; //flip the page page ++; //Which sprite represents the character who is speaking during this page? //So, I'll be honest, I don't know why it needs the (GameObject) part, but it does. portrait= (GameObject) portraitSchedule ; //portraitCamera is their camera portraitCamera = portrait.GetComponentInChildren<Camera>(); //Turn their camera on. portraitCamera.enabled=true; } } } void Start(){ //Some initialization for the GUIStyle settings //Indent when the sentence goes beyond the width of the box. defaultStyle.wordWrap = true; //Make the fontSize 32 defaultStyle.fontSize = 32; //******************************************************************************* //******************************************************************************* //Here is where I actually change things. //******************************************************************************** //********************************************************************************* //Declare abbreviations for character names. they don't have to be "a" and "b" GameObject cl = CharacterSprite1; GameObject ch = CharacterSprite2; //This is where I'm going to write all the lines. If I want to make actions happen on certain pages, then I need to either add another parameter to Say(), //Or use the text as a conditional in the Update with: //if ((string)book == "My homies call me Clyde"){pourOut40=true} //For now, the way to write the lines is //Say(characterAbbreviation, "Line of Dialogue"); Say (cl, "Well hello Charlene."); Say (ch, "Well if it isn't my favorite little greenish church-lady!"); Say (cl, "I can't believe you would leave the house looking like that."); Say (ch, "I think the same thing everytime I see you."); Say (ch, "I can't even find that type of stuff in the thrift-store anymore."); Say (ch, "You look like you're on the way to a Montgomery Bus Boycott re-enactment."); Say (cl, "Your dress is transparent."); Say (ch, "It shows off my hour-glass figure"); Say (cl, "There is something called \"modesty.\""); Say (ch, "Yeah, I've heard of it, but I'm much more familiar with \"sense-of-fashion.\""); //I need to figure out what the first portrait camera is. By running this once in the Start(), I can avoid running it every click. //Who is on first? //So, I'll be honest, I don't know why it needs the (GameObject) part, but it does. portrait= (GameObject) portraitSchedule ; //Make portraitCamera their camera. portraitCamera = portrait.GetComponentInChildren<Camera>(); //Turn their camera on. portraitCamera.enabled=true; } void OnGUI(){ //This moves the text with the TextBox on the Y axis. yAnchor = transform.position.y*pixels2units+yAnchorAdjustment; //This calls up all of the pages that Say() put the text and characters in Write (); } } Here is a Vine of what it looks like in action currently. https://mtc.cdn.vine.co/r/videos/C2B2DDE50C1060056176903557120_1b898058812.4.8.8057078508764083086.mp4?versionId=uuLgUb4B78799lsK.99s.QqgB_oKcLsN Not Accomplished -I did make an art-asset to test animating a running dude, but it was just to see if I could do it. I didn't do much with that or the 3d Hanenbow this week. I do like having a section to my goals that are just things that I can work on and not feel any pressure with though. That'll be a regular thing. -I didn't organize my library. I decided that I won't really know what I need until I spend a week making a game with what I have. Not Accomplished What happened? I actually did a lot of conceptual work and writing this week. After writing some awesome dialogue for the dance-game and deciding how I want that to go, I started looking at some of the cyberpunk-twine I had been writing before I decided to learn how to make games in Unity. I was surprised at how much I liked one of my earliest attempts, but I like my later attempts too. I decided on a narrative framework that would allow me to use both of those ideas. That got me interested in working on the GUI stuff again, because I really want a pleasing GUI for a dialogue-heavy game. Today I had the day off so I spent it reworking the GUI system with the needs I have now in mind. What is my long-term goal? -The Dance-game. What are my goals for week #8? -Work more on the GUI. I'd like to have some form of transitioning animation for the textBox and a choice-menu that is as automated as my regular dialogue. I mean... that's what I want to do. I'll write down some other stuff that I can work on optionally. *3d Hanenbow *More story for the dance-game. I gotta figure out if I'm going to try to make a 3d model of a flopping fish at some point. It's going to be too hard. I doubt I'll do that. *I do want to make a game within a week at some point, so I might look at my options again for next week. You know what? let's just make that a goal. -Prepare to make a a game on week #9. What challenges might I face and how can I prepare for them? -I don't think that implementing choices in the GUI will be very hard. The only thing I see having a problem with is getting the characterCamera to move with the textBox. I tried doing that earlier this evening and it was weird. To prepare, I'll brain-storm some tricks I could use that wouldn't require me to move the viewport (after I give it another go). -I'm making a game during week #9? That's a scary expectation. I guess I'll just look at what I can do reliably, see what parts I can use from the other games and then consider what I can do. I might have to write some amount of a plan that will make sure I finish something. There will need to be a point at which I just take everything that works and make it cool. I'm psyched. That'll be fun. Also, I need to remember that if I fail, I'll still gain a lot of experience from such an attempt. It'll be fun.
  5. Amateur Game Making Night

    I just got my personal high-score in game-programming. I look forward to writing my progress report later today. It's probably small fish for some of you, but I can't believe I managed to do what I just did. I'm pretty much a technomancer now.
  6. Intoxicated:

    Capt. Hastings is the forum-handle of my wife. That's interesting that people are speculating that soju will be the next big thing. It must be part of Hallyu. Like I said, all those dramas make drinking soju under the tent of a food-truck look glamorous. In reality, it was like taking shots of vodka.
  7. Visual Art!

    I have a narrative priority, so when I see this, it's the hands-up that I pay attention to.
  8. Intoxicated:

    Soju is pretty much vodka. Watching all those korean dramas has created a circumstance where Capt. Hastings and I had to try it out. The high is much different than wine or beer. I haven't drank vodka in ten years or so because I find it unpleasant to imbibe, so I can't compare the high to it; but compared to wine or beer, the lights seem bright and I spent a solid 30 seconds staring at the insert of a phillips-head screw in the window because the contrast was so attractive. Then me and Capt. Hastings went upstairs and discussed my father's obsession with productivity, the effects that has had on my ambitions, and why I feel a compulsion to sell the idea of posting Capt. Hasting's own observations involving the difference between reading an Agatha Christie novel and playing the Layton Brothers mystery game on Idle Thumbs Forums to Capt. Hastings. It's been a passionate night for intellectuals in this house.
  9. The way NPCs witness and judge events is one of the most engaging illusions in social-simulation aspects of games for me. In Civilization 5, I wonder if the other civs know of my duplicitous actions (can spies tell them that?); in Skyrim, I wonder if they saw me sneaking out of their house at night and they are just being friendly to put a knife in my back. I'd love to see dynamic systems developed for how NPCs gain knowledge and draw hypothesis.
  10. Reading about Games

    aperson answered my query in a satisfactory manner. Although their tone seems arrogantly dismissive, I enjoy passionate opinions enough to look past that.If aperson saw osmosisch's comment as a personal attack, then it's good that they called it out. Imo, the intent of a perceived personal attack is not as important as the reception of it. aperson required a little clarification. I don't want to pick sides; I want to appreciate what everyone feels they can offer. I think it's a good time to mention that I'm fond of input from every person on this forum. I can't think of a single member with more than five posts who hasn't provided me with an interesting observation that I would be incapable of witnessing without their willingness to share. Also of note: Sometimes I make a statement and then you all make a convincing argument. I'm lazy, so I don't enumerate the points you've changed my mind on, and I move on to additional concerns. This practice may lead some of you to believe that I'm being arrogantly dismissive, even though I'm listening and conceding points based on what I hear. If we were having coffee or beers together, you would see the agreement on my face. Text-based interactions have some weaknesses that I haven't yet trained myself to routinely address.
  11. Reading about Games

    Can you think of any metaphors that helped you visualize complex concepts aperson? I often use metaphors that might appear to be obfuscatory jargon to inspire me to think of the subject in a different vernacular. Thinking of birds as buildings asks me "Can they fly?" Of course it's an absurd question, but if I allot two minutes to the task of assuming that buildings have some equivalent to the wings of a bird and that I can figure out what it is, I often end up with an interesting observation that may inform a more practical solution. I wonder if your attribution of a fame-motive to the authors has discouraged you to listen to some arguments that you may find useful or interesting.
  12. Amateur Game Making Night

    Here's my routine: -Spend two hours trying to figure out how to do something with script. -Stop and browse the asset store for a solution for about 5 minutes. -Repeat.
  13. Titanfall

    82 minion kills in attrition; it was a personal best. The cluster-missle is so great.
  14. The threat of Big Dog

    This happened.
  15. Titanfall

    I recently figured out that you can go up zip-lines, not just down them. You can traverse the length of Lagoon very, very quickly.
  16. I'm thinking about this again this morning. In particular, I'm thinking how episodic vignettes which take place in the same world can offer a sense of completion and an opportunity for a further development of the world's composure. Quantum Leap is the perfect framework for this type of game. The premise that Sam has to right the wrongs could funnel the branching choices. Ziggy provides hints when the player is stuck. Eventually Quantum Leap became tedious due to the lack of development in Sam's own story, so if I do this I'll have to blend the story of the framework itself with the vignettes so that the priority is gradually converted. Master's Sun did this really well around the fourth and fifth episode. It sure is nice to have reference material!
  17. Life

    Temp agencies can be useful.
  18. Read the IGN article. I'm sold. Goodbye this thread; I don't want to spoil my dinner.
  19. Dreams!

    I just had a creepy Gone Home dream. It was like Gone Home in setting, but the house was more affluent and archaic. They had lots of stuff like metal masquerade-style masks and bird cages and doll cases and shit. Another major difference is that there were a few NPCs. It was much more of a ghost-story. This 8-12 year-old boy had grown up in the house and he was walking around with you solving the puzzles; sometimes he would wander off a little bit to do some thing he routinely did when he was alive or a strong memory or whatever. It quickly became clear that this was a creepy game about creepy over-protective parents that imprison their son in the mansion. The puzzles became a diversion set up by the parents to keep you and the boy busy. I got so frustrated at one point that I picked up an umbrella and started bashing the glass of the front door yelling "I want out of this house!" The glass broke in a video gamey way that told me that the door was not modeled to ever open. A concerned aunt who identified as someone who spoils the boy gave us a rack of costume-clothing with the understanding that putting it on would get us out of the house. The idea of putting on a green velvet suit for a 10 year-old with an art-deco silk vest that had a gold and dark brown offset cube pattern on it, was so creepy that I didn't want to do it. It felt like I was agreeing to some creepy game. But I felt like it was the only way to get out of the house so I did it. My avatar and the boy open the front door leaving me behind. The game had been in first-person, but based off of the way the boy had been referring to me like a desparately desired play-mate of the same age, and the fact that he walked out of the spot I was occupying, I knew it was me. So then I'm like "fuck, the player-character and the boy just left me in the house." Then one of the characters in the house is now a 20-something version of the boy and it's obvious that he has become part of this creepy status-quo. Out of frustration, I attack him and he's all The Joker enjoying it and asking how long we will do this. I'm throwing him into doll-cases and tea-party sets and he's just enjoying the attention. C r e e p y.
  20. Amateur Game Making Night

    I went back into the Dancing game script to comment it clearly and ended up ripping one of three scripts out by just moving the public static variable that says "start dancing" to the script that chooses the dancers. It doesn't sound like a big improvement, but I was passing values all over the place in between these three scripts for no good reason. I like how nice and neat the new script looks. Now I have the GUI script for dialogue choices, and it changes a single bool in the script that determines who dances. Figuring out how I want everything organized takes some effort, but now I have the basic template for how this game is going to be organized. I included the code because I'm proud of it, feel free to take anything you want or whatever. If you do, I'd appreciate it if you leave the comments in and add your own, but I won't get mad or nothin' if you don't.
  21. Titanfall

    They aren't locking content behind it though, just a badge.
  22. 3D Modeling

    Ok, here is a question that lies way beyond my skill-level. Don't waste your time answering if you expect me to ever actually use the information. But... Do the colliders for a 3d model attach to the rig? I'm trying to visualize how colliders for an animated 3d model are going to move. I want a flopping fish that has rigidbody physics so he lifts off the ground when he curls. I know, I know, this is way beyond my skill-level.
  23. Titanfall

    I just regenerates yesterday and was pleased to find out that the requirements are now listed. I had looked it up on a wiki and thought that the shotgun/40mm cannon challenges were necessary to go to level 2. I kinda like that there is a slight motivation to commit to other play-styles baked into the rewards system.