Forbin

Phaedrus' Street Crew
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Everything posted by Forbin

  1. Unity Questions Thread

    Are you using continuous collision? I feel like edge colliders could have trouble with predictive collision systems. Maybe try turning your fixed update rate up, and your time scale down to see if that affects their behaviour.
  2. DOTA 2

    http://challonge.com/Rektreational I'm hoping Brad Shoemaker's team pulls it together a bit in the losers bracket. Also, I started cheering for #swagahnims scepter because of their name, then I noticed Brian Leahy is on it, so I hope they pull it together as well. Aysee + Breckon vs Pyrion + Shane should be an interesting game.
  3. Unity Questions Thread

    The manual is alright: http://docs.unity3d.com/Manual/ShaderTut1.html But beyond learning shaderlab you might have to look at tutorials on Cg, as it's used fairly heavily in most shaders.
  4. DOTA 2

    The stream was a bit choppy, so I just jumped into the game client and it worked perfectly. I wonder if they could register an amateur tournament to make that an easier experience and archive the matches.
  5. DOTA 2

    Dragon Knight and Viper are both solid heros and easy to play.
  6. DOTA 2

    Yeah the dota community is actually super great at low-mid tiers. The people at the upper tier tend to be from a more rancid time, but even most of them are cheering up. I still think it suffers from skewing to a younger less mature crowd than other competitive multiplayer PC games, but I was expecting much worse.
  7. DOTA 2

    I don't know Gormongous, it feels like you're back-peddling from out right claims you made in your previous post. I agree that there aren't a lot of certainties about what the outcome would be. I feel like I've never experienced a delay of game longer than a couple minutes. What do you guys consider getting trolled?
  8. DOTA 2

    1) I disagree with your premise. There are people who claim that surrender does cut short LoL games. 2) The argument is that more people would give up more often if they knew it was something that they could do without "throwing" the game. Even if you want to give up, you only do so right now if you're an asshole. I don't think it's a question of if more winnable games will be abandoned prematurely, it's how many will when you put the power in the hands of everyone rather than just the jerks. 3) This is the point that I most wanted to dig up your post and reply about. I don't agree that the game is "meant to be played with preset teams", in fact I think that in terms of match making, it's not. It's very very hard to write a matchmaking system that's accurate with groups of people, especially when the members of the group are constantly shifting. I'd argue that people who play more in groups actually experience bad games more often than those who queue solo exclusively. They also probably play more good games, but you're bouncing around the extremes. There's a huge skill range in DOTA, and even one or two players can really tip the balance, so if you're match making with a player who is really good, it's not hard to come up against a team of people much better than you. Marginal skill gaps are enough to dramatically shift the balance. I enjoy playing with people I know, but I feel more at home matched against my peers. And when it comes to frustrating games that feel unwinnable, I've experienced far more while in a pre-made party. 4) CS:GO's ranked matches will not let you quit. You agree to play a best of 30 rounds in competitive, and it creates a much better experience. I think the main difference is that DOTA can't afford to run pub server style modes because it's a 5v5 team game. And even casual shooters are unbalanced once you start playing with less than 5 people on a team.
  9. DOTA 2

    Also, it's worth pointing out the worst part of TI4 finals were that the games were abandoned so early, but he seems to think it's a great feature everyone should enjoy.
  10. DOTA 2

    It was pretty public that it was more than just wanting the team to be all swedish, Loda basically dropped an ultimatum to ditch EE. I'm trying hard not to hate on his stuff, but I'm generally happier when I don't read/listen to it. From browsing the article it seems to talk a lot about pro-games, and if that's the case he's making I think it's a weak one. The biggest problem with people between 100 games won -> 6k MMR is that most of them think they're playing at the professional tier. They talk shit about heroes or builds that aren't top picks in the main pro-meta, and act like they're too good for their team mates, and generally give up way too early thinking that their entire team is shit and the entire enemy team is better. Of the games I've lost, maybe 1 in 5 is completely unsalvagable. Those games are often understood to be over by the entire team. But what's funny is how often hot shot players just completely give up on games that we turn around. And a lot of come backs aren't even based on a major play, so much as they are based on not making simple mistakes and capitalizing on advantages when they're available. And even when a bad game tips to truly unwinnable, it hardly ever stays that way for a long time before the match is done. I don't think it's fair to measure your entire match as a lost cause, even if the enemy team got an early advantage. The fact is, match making will probably keep your win:loss ratio close to 1:1. Half of your matches you are going to lose. Just because you lose them, it doesn't mean that they were a waste of time.
  11. iOS Gaming

    "Secret Lighthouse" so practical
  12. Frost mage is definitely the way to go for the Arachnid quarter in Naxx. Also, if you're making a deck for the heroic bosses, make sure you bring Alexstrasza to take them down to a manageable HP level.
  13. DOTA 2

    On stream it can be really disorienting and people get compressed like crazy.
  14. DOTA 2

    The North Americans just feel like the fighting game community, it's hard to like them and they seem to have this hip-hop trash talking vibe. Liquid was full of drama a few months ago, and was GG'ing at 15 minutes repeatedly. I don't think they're the type of team I can get behind. But I'm learning that if I want to like DOTA teams I shouldn't learn anything about their players. Because the closer you look, almost all these guys have said some horrible shit.
  15. Unity Questions Thread

    Microsoft actually hosted a few porting events for Unity developers. Unfortunately I didn't go, but if you're still interested I could reach out to the guy that ran them and see if he has any online resources.
  16. DOTA 2

    Are you playing on a low resolution or something? I've never thought of the UI as intrusive.
  17. Unity Questions Thread

    Yeah prefabs are great for single use objects. In this case they're better because you can map them explicitly to a field in a component so you won't have to use strings to load your levels.
  18. Unity Questions Thread

    If you are using them like levels then I personally think you should use a single scene for your gameplay and put the dynamic content into prefabs representing each level. It'll mean that you don't repeat core components across all your scenes.
  19. Unity Questions Thread

    Yeah that'll only work in the Editor, but you can take the results and build a manifest you can reference later. But these kinds of solutions smell worse than a few hard coded strings.
  20. Unity Questions Thread

    I thought you might be dealing with a significantly large list of scenes if you wanted it to be completely dynamic. If it's only a handful then you should be fine. Some people create a scene for each level, which isn't really necessary, and you can easily map prefab levels in a more static way. I think it's probably best just to use a few constants in this case. It'll smell less than retyping the scene name in multiple places.
  21. Unity Questions Thread

    If you're really bugged by the strings being repeated, you can create const string values, or use an enum and convert its name using ToString(). There are other options like script able objects, but if you're planning on creating truly dynamic scene loading you'll be blocked by build settings which require each scene to be included manually. Another option is to question whether they truely need to be distinct scenes or if prefabs would work. We created a static class called SceneManager that handles all scene transitions as well as can store a map of data we want to pass between scenes. It holds our enum of scene names and by centralizing scene switching it's allowed us to do things like native hooks and state saving between scene loads.
  22. Unity Questions Thread

    Do you mean at equal intervals? If so it's challenging to get anything done at that rate given the games frame rate will be nowhere near. 440/s Maybe I'm unclear with exactly what you want? Is it just a lot of sounds at once, or a music like procedural track?
  23. Unity Questions Thread

    What you want is PlayOneShot on an AudioSource http://docs.unity3d.com/ScriptReference/AudioSource.PlayOneShot.html
  24. The Nintendo Wii U is Great Thread

    I don't know what it is, but I'm definitely in the anti-rayman camp. I've tried to like him, and whenever people are hype about a new game I try it out. But there's something about the character design and audio work that I just don't like. It feels very foreign.
  25. DOTA 2

    i interpreted it as the difference between the teams cumulative GPM.