@bruglesco The type of stats you design (I want range, melee, AOE, armor and resistance) and the numeric values you figure out through a bit of logic (melee have better stats than range to offset the range bonus) and a lot of play testing.
I need to download audio (OGG, Mp3 or wav) from URL and play it.
In Editor is working fine, and also in stand alone build.
But not in WebGL build.
My Code:
// Here audio is downloaded based on audioURL
...
WWW data = new WWW(audioURL); yield return data;
AudioClip dow...
Quick question... any git experts here ? Have a question regarding the distributed github workflow... it says we need a blessed repo ( A forked repo should do the trick )... then we need multiple long living branches ( Created a develop and feature branch, check )... and it says developers are using a private repo for development... what exactly does this mean ? Developers are using the cloned blessed repo ? Or do they need to fork the blessed repo again ?
Or do they even need to create a whole new server repo for development which gets merged later ?
@AlexandreVaillancourt Ahh thanks... finally a usefull answer... in our lecture those are just called "repos" but not private,local,online etc... that was a bit weird... what about the branches ? Does every team member needs to work on his own feature/development branch or is it good enough when theres one feature/development branch where multiple people are working on ? ^^
@nwp Probably i choosed the wrong word... We called them "Heilige"-repos and i thought the right translation is "blessed"-repos ;)
@genaray There is no good answer to that one. Some people do feature branches where every feature gets a branch. Some people use a single branch to keep the merge pain low.
@genaray I found it was generally easier to work when each dev had their own branch. If multiple devs work on the same 'feature' you can create a feature branch, from which every dev creates another branch and commit to it. Once a dev's feature is completed, they commit to the main feature branch until the 'big feature' is completed.
@nwp Yeah, I guess it depends on the team. If there are risks of having multiple people working on the same files, I found it easier if each had their own branch, which would make the merging easider.
Having multiple people work on the same files is generally fine, as long as you merge soonish. If you have a single branch that pretty much ensures that happens.
@nwp Well, maybe it's different with git, but with SVN, if you can't commit your stuff before doing a sync merge, you can damage a lot the work that you did..
@AlexandreVaillancourt That doesn't happen in git. If you merge often it can auto-merge and it's a non-issue. If you merge rarely it cannot and you have to do it manually which is a huge pain.
@ShotgunNinja It's not. It's just that occasionally stuff doesn't work for some amount of time. And with enough developer the probability none of the developers being in that state becomes 0.
I've never been fond of merge cops, but I work in app dev and we have a bunch of automated ones that are fast enough to not be irritating
That's much harder in an asset-intensive field like game dev, though, where the wealth of testable scenarios becomes impossible to automate sufficiently
It's probably important to be on the same page. If you have one developer expecting frequent merges and another doing feature branches you have a problem.
Yeah, I can't imagine working with a team of 80 people across various fields of expertise. I have enough problems with my team of 8 trained software engineers at work
In another life, I'd have gone to DigiPen like I wanted to, and learned how to corral artists and build a game development process out, but I got pushed into app dev because of the lack of money and other opportunities in Wisconsin