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Omi no Kami posted:Oh hey, that would work... you're thinking there would be a single singleton/library class that actually contained all the logic, and I'd be handing the item pointers to that? Sure, or you could split it up so that e.g. all of the healing items go in one class, all of the combat buffs in another, etc. As long as they're static public functions (or whatever the equivalent is in whatever language you're using) you should be able to refer to them from anywhere. You'll need some entity somewhere to do dispatch (since presumably you'll need to map the strings in your data files to the functions you need to call), but that entity doesn't need to be locked down to only using a single class.
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# ? Aug 30, 2015 19:56 |
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# ? Jun 9, 2024 01:42 |
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Omi no Kami posted:Oh hey, that would work... you're thinking there would be a single singleton/library class that actually contained all the logic, and I'd be handing the item pointers to that? It depends on the rest of your data structures. What language are we talking about?
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# ? Aug 30, 2015 19:57 |
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Bongo Bill posted:It depends on the rest of your data structures. What language are we talking about? C++ in UE4. Unreal encourages you to make your stuff aggressively component-driven, and would usually handle this sort of thing by making the item an object or a object component and stapling everything onto a common parent, but I'm trying to keep everything centralized through the item's struct if possible.
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# ? Aug 30, 2015 20:00 |
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KiddieGrinder posted:I assumed the reason he's miffed is because they guy says it's a good game, but still gives it a negative review for some reason. Unormal very selectively quoted the review. Mainly the text of the review said that he doesn't recommend it to casual players at this time because it is still being developed and updates sometimes break savegames, and that the game itself is quite hardcore in terms of difficulty. quote:... However, it is not quite ready for a consumer audience and is quirky enough that it would turn a lot of people off. I'm writing this "negative" review so that you can understand its shortcomings before buying it. This seems like a full and frank listing of the reasons why someone would not want to buy his game at this time. If Unormal wants the negative review to be the *other one*, well... 4 hours on record posted:Unlike other fine roguelikes like Dwarf Fortress this one is underwhelming. I have tried a lot of impossible missions so far but there were always some incentive to move forward. A good example might be FTL where you always find a new weapon or a crew member and the difficulty is progressive. In this one you just die and die again and after that...you die. Dark Souls can hide in the shadow of COQ and honestly it adds nothing but grinding and difficulty. So this is a big NO for ma and I don't suggest to ANYONE to buy it. I should have spent my euros elsewhere. Go ahead, I guess. EDIT: I'd suggest that Unormal should count his blessings that his negative review involves someone who listed also the positives of his game, explained to *whom* it isn't recommended, and has actually played a decent chunk of his game. Fangz fucked around with this message at 01:57 on Aug 31, 2015 |
# ? Aug 31, 2015 01:43 |
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KiddieGrinder posted:I assumed the reason he's miffed is because they guy says it's a good game, but still gives it a negative review for some reason. Yeah but it is still hella unprofessional to selectively quote a negative review and cry about it in a public forum. It's fine to be miffed, it's childish to whine about it publicly. These are the sorts of things you discuss over lunch beers with your colleagues, not whine about on the publicly accessible internet.
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# ? Aug 31, 2015 01:55 |
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Jeez, you guys. Streak-breaking is always a bummer, no need to flip out about it.
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# ? Aug 31, 2015 01:56 |
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I'm sorry that I offended you guys by posting an image of a loser. I can't imagine how this would relate to you but I certainly didn't mean it as a personal attack. Any resemblance to the actual posters in this thread was pure coincidence and I apologize for those of you whose feelings I've inadvertently hurt.
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# ? Aug 31, 2015 02:00 |
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Unormal posted:I'm sorry that I offended you guys by posting an image of a loser. I can't imagine how this would relate to you but I certainly didn't mean it as a personal attack. Any resemblance to the actual posters in this thread was pure coincidence and I apologize for those of you whose feelings I've inadvertently hurt. No one is offended. People just think you should chill out, dude.
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# ? Aug 31, 2015 02:01 |
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When you read the whole review and not just the parts you selectively picked it's actually very reasonable, and I say this as someone who likes Qud. Please don't call him a loser for that.
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# ? Aug 31, 2015 02:03 |
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Read what I actually said in this thread not the words the guys with awful reading comprehension are putting into my mouth.
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# ? Aug 31, 2015 02:09 |
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Right, these words.Unormal posted:http://steamcommunity.com/profiles/76561198025786911/recommended/333640/ But if you read the whole review he has legit reasons for the "Not Recommended", so...? It makes sense that he wants to warn people about the downsides of an admittedly very niche, hard to get into game.
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# ? Aug 31, 2015 02:18 |
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IronicDongz posted:Right, these words. What other words did I say.
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# ? Aug 31, 2015 02:19 |
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So what's this thread's take on Game Maker vs. Construct? Sorry if this is a dumb newbie question but I guess the real question I'm asking is that if GM has a huge community and tons of resources, then are there any compelling reasons for using Construct? Also, what languages can you write with in GM? I hear this feature talked about a lot and I'm okay at Python and have a very primitive knowledge of C++. I also know PyGame is a thing and maybe I should look into that if I wanna be serious about getting into making bad video games?
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# ? Aug 31, 2015 02:19 |
Philip Rivers posted:So what's this thread's take on Game Maker vs. Construct? Sorry if this is a dumb newbie question but I guess the real question I'm asking is that if GM has a huge community and tons of resources, then are there any compelling reasons for using Construct? I can't give you much of a perspective on GM vs. Construct (beyond the fact that the event limit in the free version of Construct is very easy to hit in even a reasonably complex game, and sucks to refactor around), but I will say that PyGame doesn't seem like it's been well-supported for a while. I'm still pretty new to it but I don't think I'll try to undertake anything very fully-fleshed in it. EDIT: Also GM uses its own proprietary language, and I'm not sure there's any other easily-accessible option. GML functionally looks like most modern scripting languages, so I don't think it'd be a huge leap to learn it if you have a grounding in Python. That being said the focus of GM does seem to be on the drag-and-drop method of building events, rather than the scripting, but it's useful that the option is there. MockingQuantum fucked around with this message at 02:25 on Aug 31, 2015 |
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# ? Aug 31, 2015 02:21 |
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Unormal posted:What other words did I say.
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# ? Aug 31, 2015 02:25 |
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IronicDongz posted:Do you mean about "Please don't call him a loser for that."? Because I'm talking about that picture, usually when someone quotes something someone said with a fedora meme loser or whatever, they're implying that person is that. No I don't mean that.
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# ? Aug 31, 2015 02:26 |
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That's good at least, but you also called him a narcissist, which is pretty uncalled for.
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# ? Aug 31, 2015 02:29 |
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IronicDongz posted:That's good at least, but you also called him a narcissist, which is pretty uncalled for. No, I didn't.
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# ? Aug 31, 2015 02:32 |
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IronicDongz posted:When you read the whole review and not just the parts you selectively picked it's actually very reasonable, and I say this as someone who likes Qud. Please don't call him a loser for that. people like you are ruining this subreddit
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# ? Aug 31, 2015 04:07 |
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I think we've discussed this enough now.
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# ? Aug 31, 2015 04:24 |
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COUGH! - In other news: My rag-dolls have been acting up all of a sudden and it's got my knickers in a twist. Check this poo poo out: What in the world? I suspect it may have something to do with a bad pull I did a while back but I don't know if I can revert without losing all of the changes that have taken place since then. But that doesn't explain why when I create new ragdolls, the same thing seems to happen. To be clear, the ragdolls are made from a collection of rigidbodies all attached to eachother via hingejoints. Very basic and has worked perfectly up to now. The same values I rigged up these guys with before for some reason just aren't behaving the same way anymore. I don't suppose there's been any weird Unity physics update recently that may have caused this? Is this something anyone here might be familiar with? I'm at a loss, here.
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# ? Aug 31, 2015 06:21 |
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Omi no Kami posted:I've never used Unity's built-in navmesh, so this is completely apocryphal, but I'm pretty sure it's either limited to ground-based motion or extremely tough to adapt for anything more. The Unity navmesh/agent system is amazing for the one job it does, which is get thing A from current point X to designated point Y with reasonable steering and physics. It is so abysmally coded that it actually requires the objects being navmesh-ed over to have mesh renderers attached to them. Not meshes, and not colliders. Mesh renderers. Luckily you can bake a navmesh and then remove the visuals, but until that navmesh is baked, the navigated thing needs to be visible for whatever loving reason. Also, it only builds navmeshes based on the assumption of an XZ plane of motion- it doesn't work for 2D stuff by default, because Unity's 2D stuff is (again by default) on the XY plane. I've used it a couple times and it went quite well, once you figure out that it does exactly one very limited job.
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# ? Aug 31, 2015 09:57 |
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I just wish you could define a NavMesh directly, or modify the one it creates, instead of relying on "spooky action at a distance" by changing your stuff and re-generating their stuff.
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# ? Aug 31, 2015 10:16 |
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Nition posted:I just wish you could define a NavMesh directly, or modify the one it creates, instead of relying on "spooky action at a distance" by changing your stuff and re-generating their stuff. I mean it puts the points and the things right loving there on the map, it should not be so difficult, but Unity gotta be helpful.
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# ? Aug 31, 2015 10:19 |
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I know, right? I can see the mesh RIGHT THERE. If I have to edit it in Blender even, that's fine. I could even make my own mesh and assign the whole thing if I have to. But nope, no way to create or edit it directly.
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# ? Aug 31, 2015 10:46 |
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Did you seriously buy me this avatar, Unormal, because I told you to chill out?
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# ? Aug 31, 2015 11:13 |
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Haha, someone is real mad and is just as much of a douchebag as Sigma-X is at least.
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# ? Aug 31, 2015 12:53 |
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Whats the shocker here, its a roguelike, the negative reviews were bound to start rolling in eventually.
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# ? Aug 31, 2015 13:09 |
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Bert of the Forest posted:I suspect it may have something to do with a bad pull I did a while back but I don't know if I can revert without losing all of the changes that have taken place since then. But that doesn't explain why when I create new ragdolls, the same thing seems to happen. Are you using Git? "git bisect" is your friend here for narrowing down where exactly things broke; it basically helps you do a binary search of your commit history, with you marking commits as either "good" (doesn't have broken ragdolls) or "bad" (does). Once you figure out the bad commit, you can probably fairly quickly figure out what in the commit caused the problem, and then make a new commit that fixes that instead of trying to revert the old one. Though, if you have a specific commit that you suspect, you can just check that one individually. Check out the commit immediately prior, build, test your ragdolls. Then check out the suspect commit and repeat.
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# ? Aug 31, 2015 14:36 |
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Fangz posted:Did you seriously buy me this avatar, Unormal, because I told you to chill out? Yes, I thought that's how we settled nerd disputes here on the Something Awful Forums? I was lightly ribbing a guy who posted a positive review as negative. I explained why, and the guy even said himself that's what he was doing in his review. You guys then proceeded to post two pages of completely innsufferable crap jamming words into my mouth the whole time. Avatar bought, dispute resolved!
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# ? Aug 31, 2015 15:11 |
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TooMuchAbstraction posted:Are you using Git? "git bisect" is your friend here for narrowing down where exactly things broke; it basically helps you do a binary search of your commit history, with you marking commits as either "good" (doesn't have broken ragdolls) or "bad" (does). Once you figure out the bad commit, you can probably fairly quickly figure out what in the commit caused the problem, and then make a new commit that fixes that instead of trying to revert the old one. We're using something called SourceTree but it's possible they have a similar feature. Not a bad idea though to really look through stuff to find where things went wrong. The only reason I suspect a bad pull in the first place is because I was pulling at a place with spotty internet and it failed to pull the first time I tried since it crapped out in the middle of pulling so it sounded like a likely culprit. Was just wondering if it really was the pull or if anyone else was having similar physics based hinge joint/rigidbody problems like that. Thanks though!
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# ? Aug 31, 2015 15:16 |
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Bert of the Forest posted:We're using something called SourceTree but it's possible they have a similar feature. SourceTree is a gui frontend for git. (And Mercurial, I guess)
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# ? Aug 31, 2015 15:27 |
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Steampunk_Spoon posted:Screenshot saturday time! This looks like Evil Genius had a baby with XCOM and I loving love it
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# ? Aug 31, 2015 16:16 |
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Unity 2D question for Unity 2D experts! Okay, here's the basic idea: I want to know how to apply graphical filters to selected 2D Sprites. I think you use Shaders for that, but I don't know much about those, and apparently you have to customize them from the ground up for Sprites anyway? Maybe someone knows a good resource to read up on this and/or shamelessly copy existing shaders/filters/whatevs. Second question: can these filters also animate? As in, if I add some kind of spherizing effect, can I animate the rotation and create cool effects that way? I'd like to use tricks like this to deform sprites without animating it from scratch. Is it also possible to apply stuff like this to GUI elements, such as NGUI labels? (I.e. effects like making text jitter or wobble.) I've been playing around with dialog systems a lot for a little adventure, and I feel like fancy textbox effects are an absolute necessity. Absolute!
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# ? Aug 31, 2015 16:17 |
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Unormal posted:Yes, I thought that's how we settled nerd disputes here on the Something Awful Forums? lol
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# ? Aug 31, 2015 19:10 |
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Torquemadras posted:Unity 2D question for Unity 2D experts! You can definitely do this because (Talking out of my rear end here) Unity treats sprites just as a 3d quads rendering a Unity material. And of course unity materials can have shaders applied to them and you can animate shader parameters to give the shaders the "animation" you're looking for. That's as helpful as I can be though because I fogot everything I ever learned about Unity shaders.
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# ? Aug 31, 2015 21:36 |
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Here is a thing. I don't know what exactly. You press ZXCV when something is close to you (the closer the better) and otherwise just pretend you know what's happening. On a related note making 3D environment art is still hard and not fun and I don't like it at all
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# ? Aug 31, 2015 21:43 |
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I swear to god I will gently caress With the next person to post on either side of The Great Negative ReviewGate.shs posted:
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# ? Aug 31, 2015 22:05 |
So I hate how paint.net has like no sprite or animation support in it. So I hated it so much, that I made a thing. It loads .pdn files, and lets you turn on/off layers and specify animation stuff. It also watches the file you open, so you can make a quick tweak in paint.net, and it will automatically reload it and start animating the new changes. Anyone else here use paint.net? I'd be willing to share the source code if I had any idea how to use bitbucket. shs posted:Here is a thing. I don't know what exactly. You press ZXCV when something is close to you (the closer the better) and otherwise just pretend you know what's happening. Never give up. Polio Vax Scene fucked around with this message at 23:02 on Aug 31, 2015 |
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# ? Aug 31, 2015 23:00 |
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# ? Jun 9, 2024 01:42 |
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Shalinor posted:You've been through something like 4 distinct iterations that were each games I would have played. You really need to knuckle down with one of these and actually finish/polish it. I can work furiously on something for 4-5 months but after that I just crash and burn. This time around my combat is simple to make but very flexible (environmental art though ) so maybe I won't burn out like I always do. Maybe On the bright side my side projects have gotten a few tens of thousands of plays and even made a few hundred dollars. Sometimes I'm capable of finishing good things!
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# ? Aug 31, 2015 23:04 |