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08:00 - 20:0020:00 - 00:00

8:00 PM
right
You can stop the game exiting from the game. You can resume it touching the screen.
In this way is it right?
 
I don't know what you mean again. Resume by touching the screen? are you talking about exiting the game and going to the "desktop" then coming back?
people already know they can exit the game and come back
 
Resume by touching the screen
If you exit the game is in pause
And you can resume it by touching the screen
 
ok so if you exit the game to the desktop and come back, the game will be paused.
right?
this is something you shouldn't have to explain. hang on a sec
 
ok
 
this is what my game looks like when you resume
no need to explain, they just touch "resume" to continue the game
 
8:14 PM
I decided to resume the game by touching the screen because in this way you can jump immediately. You lose a bit of time if you have to press "Resume".
There is a signal like "Game Paused" but not resume
 
a good interface shouldn't need much tutorial
if your players don't know what to do, change the interface rather than writing tutorials
using interface conventions helps a lot
 
@Curio I think it's ridiculous to worry about touching a large button as opposed to the screen
but that's me
do what you like
 
people already know what an X in the top right of something does, so if you need a close button, your options include putting an X in the top right and if you do that you're done
 
@Almo in my case there isn't a button
 
so put one
 
8:19 PM
But the user loses time
 
how much
0.1 sec?
0.2?
 
a lot because the game is fast
 
my pause screen serves to allow the player to resume, or quit
 
very fast
 
also needs no explanation
alternative: "Game paused touch anywhere to continue"
this is definitely not something you should explain before it happens
 
8:20 PM
So do you think that the user already knows that he has to touch the screen to resume the game?
 
in that scenario you just put those words on the screen
you have a pause overlay right? put those on there
 
okay
thanks
 
put the words on the screen so you don't have to explain before it happens
people A) don't read text B) don't remember what it said if they do
 
I added a STOP signal which means that the game is in pause. Now I'll add the text under it
 
a stop sign is a command for the player to stop
it does not indicate that something is stopped
you gotta make sure your messaging makes sense
 
8:24 PM
just a moment
here is the screen when the game is in pause
 
don't have such a saturated red background filling the screen
i'll be seeing cyan after looking away from the game
write "game paused" not "stop"
 
you're right
I need a good background
 
even dark grey would be better :)
 
A sliding background or a simply colored background?
 
@Curio well, just a simple color would be an improvement over that, but a sliding background would be the next step (hopefully)
 
8:37 PM
I could do this with a tiled map, but in this way it isn't infinite
I put an image. For example in it there is a mountain. When the mountain disappears, I move the image on the right. In this way there will be infinite mountains. But the user notices the change
 
@Curio that looks really weird man. Stop says to me that I should stop.
use the normal symbol for pause
 
I changed it @Almo
 
 
But if it is in pause, I should put the play button
For example in a youtube video it is in this way
 
however you do it, just make sure it's obvious to people other than you what it means.
when you test it with other people, don't explain it
just hand it to them, and watch very carefully how they behave
 
8:50 PM
Also I put under the image: Touch the screen to resume the game
 
sounds good
:)
 
Now I'm building the new background
 
Hi, all! Does anyone know how I can start making sprites like this?
 
Do you mean drawing sprites or adding them to your game?
 
I mean, I would like to learn how to make character frames for animations from scratch.
I know how to add them
 
user92578
8:59 PM
Looks like handmade pixelart
 
ok
thanks
 
user92578
Meaning that it takes some practise, I'm sure you can also find pixel art animation tutorials
 
are there any tools or tutorials on making such thing?
so
do you think that every animation frame was drawn independently?
 
user92578
yes
 
hm
but how they knew that it will look good when animating?
 
user92578
9:01 PM
some parts were surely copied over and then redrawn
 
user92578
@Yaroslav they view the result, in-game or in the editor and adjust accordingly
 
thanks a lot for the attention
love you guys!
 
user92578
anytime
 
would anyone like to develop a 2D game for Android with me?
I have a git repo we would be able to work together on it
 
I have too many concepts I want to develop already :(
 
9:03 PM
I would be able to do most of the job
I just need ideas and sources for lerning
and some tips
@Almo let us implement your concepts together if you have some experience in creating games?
 
user92578
You're welcome to ask for feedback and tips always here, that's what I did for the two and a half years while I was making my game
 
thank you very much!
it seems like it is possible to do pretty cool pixel art and animation at the same way in Photoshop: youtube.com/watch?v=WvhzY1dlg3U. Is it so?
at the same time, not way
 
@Yaroslav check out Cognizer on ios/android store to see my most recent publication. I'm putting that on steam next
 
ok. i will check it now
 
user92578
Yeah photoshop surely has tools to make that happen. I myself use GIMP and just check the animations in-game.
 
9:09 PM
@Almo is it yours?
I am going to sleep. Good night to all of you.
<3
 
9:25 PM
Does anyone know any royalty-free music that would fit in a waiting lobby (quick match)?
 
9:46 PM
Quick question: I have a grid that I create in code that for some reason is getting a null exception at runtime. However if I comment out one of two lines (genGrid = GetComponent<CreateGrid>();) I no longer get the null reference. I'm confused why it's happening. The two lines are in two separate files.
I misread my code, I only have 1 line that grabs the createGrid component
 
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To clarify a bit further, I'm using unity C#
 
10:35 PM
@dcfyj Is this one of those issues where you can't set breakpoints and inspect?
 
 
1 hour later…
11:41 PM
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