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That's right! As you say, Time.deltaTime is the time in seconds since the last frame (so it's usually like 0.0167). Since you're moving by "speed" amount every frame, dividing by the time since the last frame will make your speed the "actual" speed. Like if your speed is 10m/s, and you do 30 frames a second, (10m/s * (1 / 30)) * 30 = 10. Without the deltaTime you'd be doing 10 * whatever your framerate is. You can also use FixedUpdate() instead of Update() for smoother physics movement. It goes on the physics tick rate (which you can set in the project settings) instead of the current frame rate, so it's more stable. And there's Time.fixedDeltaTime for that. Nition fucked around with this message at 03:50 on Aug 1, 2014 |
# ? Aug 1, 2014 03:36 |
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# ? Apr 28, 2024 00:53 |
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Is there any reason why you'd want to use Update instead of FixedUpdate? Same question for fixedDeltaTime.
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# ? Aug 1, 2014 03:44 |
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demota posted:Is there any reason why you'd want to use Update instead of FixedUpdate? Same question for fixedDeltaTime. if I remember right Update is grouped with deltaTime, FixedUpdate is grouped with fixedDeltaTime so you don't want to cross them over FixedUpdate is used when you absolutely want something to run every certain time no questions asked. Update is grouped with the framerate and if your game starts to slow down then the rest starts to slow down. FixedUpdate sometimes run slower than Update, and sometimes Faster. If you have a physics system and want to make sure that even if the game slows down the physics also doesn't slow down then you slap that in FixedUpdate, if you're afraid the physics will get into a spiral of death you slap that in update. That's as I understand it, but you always use fixedDeltaTIme in FixedUpdate, and deltaTme in Update
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# ? Aug 1, 2014 03:53 |
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You'd always use deltaTime inside Update() and fixedDeltaTime inside FixedUpdate(), because they match the time between the calls to those methods. FixedUpdate (runs every physics tick) is mostly intended for physics-based stuff that can't be framerate dependent. Update (runs every frame) is useful for everything else because it scales with the user's machine. If their PC sucks and can only manage 5fps, you'll be slowing down everything in Update as well, which is good from a performance perspective. If you're running all your stuff in FixedUpdate, it'll keep trying to go full speed even though they're not seeing most of the update ticks anyway, and bog down their PC more than necessary. Nition fucked around with this message at 04:01 on Aug 1, 2014 |
# ? Aug 1, 2014 03:55 |
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demota posted:Is there any reason why you'd want to use Update instead of FixedUpdate? Same question for fixedDeltaTime. Variable time in your physics is very dangerous and can cause unpredictable behavior (eg. crazy time amounts, skipping past events, etc). SupSuper fucked around with this message at 03:59 on Aug 1, 2014 |
# ? Aug 1, 2014 03:55 |
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Oh yeah, sort of the flip side of what I said above: You also really want FixedUpdate to be able to keep up, so not bogging it down unnecessarily is good in that way too.
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# ? Aug 1, 2014 04:00 |
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Working on the Carny, the fiery circus performer. Now you can volunteer your allies for circus work.
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# ? Aug 1, 2014 04:07 |
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Nition posted:You'd always use deltaTime inside Update() and fixedDeltaTime inside FixedUpdate(), because they match the time between the calls to those methods. This isn't necessary as deltaTime equals fixedDeltaTime for the duration of the FixedUpdate call. The only reason to do so is for the sake of clarity if you are reading the code months later and forget this fact.
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# ? Aug 1, 2014 04:39 |
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xgalaxy posted:This isn't necessary as deltaTime equals fixedDeltaTime for the duration of the FixedUpdate call. The only reason to do so is for the sake of clarity if you are reading the code months later and forget this fact. Bah, I forgot about that. Right, so there's no actual reason to use fixedDeltaTime because deltaTime is fixedDeltaTime when used inside FixedUpdate(), which is the only place you'd usually use it. Sometimes I think Unity tries a little bit too hard to be helpful.
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# ? Aug 1, 2014 04:47 |
Shalinor posted:This is fantastic. Any chance the Male Captain has a higher than average chance to try and romance you? He even has the Kirk lean / smug look going on. It's perfect. I think I'm actually going to change some of the planned dialogue to make him a bit more smarmy Actually this seems to have been pretty popular and has really helped to give me a good self esteem boost!
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# ? Aug 1, 2014 07:48 |
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Yeah, I also think the captain looks great.
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# ? Aug 1, 2014 11:51 |
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Huh. Apparently Crypt of the NecroDancer was made using this: http://www.monkey-x.com/ I always find it interesting what other people use to make games and I dont remember hearing about this thing before. Seems kind of neat, although I'm not really a fan of the language grammar.
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# ? Aug 1, 2014 17:53 |
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xgalaxy posted:Huh. Apparently Crypt of the NecroDancer was made using this: The wikipedia article is surprisingly content-rich. Looks like they may be working on Monkey3D, etc.
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# ? Aug 1, 2014 18:23 |
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Shalinor posted:This was released back in 2011 as "Monkey", apparently... and I'm almost positive it started life as Script Monkey or Monkey Script / there was a game scripting language back in the Game Script Wars of the 00's with a remarkably similar name and logo.
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# ? Aug 1, 2014 19:10 |
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SupSuper posted:Never heard of it before, but the VB-like syntax gives me the heeby-jeebies It reminds me of Visual Basic...sort of.
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# ? Aug 1, 2014 19:23 |
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Shalinor posted:...the Game Script Wars of the 00's... SupSuper posted:Never heard of it before, but the VB-like syntax gives me the heeby-jeebies The Game Script Wars of the 00's™ are all about VB-like syntax. I remember getting DarkBasic on a PC Gamer demo CD.
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# ? Aug 1, 2014 20:10 |
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Nition posted:The Game Script Wars of the 00's™ are all about VB-like syntax. I remember getting DarkBasic on a PC Gamer demo CD. Man, I had a summer camp at a college where we learned DarkBasic and VisualBasic. Don't remember a single thing about it except playing Baldur's Gate 2 and Starcraft all loving day, it was pretty awesome.
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# ? Aug 1, 2014 21:08 |
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Coldrice posted:I've been delaying and putting off doing any human graphics for a while, mostly due to my own insecurity when it came to drawing people. I would definitely be seduced by this captain. I wouldn't want to be, but I would. Such a space charmer.
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# ? Aug 1, 2014 22:44 |
This isn't much of a game but I like playing with it. Here Left click to change tile shapes and shift click to rotate.
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# ? Aug 1, 2014 23:15 |
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There's a stream of all the SA GameDev games going right now, if you want to see what was made this year. Some really, really impressive entries.
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# ? Aug 1, 2014 23:27 |
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Got a handle on Unity's 2D physics, now seeing what it'll let me get away with
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# ? Aug 2, 2014 00:03 |
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A game that lets you shoot enemies all over the map and then shoot them with bullets, why has this not been done before.
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# ? Aug 2, 2014 00:04 |
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This might be a bit esoteric, but does anyone happen to know what kind of overhead unity trigger colliders have? One of the fundamental parts of my game is a shifting system of permissions, where different player and AI constructs are allowed in different places at different times. It seems like the most obvious way to keep track of which room you're in and whether you're supposed to be there would be to give each room a room-sized (box) trigger collider and have OnColliderEnter/Exit register and deregister each AI and player in that room's occupants list, but I'm planning on having dozens of rooms, so I'm worried that this might be a great small-scale idea that will kneecap my performance when I scale it up.
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# ? Aug 2, 2014 00:53 |
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Omi no Kami posted:This might be a bit esoteric, but does anyone happen to know what kind of overhead unity trigger colliders have? One of the fundamental parts of my game is a shifting system of permissions, where different player and AI constructs are allowed in different places at different times. It seems like the most obvious way to keep track of which room you're in and whether you're supposed to be there would be to give each room a room-sized (box) trigger collider and have OnColliderEnter/Exit register and deregister each AI and player in that room's occupants list, but I'm planning on having dozens of rooms, so I'm worried that this might be a great small-scale idea that will kneecap my performance when I scale it up. I think that should be fine. This is CPU bound so it makes a bit of a difference what platform your developing for. Even if it was a problem you could fix that by just using collider's on adjacent volumes. In that case you could scale infinitely. There is an asset store product sectr that is right up this alley.
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# ? Aug 2, 2014 01:03 |
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Omi no Kami posted:This might be a bit esoteric, but does anyone happen to know what kind of overhead unity trigger colliders have? One of the fundamental parts of my game is a shifting system of permissions, where different player and AI constructs are allowed in different places at different times. It seems like the most obvious way to keep track of which room you're in and whether you're supposed to be there would be to give each room a room-sized (box) trigger collider and have OnColliderEnter/Exit register and deregister each AI and player in that room's occupants list, but I'm planning on having dozens of rooms, so I'm worried that this might be a great small-scale idea that will kneecap my performance when I scale it up. I seriously doubt you'd run into much issue doing it this way, but why not just have each "room" have a unique ID and then in all of your AI or players store the ID of which room they are in?
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# ? Aug 2, 2014 01:04 |
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SuicideSnowman posted:I seriously doubt you'd run into much issue doing it this way, but why not just have each "room" have a unique ID and then in all of your AI or players store the ID of which room they are in? That might end up being the smarter way of doing things, right now the only reason I'm thinking this way is because of how other sections are designed: it's set in an office, and currently a whole lot of data handling is done by the room. AI actually do work by moving to the room whose employee roster they're on, ping the room's script for work, and have their responsibilities doled out by a function in the room script that keeps track of all of the work that department needs to accomplish, compares it against employee competencies, and divvies up responsibilities. Since I'm already doing so much with a centralized script, it made sense to make that script the literal room, and since it already knows who's supposed to be there, it seemed intuitive to also give the room the responsibility of telling people that they don't belong. It seems clean in my head, in terms of grouping a bunch of very similar functions in one place, but I'm honestly not sure if this is the most logical way to go about things.
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# ? Aug 2, 2014 01:17 |
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Omi no Kami posted:That might end up being the smarter way of doing things, right now the only reason I'm thinking this way is because of how other sections are designed: it's set in an office, and currently a whole lot of data handling is done by the room. AI actually do work by moving to the room whose employee roster they're on, ping the room's script for work, and have their responsibilities doled out by a function in the room script that keeps track of all of the work that department needs to accomplish, compares it against employee competencies, and divvies up responsibilities. Since I'm already doing so much with a centralized script, it made sense to make that script the literal room, and since it already knows who's supposed to be there, it seemed intuitive to also give the room the responsibility of telling people that they don't belong. It's hard to say without knowing the exact details of your game but you could also have each room store it's world location and bounds and use that for checking whether or not an object should be there. If you're having objects move to and from rooms you're going to have to know their position in the world anyway. If you're dealing with mostly rectangular rooms this would be pretty efficient. Whether or not it's a 2D or 3D game wouldn't matter since all you'd really need to do is use a 2d rectangle (the floor). Like I said though, you're going to have to do an awful lot to overload the physics engine on a modern CPU.
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# ? Aug 2, 2014 01:37 |
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Manslaughter posted:This isn't much of a game but I like playing with it. Curtis Steiner's 1000 blocks? Oh man, I love this. I had a great time playing with the physical thing at the Seattle Art Museum, and had a C# implementation of this. I tried to do this in Unity at one point. It's an awesome project. Props for finishing what I gave up on! I found that adding a slight tint to the blocks can make it look pretty cool. Here's a gif from the old unity build. I might pick this back up again... NorthByNorthwest fucked around with this message at 02:39 on Aug 2, 2014 |
# ? Aug 2, 2014 01:57 |
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SuicideSnowman posted:It's hard to say without knowing the exact details of your game but you could also have each room store it's world location and bounds and use that for checking whether or not an object should be there. If you're having objects move to and from rooms you're going to have to know their position in the world anyway. If you're dealing with mostly rectangular rooms this would be pretty efficient. Whether or not it's a 2D or 3D game wouldn't matter since all you'd really need to do is use a 2d rectangle (the floor). Hmm okay, I'll look into this and run performance tests to compare colliders versus checking bounds, thank you very much for the suggestion!
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# ? Aug 2, 2014 02:30 |
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I'm thinking of trying out GameMaker for a really basic idea I have, and I've never made a game before. Is the free version an ok taste of it? To put it another way, is the free version more "Shareware Doom" or "Daikatana demo level"?
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# ? Aug 2, 2014 02:36 |
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You can make a full game with the free version of GameMaker, it's more than enough to get a taste and start a prototype.
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# ? Aug 2, 2014 04:13 |
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Yodzilla posted:You can make a full game with the free version of GameMaker, it's more than enough to get a taste and start a prototype. Glad to hear it, thanks!
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# ? Aug 2, 2014 04:24 |
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It's Spencer the helpful Slime!
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# ? Aug 2, 2014 04:39 |
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Making an F-Zero like for GB Jam. I call it... Zero G. Super original, yeah.
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# ? Aug 2, 2014 05:35 |
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xzzy posted:A game that lets you shoot enemies all over the map and then shoot them with bullets, why has this not been done before. One of the first Indie Game Jams at GDC was built around the question of "how many doom-like sprites can a (then-)modern machine blast out?" IIRC, there was one that basically had you hose down the terrain with NPCs while the other player tried to shoot them all.
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# ? Aug 2, 2014 05:56 |
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DeathBySpoon posted:
This also reminds me of OutRun 2019 on Mega Drive (Genesis).
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# ? Aug 2, 2014 06:42 |
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DeathBySpoon posted:
Um, yes please. Is it just a clone, or are you adding some more modern gameplay additions?
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# ? Aug 2, 2014 06:49 |
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Hello Making Games Megathread! Have any of you made an FMV game before? I'm butt-deep in starting on one and I don't have a ton of people to ask about common pitfalls to avoid or stuff to look out for or general creative process. I know it's super niche but a shot in the dark is worth it, right? I'm going for essentially a playable b-movie love letter to camp. Like sewer shark meets sharknado meets gameshark. So far I've got Greg Sestero (Mark from the movie The Room) and one of the leads from Birdemic and I'm not really allowed to announce more but I'm really really psyched about everyone else involved and want to make sure development goes as smoothly as possible.
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# ? Aug 2, 2014 14:06 |
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Are we allowed to ask what the actual gameplay portions are like? Is it a kinda lightgun game like Sewer Shark or Texas Ground Zero or is it menu driven movie watching ala Night Trap? Or is the gameplay normal with FMV interstitials like Off World Interceptor Extreme? I guess the biggest technical thing is whether or not you want to emulate a laserdisk game where every action is stored as a separate scene vs most Sega CD games that had FMV cutout over top of separate FMV or CG backgrounds. e: I think the new Tex Murphy game did a bang up job making a "modern" FMV game if you haven't seen it yet
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# ? Aug 2, 2014 15:41 |
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# ? Apr 28, 2024 00:53 |
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Now there's a DREAD METER at the top right. If you don't keep it down (by placing monsters) BAD THINGS happen like monsters moving around!
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# ? Aug 2, 2014 18:40 |