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Everything posted by Forbin
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You can then make prefabs of your planets if you want to load them via script.
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I think a singleton pattern isn't really the best solution. I'd go with your first instinct which is to set these values through the inspector, but simplify your data structure. There's no reason to optimize it down to a 2d array, you're already eating a huge amount of object bloat since they're game objects, you might as well make them something that's easy to operate with. By putting it as a 2d array, you're making it harder to add both new planets and stats. One way you could play nice with the inspector is by creating a class for planet attributes eg: public class PlanetModelAttr { public string key; public string value; //or float/int, whatever public PlanetModelAttr(string k, string v) { key = k; value = v; } } public class PlanetModel : Monobehaviour { public PlanetModelAttr[] attrs; //... etc ... }
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I've spent years in both game dev and regular software development. There's a lot of problems common to both, and I think it's fair to say that a lot of the problems that push games over time and over budget are similar. But in my opinion, games are far more complex to develop. Contrary to what Frenetic first posted, there are far more tools and boilerplate conventions in regular software development. There are huge open source communities, libraries and volumes of shared knowledge. By far most developers in the world are doing basically the same job, creating a simple CRUD web applications for internal tools at large companies or institutions. The advanced guys get to develop services to help pipe data from one arcane system into another. It can be creative and fulfilling work sometimes, but it's basically the same pattern, and most of the time there's a ton of existing work for you to leverage. Also, I've never met a customer nearly as unforgiving as a gamer.
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Also, i'd ditch the textbox
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I think it'd be a lot more fun if you were just listening to keystrokes for each flap rather than requiring the full word b typed. It'd still be pretty hard to keep your mind thinking about what letter is next.
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My game got frozen on a death screen after a few runs. Sorry I can't be more help tracking down the source of the problem. I feel like you're going for a retro vibe, but things are a bit too smooth. I think if you picked a target pixel size and made sure all the assets stayed snapped to those bounds it'd feel a lot better. Also if all the assets were designed with a consistent pixel size I think it'd feel a lot more cohesive. Good work.
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They can interoperate with each other, but your code will be a lot cleaner if it's all one language. I wouldn't let that hold you back from using good javascript libraries or example code from other games. I also wouldn't rewrite significant pieces of code just to make them match the rest of your code base. But I'd definitely recommend just sticking with one language so you don't have to context shift constantly.
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One thing you may find essential is a UI plugin from the Asset Store. But if I were you, i'd hold off on UI for a while, because they've been working on implementing a new GUI system based off of NGUI. As for C# vs javascript, just use C#. Almost all the examples are going to be written for C# anyways.
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Has everyone had their fill of forum justice? It's been pointed out a few times that Levine is all over twitter and facebook trying to help people get jobs. If that's helping, that's great, but it's hardly an excuse for anything. I've known deadbeat employers to completely abandon their team after layoffs, and it's a lot easier to just be quiet, but what he's doing doesn't make up for the situation. The studio closure I can't lay directly at Ken's feet. He may be largely responsible, he may not be. But the thing that's bugged me since the start is the deal he's set himself up with, the amount of preparation he's had, and (mostly) the way he included it in the message. When you get laid off, it doesn't matter how good the outplacement package is, the feeling is awful even if you've known it was coming for a while. And it doesn't matter how much your old boss is trying to help you out, because it all feels like guilt. And if you see that they've completely taken care of themselves, it's hard to be grateful. Tweeting #irrationaljobs just seems like slacktivism. I don't think he shouldn't be doing that, I just don't think he should be given any credit for it. I doubt the people looking for work are truly feeling that grateful.
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I hope Derek finds his voice. Big team brainstorms are extremely hard to manage, especially if you don't have a sense of direction or confidence. And ironically I feel like the larger they are, less people are actively involved in the creative process. I've completely flipped my expectations on the Pendelton Ward game. It looks like they've set up a framework for something pretty amazing. I wonder if they're planning on driving the dialogue with hidden simplified lines of dialogue, or just putting the full raw text in. I feel like it'll work a lot better if the chat data is written simplistically, like the chat wheels in Mass Effect.
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I feel like you're either projecting arguments from other places, or seeing something I'm not in the tone of the posts here.
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For the games and the right to vote. And to back the endeavour or creation of the video series.I've seen this from a few people and I hope they don't react in a similar way when the DFA videos go public. This stuff should be available to everyone.
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Bike all the way
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I think video tutorials become less useful with experience. If you're just starting out, then it's all pretty much the same, but if you just want a reference piece it's pretty hard to seek to the "good part". Also, in both cases, it takes a longer time to evaluate whether the content of the tutorial is going to be any good. Which is an especially big problem in the Unity community, since a lot of information out there isn't the best (it is getting a lot better though).
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You guys are actually on to a classic problem. Unity is based upon a composition design pattern. It's something that is great for making games, but often doesn't fit well with object oriented languages or deep inheritance design. Don't feel ashamed for designing components that inerhit straight from the core entity class (mono behaviour in unity). You're probably on the right track.
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Also here's a 2D Tutorial that's been popular recently: http://www.raywenderlich.com/61532/unity-2d-tutorial-getting-started (text, no videos)
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Welcome to the Unity Community! Almost all tutorials are video tutorials. Cooking with Unity isn't a bad series. They make mistakes, but they are generally well prepared. https://www.youtube.com/pushypixels
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I find it ridiculous how much progress BigJKO is making. Keep it up.
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Bioshock Infinite went gold almost exactly a year ago today. There's obviously a bit of patch work and DLC that happened in the time since, but that's a long time for a studio that size to figure out it doesn't have plans. I'm totally shooting in the dark, but I feel like they've been working on a few ideas for large scale projects for a while, and they haven't been making progress rolling those concepts out of pre-production. Even wholly owned studios need to convince their publisher to invest in future projects. It's impossible to know everything that Levine's gone through, but I feel like this wasn't the best way to handle it. Shutting down a studio, then starting another one under the same parent company just doesn't sit well with me. It feels like he's had a ton of time to plan his exit strategy and everyone else was surprised to find they were out of a job.
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Regarding component methods in Unity, this chart is pretty useful: http://www.richardfine.co.uk/junk/unity%20lifetime.png
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Another good tutorial on bitmasking: http://www.angryfishstudios.com/2011/04/adventures-in-bitmasking/
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or tag them with [serializeField] eg: [serializeField] private UILabel percentCompleteLabel;
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Good luck vandalizing wikipedia. It's amazing the amount of effort that people put into protecting articles. Also, what should we tag Lords Management games with? "Lords Management" or "LoMa"? There's an unfortunate "Lords Management" tag being used right now :/
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Also another related tip. Unity uses a lot of floating point values, which are vulnerable to binary precision loss when operated on frequently. Instead of comparing float values using == instead use Mathf.Aproximately(float a, float while -10 degrees is absolutely the same thing a 350 degrees, you'll probably run into a lot of situations where 10.000000001 is not considered the same as 10.000000002
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Modulo is a remainder operator for people wondering how that magic just happened.