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12:11 AM
Ack!
I hate when my statements are the last comments on something.
That's what happens when you chime in 3 hours later...
 
Hahaha. Sorry to leave you hanging there. 😅
I almost got on a rant about how conservatives try to call it "special rights" when we get access to a subset of the rights they've always enjoyed, but also I needed some time away from a screen.
 
 
2 hours later…
2:47 AM
@DMGregory :)
Ooops that wasn't a close vote
I forgot I now just unilaterally close shit.
sorry
 
3:02 AM
Took me some getting used to as well!
 
 
12 hours later…
3:06 PM
when using my dice code to roll the dice and see if you rolled a 6 you can go again pastebin.com/TLeZuS3R does not work gfycat.com/candidassuredblackbird
 
"does not work"? What are we looking at and what should we see instead?
 
Happy to help, just need more detail. :)
 
3:28 PM
fixed that new error, when using my dice code to roll the dice and see if you rolled a 6 the same player plays again it stays on p1 turn but it moved the other player the code i am using pastebin.com/TLeZuS3R pastebin.com/X553SQpi pastebin.com/1yQUxef5
 
3:47 PM
Unfortunately, nothing in the code you've shown allows me to quickly spot why a player would move.
 
4:42 PM
Heh maybe I'll get in the top 16 users for the rep this year. And be bumped out again by Theraot.. :P
 
5:08 PM
:)
 
5:41 PM
Is there an easy way to set the center of mass of an object to it's origin in Unity? It gets really complicated and glitchy doing that in SketchUp, but when I don't, the model rotates around the worst possible point.
 
0
Q: Looking for volunteers to fix codeplex.com links

VaillancourtCodePlex archives will be shut down after July 1st 2021. We still have a bunch of links to it. I'm sure there is a bunch of projects that were hosted there are now hosted somewhere else, like on GitHub. The project page will often advertise as such. If you folks have the time and want to have you...

2
 
Oh, and I see now why it is so hard to make games. The sounds, models, and then scripting. Because such enjoyment from a video game comes at a cost.
Heh, almost everything in game making comes at a fair cost. For example, I want higher fps in my game. So, I need to: Spend time and effort and maybe sanity by creating a copy of a model, and then greatly decreasing its complexity, then doing so again, making 3 layers of complexity; for every 82 variants of my 1942 Willys Jeep => much-improved fps, less game crashing. Cost: 27 hours of time, 200 effort points (where 10k is required to make my detailed B-29), and 12 Sanity points.
Fair trade? Maybe.
Why 82 variants? A cataract of 50 jeeps (which would be more like a "herd" of jeeps) that are all the same exact thing is very, very boring. And also abnormal. But, having multiple variants that actually existed in real life? Amazing! Cost: some game crashing (loading too many things at once), a bunch of fps. Fix: Layer my LOD for each jeep.
 
Might want to ask on the main site how you can add visual variations to a multiple instances of the same model instead of designing them one by one.
 
is that even possible?
 
user92578
Texturing comes to mind
 
5:53 PM
What I mean, is like removing a piston here, removing that dial needle, and removing those clamped leaf springs over there.
 
Does it even matter?
 
Getting hung up on the details again
 
Will your player look at that or will they look at what happens in the game?
 
get that gameplay prototype up
 
Okay okay.
@Vaillancourt you actually have a very good point. It doesn't matter if the player can't even see it.
Or anything else.
 
user92578
5:56 PM
It really sounds like you are trying to do something that you perceive as "AAA quality" alone
 
If they need to drive that jeep, just wait until you can comfortably drive the jeep (i.e. the controls work) before doing anything cosmetic.
 
I just had to go and make some jeeps because they appear, and are driven by the player very early in the game. When I say "early in the story", I mean they need to use one to get over to the B-29. They basically take only 300 steps before getting involved with the jeeps.
 
If you like to model high quality stuff, then maybe you should be a modeller and sell stuff on turbosquid and get hired as such.
 
until you can fly a B-29, how you get to one is irrelevant
 
...Or, should I have the player ride in the 1942 Dodge WC62 3/4 ton 6x6 instead of driving? Yeah... That'd be better for the prototype, and also the player, since they just started. It's easier for the prototype because all the player has to do is sit in it. Great.
 
5:58 PM
yep. If the core of the gameplay is about being a gunner, no need to drive the jeep, someone can take you there.
 
Very, very good point.
 
Don't even have someone take you there
just start in the plane
 
I think it was like that in FarCry 3 (??) someone drives you to the spot right at the start.
 
gameplay first
 
Yes, the gameplay should come first.
 
6:00 PM
@Tyyppi_77 actually, I suck at making sounds, and my brother really wants to help my game, so he is making me sounds. he is actually great at that. He has some real nice explosions, flair sounds, and he made walking sounds for basically every material you could think (like sand, mud, etc.) So I'm not actually doing this alone.
So, I get to ask what in the world I am going to do about my 250 bullet chain for my M1919 Browning Machine Gun After I have a very basic, functioning prototype?
 
Gameplay first
 
user92578
That's still two people.
 
Yes yes I see
 
No, you do not
you keep talking about small unimportant tasks
until you can get a proof-of-concept of 10-player coop networked B-29 flying running, everything else is wasted time
 
right. I am going to begin scripting. Great for this case, Multiplayer won't be a thing until far later, so I don't need to rig a character at all for the prototype.
I hate rigging characters, so at least I don't have to do that.
*yet
Okay
 
Thanks
I'm gonna start asking scripting questions now.
 
@Wasabi You don't need to rig characters at all even when you get to multiplayer. You can have stick people gliding around.
 
wha??
Oh, you mean prototype?
@Almo @Tyyppi_77 what exactly would be a prototype? I don't want to go too far, but I don't exactly know where I should call it a good 1st prototype. So, I know I need player actions, like moving, and... what else?
 
If your first gameplay is about being a gunner, then start with 1: aiming the reticle, 2: shooting a bullet, 3: detecting when that bullet hit something, 4: having some moving targets to hit
 
The prototype is the thing that you use to decide if you got matter for game or something that you should put in a garbage can and find another idea.
 
6:09 PM
With those 4 steps, you can already make a decently engaging little game (Missile Command, or the whole genre of lightgun shooter arcade games, are pretty much just this)
 
wait a minute, that means I need the B-29 and a MiG-15?
 
(You still need to trash that prototype even if it is a good candidate for a gameplay: you then redo your code the correct way.)
 
Right
But I use the basics my Prototype laid out for the correct way.
 
Hmm?
 
Boy, Looks like I'm going to need a while to import the models I'll need for the prototype.
 
6:14 PM
No, you need a gun and a target. Both of those could be cubes at this stage.
 
Huh.
 
Heck, you don't even really need a gun. A reticle may be enough. ;)
 
right.
Bullet?
 
Don't need one.
 
I see.
 
6:15 PM
Just fire a raycast for starters.
 
Okay
 
You can upgrade that to a projectile sprite later if so desired.
Game content is often built as what's called "greybox" first. Where we build everything - the level, the props, the characters, out of literal grey boxes (or sometimes capsules or other primitives). They just have to be roughly the right size on screen to convey the layout and let us test the gameplay mechanic.
As you go along, you gradually replace some of the boxes with early rough art, focusing on the ones that make the biggest impact on the experience first. Then some of that rough art can later get replaced with better art.
The idea is that we prove out the gameplay with minimal up-front spending on assets first. Then if we find out that actually this thing needs to be 1.3 meters high instead of 1.2 to look right in the in-game camera view, we can fix that with one scale number, without re-making an expensive asset.
By the time we get to making the polished art assets, we've nailed down exactly what assets we need / don't need, we know where they need to go and exactly what dimensions they need to be, and we're able to prioritize which ones are seen up-close or get more focus and need higher detail, versus which ones you barely see so we can make them more cheaply.
At typical engagement distances for the kind of combat you're talking about, I'd bet you could get a very long way treating the enemy planes as cubes/capsules. Or maybe a sprite plane with just a silhouette of the vehicle.
Unrelated: I thought this question was just going to be a simple "you can't" - but it turned out to be more interesting than I'd thought. 😃
1
Q: Checking Scriptable Object equality without references

Pheonix2105A rather simple question, how do you check equality of a scriptable object without references? For example, I have a weapon class that holds a list of damage types the weapon deals, which consists of a float and a ScriptableObject class (Element). [System.Serializable] public class DamageInfo { ...

 
6:36 PM
Good idea.
What about the background?
If it is all grey, I can't exactly tell what direction I am facing, nor if I am moving or not, visually.
I have a moving cube!!
 
You can use something like a skybox to have a surrounding to help orient yourself, and you can use simple sprites for clouds to gauge how you're moving.
 
7:03 PM
Now I have a Jumping Cube!
 
That's a start. :)
 
Yep.
I have my crosshairs and it follows the screen right, and I have a spotlight behind the crosshairs so that it always stays lit.
But, how would I make it so that the only thing that can receive that spotlight's light is the crosshairs?
 
Layers.
 
I see.
Got it!
 
 
2 hours later…
8:46 PM
This looks more like c# than unityscript to me..
3
Q: Unity ScreenToWorldPoint always giving same coordinates with mouse position

Abhinay Singh NegiI have a question about Unity's ScreenToWorldPoint. Whenever I use ScreenToWorldPoint(Input.mousePosition) and display the output in console this always gives me the same coordinates. MyCode: Vector3 screenToWorld; void Update() { screenToWorld = Camera.main.ScreenToWorldPoint(Input.mouseP...

 
Agreed. I edited the tags.
 
thanks
 
I think we have a few duplicates of that too. It's a common oversight for folks new to coordinate transformations.
 
Then the fun is to decide which ones stays open :P
 

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