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00:36
107 shrines, 293 koroks...
294
01:01
Yahaha! 296
the whole game so far (only just made it to the Zora domain) feels like a glorified Banjo-Kazooie-esque "collect all the things in any order you fancy" kind of deal
way different from previous Zeldas where dungeons were typically accessed in a linear order
I hope there's some bosses soon :(
It's good but it's also super different from what I was expecting!
There's a lot of large monsters, and a few bosses
sweet
yeah I've found a couple big baddies out in the open, but the Shrines feel so small and underwhelming
no keys, no minimap, no dungeon map, no acquiring new tools, just :/
Yeah, instead of large dungeons with lots of puzzles you get lots of puzzle-shrines and a few boss-dungeons with a small bit of puzzle factor.
And lots of mini-puzzle koroks
You do find new suits
01:18
Mmm so it's got the puzzle factor of Zelda games, but without the coupled chain of close-quarter room-to-room solving that a "dungeon" used to bring
yeah I got a cold suit early on
There's definitely the key-and-lock mechanics happening on a large-world scale
just so different heh
Well, you do unlock your sheika slate tools,
find bow and arrows but not necessarily in a dungeon...
It's just that the tool finding is right at the beginning so then you're free to go almost all over the place
yeah
And during fights
"weapon broke", gotta pause all the bloody time :( breaks the flow
I like the management tho
plus you can fling it at the enemy when its almost broken for extra damage when it blows up
yea
wow wtf @ Windows, daylight savings changed yesterday, clock went back an hour, fine
looking at the time now... it's gone forward an hour again :|
completely threw me off lol
hours take minutes,minutes take seconds
01:26
being trolled for sure
01:40
Yahaha! 297
 
12 hours later…
user92578
13:10
user92578
Does this look stupid?
What should we look at?
I'm guessing the UI, yeah it's way too big
DH.
DH.
How you made each of the HUD in each corner?
The only thing I'd suggest would be to place the avatars of the characters that are on the right hand side of the screen as 'mirrors' to those on the left: stick them to the side of the screen and flip the sprite!
user92578
13:13
my "all stuff to the bottom" doesn't work on slower resolutions so I'm trying to figure out what to do with them
user92578
Oh yeah that would probably do it
Nope, the UI is still too big and takes too much space
Replace the text by icons!
I'd suggest having the HP as a vertical bar
user92578
there's no HP bar
13:14
can you compact each UI box?
user92578
I think I need to try that too, remove some space here and there
@Tyyppi_77 You just need a rectangle and another one on top of that, and then you resize the top rectangle by the percentage of the HP
user92578
I know how progress bar works
get rid of so much text?
HP: 100%
Icon of the weapon, and then [GrenadeIcon] x 5
^that could work too
user92578
13:16
that's probably a good solution yeah
user92578
make them small enough so that I can perhaps even just stick with the old positioning
I think giving each player a corner is a better idea
either way's fine
Yeah, that's what I said :P
user92578
user92578
13:24
hands down my best mockup work
looks better
what's the white bar for?
user92578
the shield
I'd go for vertical health bars
user92578
I kinda like this layout more though
user92578
13:28
I like that one!
if you keep the right hand side ones mirrored, the confusion wouldn't be a problem
because if they all look to the same side, I would get confused when I was 2nd or 3rd and would have to stop to re-orient myself
I don't think in this case the right-hand side ones need to be mirrored.
user92578
yeah I don't think so either
well, it's your decision anyway, but I'd surely get confused during gameplay
user92578
how does the HUD sprite's orientation make you less confused?
13:30
@JohnHamilton I see your point, though..
okay so, if I'm always lookin at the upper left corner
I won't look at other corners to see myself
because that's my corner, my brain will go on auto and look there
but if there's a list and I'm second or third, I might look at the second when I'm third
DH.
DH.
Yeah, it can avoid a bit of confusion
and probably will because I do that even when we're 2 player and the hud is like that
user92578
ah I see
that's why usually you'll see player one on the upper left and player two on the upper right in arcades
oh and, this is what I'd do btw
shield on top of the health since it's health's shield
and keep the bar vertical to save space
blue space for weapon
and grenades either like you did "grenade icon"x5 or 1 for every grenade you have
user92578
13:34
so red is health? looks really tiny
naw
when you get hit and the shield is removed
the below rectangle is full red
user92578
that's not how it works
then that won't work, how does the shield work?
user92578
enemy kills and prison releases give you powerup points and activating your shield costs powerup points
user92578
think like boost in racing games
13:36
so it's like "immunity for a while"? or is it like overhealing in unreal tournament?
user92578
never played ut, but yeah, immunity for a while
so you just shine the whole hud then imho
a blue hue to the hud
it should scream that the player is immune
user92578
user image
2
and the blue hue itself should be a bar that drains
like the more blue color you have on the hud, the more time you have
user92578
but that won't really show how much power you have left
13:38
Path of Exile has a thing where your shield sort of overlaps your healthbar a little
I'm just thinking, it would be better to "see it without looking at it"
@ChrisMcFarland yeah that
or Destiny, I think your shield is a thin bar above your healthbar?
but that won't be obvious because it's a power bar that drains
doesn't go down if you get hit, right?
user92578
nope
user92578
it goes down if you release the button or run out of powerup points
13:42
okay so think something like a thinner bar on the health like chris said, but when you press and hold the "shield button" you get a blue or white layer on the UI that is mostly transparent that drains down so that you can see how much time you have on the shield (from the corner of your eye) without looking at the shield bar.
so that you don't have an annoying effect on top of the UI all the time but can see the shield bar
DH.
DH.
By my experience as someone who completed his beta, I prefer to have the energy bar separated from the health one
this is the best I could do in paint
imagine the bottom blue "bar" as 0.3 alpha or something
that way, the remaining time on shield is obvious without looking at the power bar
maybe make it flashing or something too
because when you have 4 people on screen
actually turning your eye towards the portrait and looking at the remaining power bar
will probably get you to lose where your character is
and you'll lose valuable seconds from the shield itself
of course this is all just my point of view as a gamer
as a game dev, I say to hell with it and don't even bother
user92578
14:04
hmm, it might just not be feasible try to make a design that looks good on all monitor sizes
yeah, like I said, as a game dev, I wouldn't really bother with it. As a user though I'd love to have it :P
user92578
Well I think I kinda have to do something about these
user92578
user92578
that's like ridiculously small
user92578
user92578
14:10
but all right here
maybe just put a UI scale option in the options menu?
some people I know would love to have the upper one
user92578
yeah but that requires me to implement an UI scale lol
yeah, scaling to screen size will probably be the same thing
maybe have a few different UIs pre-scaled
like 100% 150% and 200%
ideally have UI be scalable
or just let them change the resolution
the poor-dev solution
user92578
huh? resolution can be changed of course
14:13
If you don't have a borderless windowed fullscreen option
well then that's fine lol
then scaling the UI is not much of a thing to be worried about
user92578
I do have borderless window since the default windows fullscreen is so awful
yeah, that may be a problem, but if you don't want to scale it
like I said just give 3 options that are prepared beforehand
or even two, small UI, big UI :P
Unity uses borderless window (if set) but sets its internal resolution I believe, upscales or downscales as needed
user92578
14:33
you know what, I'll be an asshole and just tweak my old HUD a little
you do cloud saves yet?
user92578
yeah
what functions are you using?
what happens if steam is down or your internet is off?
user92578
FileRead and FileWrite
user92578
so my system works so that the saves are always in the game's install directory
user92578
14:46
at startup I copy the cloud saves there if the cloud saves are more recent than local copies
user92578
otherwise it just keeps the local copies
user92578
and then at exit it saves the local copies to the cloud
user92578
so basically getCloudSave(); if (cloudSave.date > localSave.date) localSave.overwrite(cloudSave);
user92578
not sure if that's the best way to go though
user92578
but I didn't feel like writing a source control merger or something
14:49
so
the way I understand it -- you are reproducing what the api already provides
steam will pull the latest cloud save files locally
user92578
yeah I know that
user92578
but I don't think it's a good idea to overwrite those files
user92578
I mean all the Cloud Storage calls made from the API just get the data from the local cache I believe
yeah, I think steam overwrites even if the local saves are more recent
user92578
well that's the thing, the local cache is always from the cloud
user92578
14:52
so that's why I have this separate thing
user92578
user92578
I think I could get away with this if I just mirrored the right ones
oh btw, I think you should have the shield bar at the top of the player sprite rather than the UI
if at all possible
man... i'm saving a different file per level for the save data
DH.
DH.
The shield bar isn't a passive shield, it's an active one
user92578
15:00
@jgallant ouch
Yeah I know
user92578
might ease merging though?
DH.
DH.
That would be very distracting and misleading having the shield to have a bar on top of your head
ehh.. i might leave it
its easy for me
user92578
I'll keep the bar at the bottom at least for the bottom ones. Do you think I should flip it to the top for the top ones?
DH.
DH.
15:01
Not to mention that the bars would merge with each other when the players are close to each other
^different colors would solve that also, I don't think everyone would use the shield at the same time
but anyway, that's also work to be put in
user92578
naw I don't really want to clutter up the gameplay with all sorts of bars
user92578
15:36
3K PARTY!
user92578
WHOO
user92578
15:51
@Tyyppi_77 GZ man :)
I need some advice on how to do something in unity
hey guys, have any of you used micropather ? in C++
@RNewell122 I did not, sorry.
I am making a menu for a game and I want the title to have a distortion effect once in a while
what would be the best way of doing this? I thought maybe make a video in after effects on it and play it on a loop?
user92578
that's a possibility. another would probably be to use a shader
16:03
@AlexandreVaillancourt ah nvrmind thanks anyway :
16:15
sounds like a job for composition
I can't really find shaders for what I want
user92578
don't you just fucking hate it when you're 95% done with a picross puzzle and then notice that you've fucked up
haha yeah
16:35
i submitted gorb for steam approval.
user92578
well that was fast, congrats
well its not ready yet
it has cloud saves -- missing achievements and playing cards
but I needed to send it for approval so that it will appear as "coming soon" or whatever
user92578
so you sent the store page for approval?
yeah
and a game build
user92578
ah, cool
user92578
16:37
I don't think a game build is required for the store page, Valve hasn't touched a GH build yet
oh, well there are 2 approval things
Store Page, and Game Build
user92578
yeah
20:42
I thought about how I could make the tile-map responsive. Then I thought "f*ck it, I make it into scrollable rooms"
I'm not sure how other games, like Binding of Isaac do it.
21:04
disney should make a Pepe le Pew movie
21:55
But not the common one
Should be the rarest Pepe le Pew
nationalism is huge
the Steve Irwin and 'roo in the middle, lmao
The tiny rick
22:12
Two Quebec flags and HABS logo :D
oh a Shantae!
Right under Australia's green 'Straya'
22:29
hehe
got my controller handling in last night
gonna work on touchscreen today
I need to add polygon collision zones so I can do 8bit style collisions
but with vectors
So many 2.5D games use the horrible sphere collider
And a weird rubber band feel to the character
Like Little Big Planet, Trine, Life Goes On, ...
I still like those games, despite the horrible rubber-control and sphere colliders :P
22:44
LittleBigPlanet was super floaty
Trine and Life goes on much less but still floaty
I've seen a lot of 2.5D game do that. I just cant remember the name of them all.
Games I see in my Steam library:
"wait, why did I stop playing that game? "
play for 3 mins..
"... oh, right"
for Life goes on I can manage maybe 20~30mins of it before I get too annoyed at the sphere colliders and floaty controls. Stop playing for 2-4 months until I forget and try again :P
heh
I'm using 2D capsule colliders for movement atm for t2
just to not get stuck on ledges with the sharp box corners
It bugs me when the character is off the ledge and the pill is hitting at 45 degrees and you can just keep pressing left/right and it'll slowly climb the corner.
And the character is walking/hanging in the air
23:01
yeah it's a design thing
T1 uses box colliders, but I did end up implementing a small "boost" if you just missed the edge of a block by a smidgen, cuz it was annoying having to jump up again
a custom polygon collider with a box shape but really small angled corners would probably work best to find the happy medium
A capsule's curve is kind of big
That thing is like nails on a chalkboard for me :D
if you had like
maybe would be a happy middleground
yeah. most good old 2D games have that 1 pixel allowance
But the trick is those games also use a different "collider" for horizontal and vertical.
and not really a collider, it's a "is there anything there?" query. And then the AI code does something on a case-by-case basis.
23:09
yea
I've built my collision "system" like that. AI queries if there's anything "that way" and gets returned what it hit and a suggestion. AI's free to completely ignore it. No callbacks. The result is on the stack, not on the heap, so very little cache trashing compared to other collision systems that process and resolve all collisions at once.
Pro
my AI, I usually have a "wall in front of me" and a "is there any floor in front of me" check, for about-facing usually
So I can't run the collisions on a GPU but all the AIs run in parallel on 1 worker thread per CPU thread.
GPU Latency is a killer anyway.
Can't do a bullet hell with 3 frames delay on collisions..
@ChrisMcFarland yeah, same. simple stuff, works great.

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