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Everything posted by clyde
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I'm pretty sure that this is the piece of foundational knowledge that I am missing. I'm excited that I found a lesson on it, but after repeated viewings, it is not sinking in. Can someone please explain this to me in clyde-speak. http://unity3d.com/http%3A//unity3d.com/learn/tutorials/modules/beginner/scripting/datatypes Why does the first one not work, but the second one does? And how can I tell the difference in the future? using UnityEngine; using System.Collections; public class DatatypeScript : MonoBehaviour { void Start () { //Value type variable Vector3 pos = transform.position; pos = new Vector3(0, 2, 0); //Reference type variable Transform tran = transform; tran.position = new Vector3(0, 2, 0); } } Why am I not getting this? It's so weird to have info right there and just not be able to understand it even though it looks understandable. It reminds me of my struggle to understand the Monty Hall Problem
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I thought that planes were locked until you do story missions. I could be wrong.
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The people who complained about the ludo-narrative dissonance in GTA IV aren't necessarily the same ones who complain about how repulsive Trevor is. There are a lot of things to enjoy about GTA V that don't involve killing or maiming (though the mechanics often lean towards those activities). So it isn't hard for me to imagine someone wanting to play the game in order to climb on roofs, do boat races, or walk in detailed environments even though it's named after a criminal activity.
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This is a great video-overview of the basic process involved with creating a 2d-platformer in Unity.
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I hope the easy-mode in Little Pink Best Buds ended up being optional. I want to see what it's like to talk with a bunch of broken chat-bots at the same time. I think that I may enjoy it whether or not it works right. At the same time I understand why they would put a skip button in. I just hope that I can play the broken part of the game as long as I like. I'm also really interested in seeing what they managed to accomplish for Dear Leader. JP LeBreton sounded like he was trying to use the opportunity for an attempt to achieve some ideals in simulation-design. That type of effort really comes through for me when I consume art, even when it's just an attempt.
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That was awesome. I love Amnesia Fortnight. It's pretty much the best thing ever.
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Really slick design, I like how the focus is on having near miss experiences, rather than challenge.
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I enjoyed it. I don't have much more to say about it.
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I just tried the multiplayer on the xbox and everytime I tried to do a mission I ended up being the involuntary host of a one-on-one deathmatch.
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What is this? I don't know what this is.
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Yeah, I'm not afraid of mauling syntax for my own nefarious purposes; but my use of hyphens has mutated into a personal default that has "consistency" rather than "communication" in mind. Now that writing scripts in C# is an essential part of one of my hobbies, I'm thinking of doing the hipster move that no one else dares do. But then I remember that few people will know what is going on when if I use periods to drill down from generalities to specifics or semicolons to end a statement. The idea of putting parentheses around my booleans every time I write "If" or "While" is incredibly seductive to me.
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The best I got is "successfully".
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Where to Find Game Assets (Audio/Textures/Models/Etc)
clyde replied to Dinosaursssssss's topic in Game Development
Here is a plug-in for Gimp that arranges layers into a sprite-sheet. I used it successfully http://registry.gimp.org/node/20943 -
..figuring out how to embed a vine This'll have to do. https://vine.co/v/MATgI7vFnHr/embed/simple
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It's been on my mind for a while. I have started to feel that my use of hyphens unsatisfactory for what I want to accomplish.
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Point taken. I just read this guide to hyphens. Maybe some of it will stick.
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I was in a low-capital industrial part of town and after appreciating a red vinyl banner that said "MUFFLERS" but was draped at the end because it didn't have a long enough eave to hang from, I looked around. I saw a marquee that had no translucent sign to illuminate and crossed the street to check out why the taco-stand had a line. Before I got there, I saw a truck-trailer behind a chain-link fence whose sides had been insufficiently white-washed to cover up the graffiti on them that was still readable. I jumped the fence to get a closer look. I love that Rockstar has put so much effort into the textures that I can just wander around and examine them for entertainment. Behind the trailer, between it and a wall was a large red stenciled graffiti piece of a zero with a grenade-pin attached to the top; what struck me about that one was that the trailer obscured it. I started to leave through the entrance and saw a security guard at a booth. "You aren't supposed to be here!" he commanded. I was like "Maybe he'll say something else." He began talking about how I wasn't going to kill him and he chased me with a baton. Apparently he called the cops too. So I ran away on foot past, the taco-stand crowd (embarrassing) and ended up on a long foot-chase. After trying to hide behind a cement pillar in a junk-yard under an over-pass, I was seen. No where to run, I had to defend myself as cops shot at me for trespassing and resisting arrest. They took me down. I like how GTA V expresses our urban culture of territory. When I'm walking through a parking-lot by the water-way, I get the sense that this parking-lot has an owner who has little else besides this parking-lot. He doesn't want people walking through his parking-lot even though it looks like it isn't really used for anything; breaches in the chain-link border, maybe a dumpster but no cars. The graffiti looks like it is done territorially and covertly in response to the lack of commons. The security guard whose job is to make sure no one messes with two trailers parked under an over-pass takes his job way too seriously; it's his job.
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Today I wrote a script and then looked at it. I was able to erase about 3/4ths of it and still have it work. I enjoy this process, but it's super hard. Reading this thread is helping. Tommorow I'm going to try that method of imagining the ideal path in comments and then writing the script for it to happen that way.
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Rust: Would you be mine? Could you be mine? Won't you be my neighbor?
clyde posted a topic in Multiplayer Networking
Given that I can get a decent ping, I'd love to join thumbs on the same server. I've been bouncing around servers and they variate wildly in social mores. I find myself rather fickle about which one I chose, but knowing that there are some thumbs on a particular island would probably commit me. -
I might be a bit too optimistic about the prototypes, but I wouldn't be surprised if some people get a little bit jealy once it's know that you can type weird shit into a Pendleton Ward game and little pink people will say weird shit. Maybe that will raise the demand for next time.
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Rust: Would you be mine? Could you be mine? Won't you be my neighbor?
clyde replied to clyde's topic in Multiplayer Networking
I'm "clyde". -
Ditto on both points. Sometimes I do a few speedruns (until I make it to the jungle) before my daily. The scout is also my favorite.
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Where to Find Game Assets (Audio/Textures/Models/Etc)
clyde replied to Dinosaursssssss's topic in Game Development
pro tip: When looking for reference material for a dancing-game, you can look at this chart, find what you need, and then type in the name with a body-type into google. -
It's fun to look at that gif and determine where the player-spawn is.
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Rust: Would you be mine? Could you be mine? Won't you be my neighbor?
clyde replied to clyde's topic in Multiplayer Networking
No. I'm still interested in playing on the same server as y'all though.