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Star Warrior X posted:I was with you until 'non-remunerated' was pronounced 'non-renumerated' and broke me out of it.
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# ? Mar 11, 2015 22:11 |
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# ? Apr 28, 2024 11:56 |
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chiefnewo posted:So are you a detective or a do-all detective/beat cop/CSI in this game? If you're only meant to be a detective you should treat it like the show CSI does, except from the detective's viewpoint. When CSI arrives on the scene you point them at the areas you want them to focus on, then later the results pop up. That way it's more of a high level "assess the scene" type thing where you get to do some detective work deciding what is most important for CSI to look into. Get the areas and priorities right and you get better and more helpful evidence, get it wrong and you have less to go on and may have to hope for more luck from your witnesses. You're a do-all with a lot of nuisance-mitigation: your very first case functions a lot like a tutorial, and requires you to do it all: examine the scene, gather evidence, canvas for witnesses, follow up on statements, and once you've narrowed your suspect pool to a handful of people, decide how to close the case (arrest & interrogate, intimidate, frame). However, after the first case you can slowly build up a network of trusted beat cops, detectives, and lab techs to automate some or all of the investigation. Assigning flunkies is a two-edged sword, as they are capable of both making honest mistakes and explicitly betraying you for a variety of reasons. Originally you did everything by yourself, but I really like the flunky mechanic, as it lets you skip any of the investigation that you don't like, and it lets me put more pressure on the player by assigning a heavier caseload than they can handle, because they always have an escape hatch in the form of pawning off work onto others. The more flunkies you use, and the more you have them do, the less reliable their work becomes, but it gives you a tool to prioritize investigations and keep things from ever stagnating.
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# ? Mar 11, 2015 23:23 |
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So it's been a while since I've been posted here, but after a few game jams (granted as much as they were trainwrecks or something went wrong) I have gotten attention with goons who wanted me to use me as an artist. So I'm working with SharpenedSpoon on our prototype game, and he got me spline which is great but uh.. Still need to work some kinks out. (That twitchy foot)
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# ? Mar 12, 2015 01:03 |
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Bert of the Forest posted:Speaking of blog posts, I decided last night to try my hand at the whole Gamasutra blog posting thing - since there was a topic I've been wanting to talk about for a while now so just decided to do a thing about it and to my surprise it got featured on the Gamasutra Art page this morning! It's mostly about art and character design stuff but if any of ya'll are interested - here's a link: So uh... when you say "tenants" in your article, do you mean "tenets?"
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# ? Mar 12, 2015 01:16 |
Shindragon posted:So it's been a while since I've been posted here, but after a few game jams (granted as much as they were trainwrecks or something went wrong) I have gotten attention with goons who wanted me to use me as an artist. Is he supposed to be walking backwards?
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# ? Mar 12, 2015 01:19 |
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Hence why I said work some kinks out. Someone pointed that out in the IRC gamedev channel.
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# ? Mar 12, 2015 01:52 |
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Shindragon posted:Hence why I said work some kinks out. You've also got strange velocity curves (why does he slam his left hand forward so quickly?) and he lets go of his walking stick and probably like 3 other things that would be easier to spot if he wasn't twitchy and walking backwards
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# ? Mar 12, 2015 02:11 |
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Sigma-X posted:You've also got strange velocity curves (why does he slam his left hand forward so quickly?) and he lets go of his walking stick and probably like 3 other things that would be easier to spot if he wasn't twitchy and walking backwards Whatever improvements you do to this image, he definitely needs to keep letting go of the walking stick. That should be a feature, not a bug.
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# ? Mar 12, 2015 03:47 |
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Anyone had issues with not being able to click on the text entry part of a Unity EditorGUI.Slider if the slider is less than a certain size before? Does anyone know if there's a fix other than making the slider bigger?
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# ? Mar 12, 2015 10:54 |
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https://www.youtube.com/watch?v=-xD3NpSTlOk
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# ? Mar 12, 2015 12:42 |
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You need to get with Kepa from Rockatcat Games, do some cross promo. Like, you're showering with your dad while he gets ready to go off and fight monsters in Dad By The Sword or something. Create a whole Dad IP.
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# ? Mar 12, 2015 15:32 |
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AntiPseudonym posted:On the topic of Maya LT, 2016 is coming out soon and it finally has Spline IK and cluster deformers! With their subscription-based model does that mean that if you cancel your subscription then you won't be able to use the tool anymore or is it like UE4 where you just won't get updates anymore?
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# ? Mar 12, 2015 15:56 |
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StickFigs posted:With their subscription-based model does that mean that if you cancel your subscription then you won't be able to use the tool anymore or is it like UE4 where you just won't get updates anymore? UE4's model is stunningly, unusually generous in this respect. Autodesk(and Adobe) subscriptions tragically do not work that way
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# ? Mar 12, 2015 16:08 |
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floofyscorp posted:UE4's model is stunningly, unusually generous in this respect. Autodesk(and Adobe) subscriptions tragically do not work that way Especially now that there is no subscription model and it's just free.
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# ? Mar 12, 2015 16:10 |
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mutata posted:Especially now that there is no subscription model and it's just free. Well, yeah. Clearly they didn't want the money as much as they wanted people using their stuff. Autodesk and Adobe occupy much less competitive markets(because they just keep buying up their competition).
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# ? Mar 12, 2015 16:39 |
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floofyscorp posted:UE4's model is stunningly, unusually generous in this respect. Autodesk(and Adobe) subscriptions tragically do not work that way Which isn't to say UE4's deal is bad - it's GREAT - but they very much get their money in the end.
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# ? Mar 12, 2015 17:01 |
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floofyscorp posted:UE4's model is stunningly, unusually generous in this respect. Autodesk(and Adobe) subscriptions tragically do not work that way In that case the subscription model seems like a lovely deal unless you only plan on using Maya for 25 months then never again.
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# ? Mar 12, 2015 17:19 |
I think Autodesk's (and possible also Adobe's) approach to the matter is that everyone is already using their tools through so the subscription is an affordable way to 'go legit'. Autodesk still offers perpetual licenses, too. I think Adobe's lack of perpetual licenses is more about getting money forever from people who don't actually need their tools but don't really know any better, though they probably make a tidy profit off business users too. hailthefish fucked around with this message at 19:47 on Mar 12, 2015 |
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# ? Mar 12, 2015 19:43 |
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hailthefish posted:I think Adobe's lack of perpetual licenses is more about getting money forever from people who don't actually need their tools but don't really know any better, though they probably make a tidy profit off business users too.
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# ? Mar 12, 2015 19:59 |
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Hidden Asbestos posted:Plus what could they possibly add to Photoshop to make it worth an upgrade each year? More automation.
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# ? Mar 12, 2015 20:17 |
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Hidden Asbestos posted:Plus what could they possibly add to Photoshop to make it worth an upgrade each year? Now with more invasive Adobe Bridge!
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# ? Mar 12, 2015 20:50 |
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More content-aware poo poo.
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# ? Mar 12, 2015 21:33 |
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quick question: what's the point of using sprite sheets over individual images for each frame of animation or whatever? thanks for the answers ya'll whalestory fucked around with this message at 21:53 on Mar 12, 2015 |
# ? Mar 12, 2015 21:45 |
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whalestory posted:quick question: what's the point of using sprite sheets over individual images for each frame of animation or whatever? Your underlying code can draw them all from the same individual asset, meaning you don't need to handle a ton of individual images, just have your engine render different parts of the same graphic when it needs them. Less overhead for loading and clearing the files leading to better performance. Also lowers your overall draw count, which is not a bad thing.
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# ? Mar 12, 2015 21:47 |
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whalestory posted:quick question: what's the point of using sprite sheets over individual images for each frame of animation or whatever? AFAIK there isn't really one, its just however you want to output or store the images. That said, when loading textures into video memory, it can be useful to precompile them into a large texture atlas rather than load a ton of small images and rely on the graphics API to efficiently index and pack them or whatever.
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# ? Mar 12, 2015 21:48 |
Out of necessity, I'm now pitching in and helping out the programmers with getting visual assets into a project that's sorely behind. Thing is, I'm not remotely an artist, and I guess some of the artists we have working on the project aren't really either. Is there a good resource out there that's basically "Sprites and Animation for Complete Mongoloids"? I don't need to know how to make them, just how to get them in a game and optimize them, deal with different sprite sizes & aspect ratios or whatever etc etc. TBH, I have no idea what I'll be dealing with. And yes, I know this is an idiotic situation, but it's seeming like if I don't do it, nobody's gonna.
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# ? Mar 12, 2015 21:51 |
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MockingQuantum posted:Out of necessity, I'm now pitching in and helping out the programmers with getting visual assets into a project that's sorely behind. What's your engine and language?
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# ? Mar 12, 2015 22:02 |
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Yodzilla posted:Now with more invasive Adobe Bridge! 2016 Update: Bridge button automatically pops up under your mouse cursor whenever you click.
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# ? Mar 12, 2015 22:06 |
Stick100 posted:What's your engine and language? Unity 4.6, C#. I'm digging through the manual and scripting reference, but any kind of resource that doesn't assume I know what I'm doing in the first place would be helpful.
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# ? Mar 12, 2015 22:28 |
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MockingQuantum posted:Out of necessity, I'm now pitching in and helping out the programmers with getting visual assets into a project that's sorely behind. Thing is, I'm not remotely an artist, and I guess some of the artists we have working on the project aren't really either. Is there a good resource out there that's basically "Sprites and Animation for Complete Mongoloids"? I don't need to know how to make them, just how to get them in a game and optimize them, deal with different sprite sizes & aspect ratios or whatever etc etc. TBH, I have no idea what I'll be dealing with. People on here recommended TexturePacker pro and it's the best 50 bucks you could spent once you have the animations exported into bitmap sequences. It basically pushes in as many frames as it can into a single spritesheet by a simple folder click n drag. We went from 1000+ files to like 8, and from 1 GB to 100 MB in literally a couple of hours. i hope that helps out.
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# ? Mar 12, 2015 22:48 |
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whalestory posted:quick question: what's the point of using sprite sheets over individual images for each frame of animation or whatever? Hardware-wise it's the most efficient way of rendering, since multiple small images are much more expensive than one big image. I wouldn't recommend making them by hand though, as a texture packing algorithm will produce much better results without messing with your artist's workflow.
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# ? Mar 12, 2015 23:08 |
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StickFigs posted:More content-aware poo poo. GIMP's colour to alpha script that has existed for years
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# ? Mar 12, 2015 23:17 |
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whalestory posted:quick question: what's the point of using sprite sheets over individual images for each frame of animation or whatever? It's easier on your sprite artist
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# ? Mar 12, 2015 23:18 |
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unlurked posted:Yes, that post made the rounds (Hacker News plus anything resembling Lisp is crazy). I have some regrets now about the choice of Tinyscheme (it's incredibly slow) and how I implemented the C++ <-> Tinyscheme bridge, but overall it allowed us to get the scripting going very fast, so it's a net gain overall. yeah, I wanted to ask was if the speed was a serious negative factor. I've been trying to find a good lisp that doesn't break under C++ and also compiles to byte code for loading later and have still not yet found one. I'm starting to think I'm going to go with mruby as an embedded scripting language for anything I do in the future. I never really touched it (Ruby) until recently and it's not a completely terrible language. I don't really want anything to do with its community though, that just seems like a whole world I don't want to deal with. If http://duktape.org worked well with C++ (it doesn't, it breaks because of how it does error handling and yielding) I would probably end up using that even though I despise JS (but I like TypeScript, so that would lessen the pain, I suppose) Oh well!
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# ? Mar 12, 2015 23:23 |
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SAHChandler posted:yeah, I wanted to ask was if the speed was a serious negative factor. I've been trying to find a good lisp that doesn't break under C++ and also compiles to byte code for loading later and have still not yet found one. I'm starting to think I'm going to go with mruby as an embedded scripting language for anything I do in the future. I never really touched it (Ruby) until recently and it's not a completely terrible language. I don't really want anything to do with its community though, that just seems like a whole world I don't want to deal with. If http://duktape.org worked well with C++ (it doesn't, it breaks because of how it does error handling and yielding) I would probably end up using that even though I despise JS (but I like TypeScript, so that would lessen the pain, I suppose) For embedding scripting, isn't lua the normal choice? Do you know how it compares to your pick? Another option might be to write/generate your own dsl to keep overhead low.
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# ? Mar 12, 2015 23:42 |
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So if you have a bunch of stats, and you need an algorithm to get yes/no answers with them, how do you go about starting to figure it out? I know tabletop has a number of canonical systems that people use and riff all over... should I pretty much learn how D&D (or <insert your favorite system>) works at a systems level and work from there, or is there a more generic approach to start from?
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# ? Mar 12, 2015 23:47 |
Mr Underhill posted:People on here recommended TexturePacker pro and it's the best 50 bucks you could spent once you have the animations exported into bitmap sequences. It basically pushes in as many frames as it can into a single spritesheet by a simple folder click n drag. We went from 1000+ files to like 8, and from 1 GB to 100 MB in literally a couple of hours. i hope that helps out. Yeah, I looked into it, but it does preclude that A) I have the money to spend on it, which I don't, and B) that I know my way around basic animation systems to begin with, which isn't true. I'm thinking I need to remove myself from the situation, actually, otherwise I'm going to end up creating more work than I save, and become an artificial bottleneck in the process.
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# ? Mar 12, 2015 23:50 |
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dupersaurus posted:So if you have a bunch of stats, and you need an algorithm to get yes/no answers with them, how do you go about starting to figure it out? I know tabletop has a number of canonical systems that people use and riff all over... should I pretty much learn how D&D (or <insert your favorite system>) works at a systems level and work from there, or is there a more generic approach to start from? What are you trying to figure out exactly? Most tabletop RPG systems are about rolling dice (usually d6, d10, or d20) and trying to achieve a target number. Modifiers can raise/lower this target number. I don't know why you would need a yes/no value unless you were checking for a threshold.
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# ? Mar 12, 2015 23:58 |
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al-azad posted:What are you trying to figure out exactly? Most tabletop RPG systems are about rolling dice (usually d6, d10, or d20) and trying to achieve a target number. Modifiers can raise/lower this target number. Messing with a sports idea, so you've got one guy going for a ball, and an optional opponent either going for the ball or going for the guy. The ball is either caught or not (or caught by one guy or the other); the calculation deals with stuff like a catching skill, degree of difficulty of the catch, defender skill, etc. The only systems experience I have like this is from a MUSH awhile back that used FUDGE, which did a lot of yes-or-no actions, but really, screw FUDGE. So some basic reading might be the way to go. Figuring out the scale of stats is probably another question entirely, but right now I'm assuming 0-100.
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# ? Mar 13, 2015 00:09 |
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# ? Apr 28, 2024 11:56 |
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Someone mentioned ragdolls in Unity 5 being fubar and that's definitely what I've been finding. Seems like maybe Character Joints are bugged or maybe just they expect radically different values. Anyone else screwing around with it?
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# ? Mar 13, 2015 00:19 |