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The Gripper posted:Unity things Yes, my point was that Unity itself has no way of rolling back a project to an older version. It has no internal concept of how to do this.
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# ? Nov 20, 2012 09:30 |
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# ? May 11, 2024 16:14 |
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Strumpy posted:Yes, my point was that Unity itself has no way of rolling back a project to an older version. It has no internal concept of how to do this.
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# ? Nov 20, 2012 09:33 |
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quote:It can happen if you set the path of an asset to the root directory of your assets AssetDataBase.CreateAsset("Assets") (why would you do this?). I don't think this would roll you back to an old version though, just outright delete all your assets.
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# ? Nov 20, 2012 12:42 |
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Strumpy posted:FYI this is totally stupid, and will be fixed for Unity 4.1.
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# ? Nov 20, 2012 13:02 |
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What are people's experiences with Unity and git? A friend of mine says they work flawlessly together, but he's a bit of a Unity fan so I have my doubts about it. If your working files change after a pull, for instance, and you alt tab back to Unity, does it notice the new changes? Does it have an integrated git support (ie. show changes on the fly in the environment)?
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# ? Nov 20, 2012 17:09 |
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SnowblindFatal posted:What are people's experiences with Unity and git? A friend of mine says they work flawlessly together, but he's a bit of a Unity fan so I have my doubts about it. If your working files change after a pull, for instance, and you alt tab back to Unity, does it notice the new changes? Does it have an integrated git support (ie. show changes on the fly in the environment)? Always close unity when updating a project from source control. Just do it. It will save you so much headache. I use github with unity for my personal stuff and it works really great, though you do need to do a bit of work setting up the .gitignore.
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# ? Nov 20, 2012 17:56 |
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Flownerous posted:Didn't see anything on the Asset Store. Well that's disappointing, though I can understand their reasons. I wonder if it wouldn't be easier to use a third party library to handle audio then; something like BASS for example, rather than trying to convert files during runtime. Thanks for the info on the MP3 licensing though, I assumed there was some form of licensing needed but wasn't sure what exactly was required.
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# ? Nov 20, 2012 20:18 |
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Mo_Steel posted:Well that's disappointing, though I can understand their reasons. I wonder if it wouldn't be easier to use a third party library to handle audio then; something like BASS for example, rather than trying to convert files during runtime. Thanks for the info on the MP3 licensing though, I assumed there was some form of licensing needed but wasn't sure what exactly was required.
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# ? Nov 20, 2012 20:22 |
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I'd think doing mp3 -> ogg at runtime wouldn't actually sidestep the licensing requirement anyway, since you'll technically be distributing an mp3 and decoder in some form as part of the conversion. Edit; unless it's for something like a Jukebox, I don't think it applies if the mp3 is user-supplied.
The Gripper fucked around with this message at 20:38 on Nov 20, 2012 |
# ? Nov 20, 2012 20:24 |
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Ah, I guess maybe the idea is to do something with mp3 files from some other host somewhere, so you can't pre-parse them? Not sure what the best solution for that would be, depends how many different files you're expecting - doing a caching conversion on a server somewhere might be best if it's not too many.
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# ? Nov 20, 2012 20:35 |
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roomforthetuna posted:Ah, I guess maybe the idea is to do something with mp3 files from some other host somewhere, so you can't pre-parse them? Not sure what the best solution for that would be, depends how many different files you're expecting - doing a caching conversion on a server somewhere might be best if it's not too many. My intention would be to have the user pick a single song from their own music library while the game is in a menu scene, then it would load the primary game scene using the supplied file as the Audio Clip for an already existing Audio Source within the scene. Depending on how long it takes to convert a single song file it might be alright to find a way to convert to OGG first. The MP3s should all ideally be on the user side of things, not distributed with the game itself.
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# ? Nov 20, 2012 20:56 |
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Mo_Steel posted:My intention would be to have the user pick a single song from their own music library while the game is in a menu scene, then it would load the primary game scene using the supplied file as the Audio Clip for an already existing Audio Source within the scene. Depending on how long it takes to convert a single song file it might be alright to find a way to convert to OGG first. The MP3s should all ideally be on the user side of things, not distributed with the game itself. I can tell you from other open source products, the problem is with distributing the decoder, not the mp3s. You're going to need a license if you want to decode mp3s, and that includes immediately re-encoding them into another format. Look into sidestepping the issue with the "go download LAME yourself and drop it in if you want to use MP3s" trick.
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# ? Nov 20, 2012 23:16 |
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Bunny Cuddlin posted:I can tell you from other open source products, the problem is with distributing the decoder, not the mp3s. You're going to need a license if you want to decode mp3s, and that includes immediately re-encoding them into another format. Look into sidestepping the issue with the "go download LAME yourself and drop it in if you want to use MP3s" trick. i.e. http://us.generation-nt.com/answer/converting-mp3-wav-using-directshow-help-24836192.html
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# ? Nov 20, 2012 23:28 |
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SnowblindFatal posted:What are people's experiences with Unity and git? A friend of mine says they work flawlessly together, but he's a bit of a Unity fan so I have my doubts about it. If your working files change after a pull, for instance, and you alt tab back to Unity, does it notice the new changes? Does it have an integrated git support (ie. show changes on the fly in the environment)? It works exactly as you described. The only time things kind of get stupid is when you store a large amount of assets in git and check them out fresh. Unity has to reimport all of them which can take a bit of time depending on how many there are. The .gitignore isn't such a huge deal anymore either. Now that they have updated Unity with better external repo support you only have to set it like so: code:
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# ? Nov 21, 2012 03:46 |
Strumpy posted:Unity always saves your work to the actual files, not some temporary location. This seems really really weird. Unity does not keep older versions of the project around and there is no inbuilt local VCS. I have no idea how this could happen at all. Did you run a windows rollback or a time machine restore or something? The Gripper posted:It can happen if you set the path of an asset to the root directory of your assets AssetDataBase.CreateAsset("Assets") (why would you do this?). I don't think this would roll you back to an old version though, just outright delete all your assets. I figured out what happened, and posted about it on the Unity forums. It's so stupid, I simply cannot believe Unity has been around this long and this hasn't been addressed. Unity automatically opens your last project when you start the IDE. If you open Unity by double-clicking a package, Unity starts, opens your last project, then imports everything from the package, silently overwriting existing files. Seriously, no warnings, nothing. Existing file newer than package file? Tough nuggets: OVERWRITTEN. If you double-click or select to import a package after Unity is opened, the same thing happens. I do not even get the import dialog when this happens, unless the project is empty. So, in essence, double-clicking a package file to open Unity cost me an entire weekend's work (couple hundred lines of code, plus a bunch of assets designed and tweaked) without so much as an, "Are you sure you want to overwrite every single file in this project?"
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# ? Nov 21, 2012 23:55 |
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Centripetal Horse posted:imports everything from the package, silently overwriting existing files. Thanks for the heads up.
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# ? Nov 22, 2012 08:22 |
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Centripetal Horse posted:So, in essence, double-clicking a package file to open Unity cost me an entire weekend's work (couple hundred lines of code, plus a bunch of assets designed and tweaked) without so much as an, "Are you sure you want to overwrite every single file in this project?" That sounds extremely painful, although kind of a weird workflow. Have you told the Unity folks? It sounds like something they may have missed in their usability testing just because it's not how a "typical" user would use Unity. Still, that sucks. Time to use some sort of source control?
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# ? Nov 22, 2012 20:30 |
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I was planning on messing around with XNA to see what it can do, then discovered that Visual Studio 2010 is required. I have access to Dreasmpark Premium and can get VS 2010 Premium, Pro and Ultimate for free. Is there any particular one that works best with XNA or shall I just grab the one with the most features (Ultimate I'm guessing)? Or is that full of unnnecessary Enterprise-specific features that are going to confuse the hell out of me? I do have some dev experience if that makes any difference.
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# ? Nov 23, 2012 13:31 |
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chippy posted:I was planning on messing around with XNA to see what it can do, then discovered that Visual Studio 2010 is required. I have access to Dreasmpark Premium and can get VS 2010 Premium, Pro and Ultimate for free. Is there any particular one that works best with XNA or shall I just grab the one with the most features (Ultimate I'm guessing)? Or is that full of unnnecessary Enterprise-specific features that are going to confuse the hell out of me? I do have some dev experience if that makes any difference. In short, go with Professional. Also XNA does work with VS2012, and though it's a bit of a struggle to get working I would recommend it since 2012 is a significant improvement outright over 2012 in every aspect, plus Professional is slightly more feature-rich. Unfortunately you need VS2010 installed first to install XNA, then there's a few things that need to be copied and deleted after installing 2012 http://stackoverflow.com/questions/10881005/how-to-install-xna-game-studio-on-visual-studio-2012
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# ? Nov 23, 2012 14:43 |
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Thanks dude. I thought Pro was probably gonna be the one to go with, but I found that chart before and like you say, it was very marketing oriented and not really telling me what I needed to know. Cool, I have access to a free copy of 2012 as well. I'll get everything up and running with 2010 and then see about getting it work on '12. Nice one.
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# ? Nov 23, 2012 15:07 |
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As someone who doesn't use XNA (but uses C#), can anyone explain why the version of Visual Studio matters for a game programming API? Sounds really dumb.
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# ? Nov 23, 2012 18:13 |
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Orzo posted:As someone who doesn't use XNA (but uses C#), can anyone explain why the version of Visual Studio matters for a game programming API? Sounds really dumb.
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# ? Nov 23, 2012 18:21 |
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Oh, I guess that makes partial sense then. What IDE features does it use that are only available in 2010? Honesly I don't even remember 2010 introducing anything new.
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# ? Nov 23, 2012 18:30 |
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Whoops I meant VS2008 as a base version. Honestly I have no idea what it depends on specifically, but it applies as an IDE extension which I'm not sure was available in the same form pre-2008, and I presume most of the requirements come from Xbox 360/Windows Phone deployment/testing.
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# ? Nov 23, 2012 18:39 |
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Orzo posted:As someone who doesn't use XNA (but uses C#), can anyone explain why the version of Visual Studio matters for a game programming API? Sounds really dumb. What are some of your favorite APIs/engines for C#? I've only exclusively used XNA and the rumors of it losing official support worry me.
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# ? Nov 23, 2012 19:16 |
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TJChap2840 posted:What are some of your favorite APIs/engines for C#? I've only exclusively used XNA and the rumors of it losing official support worry me.
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# ? Nov 23, 2012 19:20 |
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Remember that prior to 2012 VS Pro doesn't include profiler, only Premium and Ultimate do. In 2012 Pro does have it.
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# ? Nov 23, 2012 22:32 |
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Orzo posted:As someone who doesn't use XNA (but uses C#), can anyone explain why the version of Visual Studio matters for a game programming API? Sounds really dumb. Is it really that hard to imagine that an API could have a dependency on a compiler version? Happens all the time.
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# ? Nov 23, 2012 22:38 |
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Paniolo posted:Is it really that hard to imagine that an API could have a dependency on a compiler version? Happens all the time. The answer is likely a combination of "Microsoft's XNA programmers were lazy assholes" and "Microsoft's management told them to do it that way to 'encourage' companies to upgrade to a new expensive Microsoft product." (Not being all "Micro$oft", the same sort of bullshit would be true of many businesses.)
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# ? Nov 24, 2012 00:22 |
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roomforthetuna posted:The question wasn't "does it happen", it was "why?" Happening all the time doesn't make it not dumb. Like The Gripper said, XNA was an IDE extension in addition to an API. You would start an 'XNA Project' within VS that contained several sub-projects for your code, your content, and the content importer system. Then when you built the project the IDE would look at your content node for anything new/updated and run the appropriate content importer to pack that content into a .xnb binary file before compiling your own code. The custom project types and build processes are pretty reasonable things to tie to a specific version of the IDE as they could change in the future. That said, XNA is all but officially dead. The main devs have been re-assigned to other projects and there's no official plans to issue another version for VS2012. It was a fun little tool while it lasted but sloppy marketing and an absolute adherence to only running on DX9 finally killed it off.
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# ? Nov 24, 2012 01:06 |
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PDP-1 posted:That said, XNA is all but officially dead. The main devs have been re-assigned to other projects and there's no official plans to issue another version for VS2012. It was a fun little tool while it lasted but sloppy marketing and an absolute adherence to only running on DX9 finally killed it off. Its really too bad, XNA makes a lot of things so very convenient. I'm knee deep in an XNA game myself and although its disappointing that XNA support seems to be drying up at least its apparently pretty easy to port to monogame.
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# ? Nov 24, 2012 04:43 |
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Don't view it as a loss, the real meat of game development is the actual game programming and its assets (art, music, level design, etc), not its engine. You should be able to convert to another engine when you need to--if you need to.
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# ? Nov 24, 2012 05:30 |
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Bunny Cuddlin posted:http://www.pygame.org/docs/ref/draw.html#pygame.draw.polygon ? Wouldn't this work too? http://www.pygame.org/docs/ref/gfxdraw.html#pygame.gfxdraw.textured_polygon
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# ? Nov 25, 2012 14:52 |
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Vivian Darkbloom posted:Wouldn't this work too? http://www.pygame.org/docs/ref/gfxdraw.html#pygame.gfxdraw.textured_polygon yea but: "EXPERIMENTAL!: meaning this api may change, or dissapear in later pygame releases. If you use this, your code will break with the next pygame release."
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# ? Nov 25, 2012 17:08 |
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"next pygame release" There hasn't been one of those in years.
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# ? Nov 25, 2012 19:00 |
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Suspicious Dish posted:"next pygame release" I was going to make a joke about this http://code.google.com/p/pgreloaded/ but i looked at the history and it looks like it's actually being developed as of this year
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# ? Nov 25, 2012 19:05 |
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If you're going to distribute your game you're going to want to package all the modules up anyway, so an experimental function isn't going to be a problem at all until you decide to update, if you ever do for that game. I only avoid using experimental features of anything that could be updated by users independently of the game, like system API or graphics driver API.
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# ? Nov 25, 2012 19:39 |
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Unity4 will eventually publish to Linux, but will there be content creation tools for Linux? I can't find any information about that.
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# ? Nov 26, 2012 00:43 |
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Dolex posted:Unity4 will eventually publish to Linux, but will there be content creation tools for Linux? I can't find any information about that. I believe there are no plans for a Linux toolset.
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# ? Nov 26, 2012 04:34 |
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# ? May 11, 2024 16:14 |
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Should I just skip XNA altogether and look into learning a different framework instead then?
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# ? Nov 26, 2012 11:42 |