clyde

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Everything posted by clyde

  1. Twine Recommendations

    These have a wonderful freshness to them. Of the few I have read, it really seems like the kids have a sensibility that sees opportunities that the format encourages. Reading these, it makes me realize that a lot of twines I read have this need to innovate. Reading a few of these I get the impression that the kids (I've read) just see it as a way to craft a circumstance where they can explore the most interesting details.
  2. [Release] Eyes of the G-Man

    Here is the learning module for te new Unity UI system http://unity3d.com/learn/tutorials/modules/beginner/ui The thing that took me a while to figure out its that you have to add something to the beginning of the script in order to use the components from the new system. I can't remember off the top of my head, but it's something like Using Unity.System.UI; If you look those short videos over and you are still confused, I'll be happy to help you figure it out.
  3. oof. I've been working on this for the last 6 hours. There are so many jokes that I don't laugh at any more. I think I fixed the biggest problems that we had with the confrontation dialogue. I ripped a bunch of it out, and moved some of the information to earlier dialogues. It's significantly better. Capt Hastings gave me music to put in for the confrontation scene, converted all the .wavs to .mp3, and added low-pass filters to some of the effects that should be denoting sounds from other rooms. During all of that implimentation we eneded up putting a few more gags in. I had to stop 10 minutes ago because I get confused when trying to do something simple. I'm hoping that replacing all the .wav sound files with .mp3 will make the browser builds compatible with FireFox (just a hunch), but I honestly don't think I'm capable of uploading and testing it right now. Time to play some mind-numbing multiplayer shooter.
  4. [Dev Log] The Anonymouses

    What obstacles is the game facing?
  5. Welcome to WIZARD JAM

    That's what I'm sayin.I wonder if this jam will jumpstart dev-logs there. Edit: Actually, I don't really understand what the motivation was to have a separate WizardJam subforum rather than just putting it in the Game Development subforum. If someone doesn't finish their game by Sunday are they expected to stop updating their dev-log here? Or is the deadline an Itch.io thing?
  6. Welcome to WIZARD JAM

    After we finish ours (we are still on schedule) I'm planning on coming back in to see if anyone needs help with entries that need another week or two to complete. I don't see any reason to stop after two-weeks.
  7. Unity Questions Thread

    You are probably trying to hurry along for the game-jam, and I don't know what your level of programming is, but... Even though this tutorial series is about how to make a database for your fantasy book collection, my game-programming skills went from beginner to beginner-intermediate when I followed along with these: Conceptualizing classes and functions is something people with experience take for granted and it wasn't until I saw this gentle fellow ASMR at me about modularity that I really was able to internalize it. Every one responds to different things though. I'm still more than willing to attempt to answer any questions. I'm pretty limited in skill (for instance, I have to look at the tutorial for constructors every time I write one) but I know enough to enjoy trying to figure it out.
  8. Unity Questions Thread

    I'm going to describe what I imagine you are trying to do and then describe how I would do it. I'm assuming little knowledge about c# because I don't know how much experience you have and you say you are a beginner. So there will be tiles on a grid and those tiles are assigned particular textures based on mouse-clicks. I imagine that some NPC or player character will eventually be roaming around on the tiles. I would want to make the code flexible so that I could eventually do things like have tiles change their orientation or change color or make sounds or other stuff. I also imagine that the NPC or player character will need information from the tile they are trying to move onto. What I would do is create a tile class. The tile class would include all my tile needs. -I want a variable that keeps track of the texture on the tile. -I want a variable that keeps track of the tiles orientation/rotation (I'm think of 4-sided tiles and just having 4 possible orientations). -I want a bool that keeps track of whether or not an NPC can move onto the tile. -Then I want a series of methods (also called function) that can assign and change all of these variables listed. -I also want a series of methods that can pass the information on to the NPC about what the values of the variables are. So for instance, I'll want to be able to click on a tile to change whether or not it is a wall or navigable space. Then I want the NPC to check to see if it is navigable space before moving onto it. Am I on the right track?
  9. [Release] Cyperpunk Cop-Killer

    I'm down, send me a PM when you have something you want me to look over.
  10. Unity Questions Thread

    What data are you trying to store?
  11. I sent a build to SuperBiasedMan for narrative testing and he has informed me that the browser version deosn't work in Firefox which is a total bummer. I've been testing it in Chrome the entire time and I'm not sure what went wrong. I also tried uploading a build to itch.io and to gameJolt and neither of them work. I talked to Capt Hastings about it and it sounds like we might not have a completely working browser version when the deadline hits. That will significantly reduce the amount of people who play it because in my experience people prefer the browser-versions. There will still be mac and windows downloadable versions. I kinda don't even want to uplaod a browser version in case it doesn't always work and people try to play it and just go "Well this is broken", stop and never come back to it. I contacted TyranoBuilder's apparent ombudsman on Steam and sent them a project file so they can pass it on to the developer for further testing. Ugh. Atleast I managed to procrastinate writing thus far today. I did manage to put some more character expressions in the first few scenes to animate them more. That looks nice. I also cleaned up the text-box and the choice buttons. I'm hoping to finish the first-draft of the final scene and/or fix the second-draft of the confrontation immediately before it, tonight.
  12. I know what Capt Haistings is talking about, but I've also played the current build which is not yet public for good reasons. It seems to me that the description of the thematic/narrative problem in our game is accurate and communicates the query well, but I'm coming from a priviledged place having played the game. After Capt Haistings and I argued about this last night (eventually getting to the place where the problem was clearly stated) personally, I was happy to just sleep on it and I think it paid off. I think that the way to approach this is to have the characters acknowledge in the dialogue that they actually don't care if the other party gets their tasks for the day completed; they only care if they themselves are able to complete their tasks. It would still help if any of you have experiences to share where two people or groups at work had different, mutually exclusive methods of working that eventually reached a productive compromise which wasn't just a time-share.
  13. Titanfall

    Yesterday I played a lot of Titanfall. It was so much fun. I have a particular, very fast-paced way of playing. I'm trying to get better at establishing control over important areas. This typically involves the infrared-vision thing and arc grenades. It's really fun to set up a little base and recruit spectres. Sometimes I want to not care as much about winning as I do. There are some goofy ways to play that aren't necessarily optimal. Sniping grunts is a good example.
  14. We won't be able to play them all on the weekend the jam ends anyway. I'm looking forward to it.
  15. Welcome to WIZARD JAM

    Is anyone else having dreams about their game? Last night I was dreaming that I had to decide how real people would be allocated to rooms on an estate by arranging them in a TyranoBuilder interface. They had opinions and general skepticism about the rooms I would put them in. It was like a worker placement game with real people where they were ery concerned about the possibility of being put in a room with someone who they did not get along with. And I was doing all this by dragging bars up and down a vertical-scroll event-graph.
  16. Titanfall

    I rediscovered Hardpoint today. I have literally never seen some of these places on the maps. I keep think of Dewar saying that the second Titanfall game is a day-one purchase and I'm really feeling that right now. I don't know how I'll feel whenn it comes out, but right now, I can't wait to see improvements and enjoy that initial hype again.
  17. I just moved back to firefox. It's been a long time. I forgot how I used to have wikipedia as my home-page.
  18. Stealing

    Part 4 was hawt. Also, Ferguson has good taste in music; I love Rachel's
  19. So I got most of the first draft of the easy part of the last scene done, but not the hard part. I helped Capt Haistings test sounds in TyranoBuilder a lot today. I also had to fix the non-game related real-life lawnmower twice and mow 1/4 of the yard. I also went for a nice walk and put a load of new art that Simbiotik sent me into the game. With the introduction of sound and some nice variation between the characters and teh backgrounds, our game is really starting to take shape and it's exciting. I'll be sending a webBuild out to Simbiotik tonight, but I have to wait until bed-time. Our internet is slow and the file of the export rose to a whole 18 mb today where it had been around 3. It's turning out to be a pretty cool game. The things I want to say about the writing I did today is pretty much the same thing I always say. The first draft is so horrible. All the points are heavy-handed and the characters feel like they don't even believe what they themselves are saying. I can fix it, it'll just take time. Right now I'm still trying to write a first-draft to completion. I'm pretty sure there will be a shitty ending and a great ending. I kinda don't want to do that to people, but it ties in thematically, so I'm very tempted. One is like an epilogue and the other introduces new gameplay. I don't want to do it, because this is a game intended to be played only once, but it ties into the theme very strongly. We will see. Tommorow I think I will have a lot of time to introduce that game-play for the last scene. I'm looking forward to finishing the first draft of the narrative so I can start going over the whole thing in large sweeps to examine and adjust the characters to make them more consistent and believable. If things go to schedule, I will have Monday through Wednesday to just do that. But I am horrible at predicting how long anything takes.
  20. [Release*] Bogost in the Shell

    Gosh that's cool. I'm really glad you were able to transfer the info-graphic look over into the game.
  21. I started the first draft of the last scene tonight. It's a relief that I will have something to work with tommorow. This will be the most complex scene as far as player-choice goes, but it's just a silly modular thing that won't get too confusing; it'll just be time-consuming. I feel pretty confident that I will have all of the first-draft done by Sunday. That's good because I want to have the complete narrative established so I can go back in and smooth out all the inconsistencies in tone and amplify player-expectations of who these characters are and how they will behave. Right now it relies heavily in non-sequitur humor and I want to emphasize the themes more by making the more wacky characters care about their positions for believable reasons. It'll still be comedy though. The point is, I need to have the narrative completed so I can tune the characters and their dialogue.
  22. [Dev Log] I'll Kill The Last Alien

    That's pretty fun. The most exciting parts for me were when it felt like an alien was doing the sky-dive action-sequence thing where they come at you fast, grab you, and change your velocity.
  23. There is a template in TyranoBuilder called "SoundNovel". The only difference I saw in my short attempt to find out what it was is that the text does not refresh unless you explicitly instruct it to with a pageBreak and the text-box is much larger by default. So lines stack on the screen and remain until a pageBreak is used. I tried using audio-files in it and it works great. You have two types of sound files (two windows in which to import them), sound-effects, and music-tracks. It looks like not only can you play sound-effects over the music tracks on certain lines, but you can also play multiple music-tracks over each other. I did not spend the time testing the limits. I did notice on a visual novel I made earlier that the webBuild seems to remove the music-track when played on tablets or phones (assumably for optimisation purposes). I also don't think it will wait until the entire track is downloaded in order to start, so if their connection is slow, you could end up with the music coming in much later than you intended. This doesn't seem to be as big of a deal with sound-effects. Of course you can avoid all of these problems by making a desktop-build that the player downloads before hand. But in my personal experience, WAY more people are willing to play something in their browser than download a zip and extract it. Also, there is no option to export to linux.
  24. I'm not sure you understood what I was saying, I assumed by default that the CD was made by them and that they gave it to me. So when the memory starts, I thought the characters changed. Later, I realized that I had actually made the CD, but this drastically changed the meaning of the decision to keep or pack it.