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shs posted:
High five free windows phone buddy? Is that a 925? That's the one I won at the Unity porting session at Microsoft a few weeks ago.
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# ? May 11, 2014 08:03 |
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# ? Jun 3, 2024 11:03 |
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shs posted:
poemdexter posted:High five free windows phone buddy? Is that a 925? That's the one I won at the Unity porting session at Microsoft a few weeks ago. High five to both of you! Finally received my 625 a few days ago (posted about the "jam" that we won them at here) but I haven't done much with it yet. Unfortunately, libGDX does not port to Windows phone. Maybe I'll check out Unity again...
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# ? May 11, 2014 08:33 |
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Can someone explain how bad the performance impact in Unity of using Instantiate() and Destroy() for objects like bullets, or even using audio.PlayOneShot without having a pool of junk to recycle? The main game I'm working on is strictly PC/Mac/Linux and I haven't noticed any huge performance hits from just firing an automatic weapon or even a minigun that fires tons of rounds a second. Does it cause memory leaks over time or something like that?
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# ? May 11, 2014 08:51 |
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Mercury_Storm posted:Can someone explain how bad the performance impact in Unity of using Instantiate() and Destroy() for objects like bullets, or even using audio.PlayOneShot without having a pool of junk to recycle? I don't know Unity, so I looked up answers by someone more knowledgeable first but I feel pretty that what I thought it would be looks mostly correct. Basically, there's lots of overhead involved in constructing and destructing objects and littering your heap with detritus increases the likelihood of garbage collection, which is a processing-intensive task. The problem is one of scale. If your game is likely to get fairly significantly bigger, I would implement an alternative. Especially since if it becomes a problem later, it will be an even worse hassle to fix. ThisIsNoZaku fucked around with this message at 09:39 on May 11, 2014 |
# ? May 11, 2014 09:22 |
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Apologies if someone answered this recently, but I'm (finally) fed up with Unity's built-in input management system and would like to know of what other Unity devs in this thread are using. Preferably I would like something that either has a nice UI that can be adjusted to fit different game visuals, or one that'll just let me call the inputs as variables to be displayed as text so I can communicate to players what the controls are without having to consult a README all the time. I know a couple ones were mentioned a long time ago in this thread but I can't seem to find that info.
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# ? May 11, 2014 15:33 |
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Angry_Ed posted:Apologies if someone answered this recently, but I'm (finally) fed up with Unity's built-in input management system and would like to know of what other Unity devs in this thread are using. Preferably I would like something that either has a nice UI that can be adjusted to fit different game visuals, or one that'll just let me call the inputs as variables to be displayed as text so I can communicate to players what the controls are without having to consult a README all the time. I know a couple ones were mentioned a long time ago in this thread but I can't seem to find that info. cInput is the one I've heard mentioned the most often around here. I've been using it after picking it up from a sale and it's pretty easy to use. Since it matches Unity's Input API, it's real easy to drop in and replace Input in other assets. The built-in configuration GUI is good enough for development testing.
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# ? May 11, 2014 15:38 |
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^ Check out cInput. I think the price is around $15-20. I found it very easy to set up and use. You define inputs like this: code:
code:
full point fucked around with this message at 15:59 on May 11, 2014 |
# ? May 11, 2014 15:51 |
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Alternatively check out InControl, which is open-source but also available on the Asset Store for $15.
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# ? May 11, 2014 16:30 |
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Anyone doing LowRezJam? It's a bastard and a half making a game in 32 by 32 pixels.
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# ? May 11, 2014 16:35 |
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I've got a Unity serialization question. I've got three classes: 1. Node - plain C# class 2. Link - plain C# class 3. Connections - MonoBehavior Link is a tuple of Nodes. Connections has Editor exposed List<Node> and List<Link>. The List<Node> in Connections is the list of all nodes, where as Link represents the set of Nodes actually connected with each other. The problem is Unity serialization serializes out the Nodes in Link as separate instances from those in Connection's List<Node>. Anyone know how I can fix this? code:
xgalaxy fucked around with this message at 17:53 on May 11, 2014 |
# ? May 11, 2014 17:39 |
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xgalaxy posted:I've got a Unity serialization question. I get the feeling that maybe Unity's serialization isn't meant to be used like that. If you populated the lists via the editor it would work out the same way, so that may just be how it works. Unless there's a way you can get it to use your own serialization routine, you're probably going to have to do it like you store verts and triangles: Nodes remains a list of all the nodes, but Link is a list of indexes from Nodes. Save it like that, and then at runtime you can turn that list of indexes into references on load, or fetch them when needed. Edit: probably wouldn't be hard to pull off with an editor script if you need editor-entry-support dupersaurus fucked around with this message at 18:10 on May 11, 2014 |
# ? May 11, 2014 18:04 |
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Found this in the Unity docs:quote:Unity serializes all primitive types, strings, arrays, lists, types specific to Unity such as Vector3 and your custom classes with the Serializable attribute as copies belonging to the object they were declared in. Seems kind of heavy to make Node inherit from ScriptableObject though, not to mention you have to instantiate it differently. But this is neat. Now I know what ScriptableObject can be good for I guess.
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# ? May 11, 2014 18:22 |
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ThisIsNoZaku posted:I don't know Unity, so I looked up answers by someone more knowledgeable first but I feel pretty that what I thought it would be looks mostly correct. Oh thanks, sometimes I forgot to look at the answers site. It seems like it's primarily a mobile issue, though if I ever see any hiccups on PC it seems like it would be easy just to convert any Instantiates to work with the pooling system.
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# ? May 11, 2014 19:49 |
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Obsurveyor posted:cInput is the one I've heard mentioned the most often around here. I've been using it after picking it up from a sale and it's pretty easy to use. Since it matches Unity's Input API, it's real easy to drop in and replace Input in other assets. The built-in configuration GUI is good enough for development testing. full point posted:^ I was put off buying cInput because cInput 1 is open source and when I looked at the source... it wasn't great. Not the worst, but a lot of copy-paste code that could easily have been put in an array and a loop. How's the code in cInput 2?
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# ? May 11, 2014 22:33 |
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Mercury_Storm posted:Oh thanks, sometimes I forgot to look at the answers site. It seems like it's primarily a mobile issue, though if I ever see any hiccups on PC it seems like it would be easy just to convert any Instantiates to work with the pooling system. ... but for PC? Yeah, you probably won't notice it. It's a bad habit to get into, but it isn't likely to matter anyways, especially for a smaller game. Bocom posted:Alternatively check out InControl, which is open-source but also available on the Asset Store for $15. I'm guessing the ideal solution would be InControl layered over cInput right now, though InControl dude says he's working on adding rebinding support / that's a "someday" feature. Shalinor fucked around with this message at 23:24 on May 11, 2014 |
# ? May 11, 2014 23:21 |
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Nition posted:I was put off buying cInput because cInput 1 is open source and when I looked at the source... it wasn't great. Not the worst, but a lot of copy-paste code that could easily have been put in an array and a loop. How's the code in cInput 2? I just skimmed through the code and it doesn't look terrible. Pretty pedantic input management stuff. Everything has sane names. There are for loops and dictionaries and no deep if/switch trees or any huge red flags jumping out at me. I looked at the cInput 1 source and it does look much better written(but still one large file) than that. No input binding is a deal killer for me. I hate it when games don't let you bind your controls how you want when some dumb layout is used.
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# ? May 11, 2014 23:32 |
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Cool. I imagine he cleaned it up a lot once he wanted to sell it.
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# ? May 12, 2014 00:29 |
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First of my weekly games that I don't hate! Tann fucked around with this message at 05:42 on May 26, 2014 |
# ? May 12, 2014 01:14 |
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Hahaha, I absolutely love what happens if you hold jump too long
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# ? May 12, 2014 02:34 |
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People need to stop putting links in images Because I am not smart enough to follow contextual clues... JossiRossi fucked around with this message at 07:25 on May 12, 2014 |
# ? May 12, 2014 07:21 |
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Got fed up with my starter characters armor and redid all of them this weekend. I went with a completely different art style and learned a valuable lesson, pixel-art in 3D is something that requires a gently caress ton of effort. So I dropped trying to make everything crisp and clean and made these instead. And here are the old ones for scale I tweaked a little bit of the geometry too. Glad I've been taking these historical screenshots because it's crazy to see how different things look.
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# ? May 12, 2014 07:28 |
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Shoot, that's ballin'. It looks like it could've come straight out of a triple-A DS or PS1 title.
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# ? May 12, 2014 07:57 |
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Shalinor posted:Unless you really (really really) want input rebinding I'm sorry Shalinor but unless your input devices only have one button, you always really(really really) want input rebinding. Let's say you hard code the movement to WSAD, congratulations you just hosed over all of France, anything hardcoded to Y or Z makes it awkward for Germany and a lot of eastern Europe. I don't even know how it would be with non-Latin keyboards. All that before we even get to people with disabilities or just plain different preferences. Hel fucked around with this message at 12:36 on May 12, 2014 |
# ? May 12, 2014 12:05 |
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I got scrolling working Also today I found out about the sprite limit on GM and uh.. I'm not really sure I want to drop €40 on the Standard ed.
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# ? May 12, 2014 13:58 |
Your ui bars don't scroll! Make sure to add view_xview[view_current] and view_yview[view_current] to their coordinates.
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# ? May 12, 2014 14:15 |
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Nope, if you want to know how much health you have you gotta run all the way back to the start of the map. Working as intended, won't fix.
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# ? May 12, 2014 14:15 |
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Manslaughter posted:Your ui bars don't scroll! Make sure to add view_xview[view_current] and view_yview[view_current] to their coordinates. UI bars? Those are part of the building! (Thanks!)
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# ? May 12, 2014 14:31 |
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Shoehead posted:I got scrolling working Make as much of your game as you can and decide once you're up against that limit. You should be able to at least make a solid 1-2 level demo and decide whether GM is working for you well enough to warrant dropping ~50 bucks. If not there are other options available. Also watch out for steam sales, I got my copy for only ~$25 that way.
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# ? May 12, 2014 14:34 |
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If any of you guys live in NYC, we're going to be at a Destructoid event in a few weeks with an all-new, 2-player "Arcade Edition" of Icarus Proudbottom Teaches Typing: http://events.disqus.com/nyc/dtoid-game-night/ Crap... just read the page again and saw that another dev is going to be showing off some sort of typing game... whoops... Gimmicky Indie Game Idea: a game where the GUI doesn't scroll with you on purpose, the gameplay is designed so you have to travel back and forth from the GUI to other parts of the game. Example - a quest gets added to your quest log, but you actually need to travel back to your quest log to see it. Polo-Rican fucked around with this message at 14:59 on May 12, 2014 |
# ? May 12, 2014 14:52 |
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Tummyache: Just gonna chime in that your new models look fantastic. I think you're really getting the hang of this.
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# ? May 12, 2014 15:00 |
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Polo-Rican posted:
So a fetch quest where you have to go fetch the fetch quest...?
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# ? May 12, 2014 16:05 |
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Polo-Rican posted:Gimmicky Indie Game Idea: a game where the GUI doesn't scroll with you on purpose, the gameplay is designed so you have to travel back and forth from the GUI to other parts of the game. Example - a quest gets added to your quest log, but you actually need to travel back to your quest log to see it. Get out of here Molyneux! If any of you haven't read it already: https://twitter.com/PeterMolydeux quote:Imagine if UI was the enemy?
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# ? May 12, 2014 16:18 |
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"And it would lie to you" Oh man that would be great\awful
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# ? May 12, 2014 16:36 |
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Further evidence that Kirby Super Star had the most creative bosses: https://www.youtube.com/watch?v=qEIDmPvTB20
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# ? May 12, 2014 16:46 |
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Internet Janitor posted:Further evidence that Kirby Super Star had the most creative bosses: You earned 4 Tenderness points!
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# ? May 12, 2014 17:03 |
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Internet Janitor posted:Further evidence that Kirby Super Star had the most creative bosses: I honestly think Kirby Superstar is the closest I've ever gotten to finding the perfect game for me.
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# ? May 12, 2014 17:54 |
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There we go, that's the last of my most major bugs solved: the game would crash if you minimized the window when you brought it back up (ObjectDisposedException Texture2D not found). The problem? A sneaky bastard spriteBatch.Dispose() that I threw in when poo poo-shotgunning different solutions to my RAM management problem eight, nine months ago and by this point, it'd been in my code so long and not doing anything intrusive that it didn't stick out to me. Of course, this creates a secondary problem in that I now feel very accomplished for today despite having only deleted a single line of code shs: Also you were right; I compiled a press demo copy with proper Build For Release rather than that "Publish Project" impostor. Took a 2.5GB debug build to a 480MB Release build, which further rars down to 400MB, so the final size estimate is leaning more towards the 1.8-2.2GB range, give or take if WinRAR is as good at compressing a larger project than it is now. You a bro Fur20 fucked around with this message at 01:44 on May 13, 2014 |
# ? May 13, 2014 01:35 |
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Ever want to blackjack battle while poorly drawn missiles fly around? Here we see the hero destroying missiles and actually winning a hand, doing some damage to his opponent. and here we see some missiles getting through to the bottom and lowering our health to 0, causing us to lose the match. https://www.youtube.com/watch?v=_YBD29ea3Js Learned some stuff already but pushing onward. Already have the ideas for more scenarios. Art is still in a very temporary state.
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# ? May 13, 2014 02:17 |
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With Flash dead, Unity's future looking uncertain (Unity 5 sure is a thing), UDK not being suited for it, and Game Maker being a bit too basic for my liking, what is even a valid thing to make 2D games with these days? I'm sort of spinning around in circles here wanting a framework to work with but I'm starting to drift further and further into the idea that making my own engine would be the best option. It isn't the best option. I know it's far, far from the best option, because that way lies madness and no game. I just don't know what is a sensible tool to use anymore. It feels like everything is losing favour and/or support and everything is terrible.
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# ? May 13, 2014 02:36 |
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# ? Jun 3, 2024 11:03 |
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What's wrong with Unity?
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# ? May 13, 2014 02:47 |