that has literally been the whole course of this development. not really coming up with new material, just applying material younger me set aside. and yes, i would like for the series to be oriented around your choices having an impact on the game world
The collecting and all is fine, the game is cute, voxel engine is awesome. But there is no story. Once I "unlocked all the features", no more point in playing.
Yeah; I think it's a niche market--for the developer. I'm sure a lot of players would like that, but developing that kind of feature on AAA games seems like too big of a risk for companies to take, when they have to please the shareholders.
Looks like I'll be spending my time herding cats in the form of a Discord community and especially staff lately. Lots of drama. And thankfully I haven't gotten sick of it yet.
For me it's mostly leading staff. The community leading is mostly non-existent to handling itself without issues. Staff tends to not do anything, work piles up, I'm only one person and want to watch anime too.
At the same time they owe me or the community nothing, so I can't just make them do stuff.
But I'm learning. My most recent insight was that making a todo list and telling people to do what they feel like is probably the wrong approach or at least needs some tweaking.
It's also difficult to tell how much drama and criticism is normal. You can't please everyone, but at the same time you have to try hard to do so.
The worst part yet is that people keep complaining about certain staff and when you press them for details they only have dumb reasons, like "flirts with X despite being married". I just fail to dig out the real underlying cause for the issue despite making quite some effort towards that goal which is really annoying.
Not very. :/ Unless they have particularly identifiable symptoms that can make a search hit for the next person who used the wrong file name, so they don't have to ask another less-useful question.
Yes; I suspect the type of question which is "I used BBB engine, version A, I upgraded to version B and this process no longer works, here is my script"; if the script referred to some engine files which were moved after the upgrade, this could be useful.
As good as a "typo error"; I suspect there is a close vote reason on SO for this?
user92578
> Not reproducible or was caused by a typo
While similar questions may be on-topic here, this one was resolved in a way less likely to help future readers.
I have in the past retroactively closed some questions as "Questions about debugging must include a Minimal Complete..." if the problem turned out to be some trivial detail not mentioned in the question itself.
I want to draw a texture in C++ using SDL2 and OpenGL libraries, but when I execute the code, the terminal gives an error: Segmentation fault
All code:
#include <SDL2/SDL_image.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
SDL_Window *window;
SDL_Event event;
int main(){
window=SD...
A Unity game originally targeting Windows can be build for Mac platform without too much effort. Is that compatibility broken if the game use some C/C++ DLL that do not contains any API call (eg: it's only decompression routines) ? AFAIK Windows and MacOS are both targeting x86. Maybe it won't work because no API call is not possible (eg: new operator will call HeapAlloc() behind the scene) or startup code before main also do OS specific things.
I did not proceed with any tests yet. Problem is that I don't have a Mac computer nearby. The only way for me to test is to prepare something and ask someone else to try it. I wanted to ask here firs to see if it make sense or of anybody already tried it.
user92578
I think that should work fine, as your binary won't include the C++ runtime Windows uses, and will instead choose whatever runtime Unity will link with MacOS builds
user92578
Take this with a grain of salt though, I have no experience on Mac or with Unity
I haven't had any trouble with Mac/Win/Linux/iOS/Android builds on Unity. Cognizer has all 5. I haven't used any third party plugins though.
if you reference any third-party plugins, you're limited by how those work. If they're just some C# code, there shouldn't be a problem. If they are including some built libraries, then you'll have to #if out any code that references them.
that's my understanding based on working with it about 2.5 years ago on a mobile project at work.
Finished shuffling some SDL code to a different namespace, also rangefied some code while I was at it. Kinda frustrated at ImGui's library model, tried updating to a newer version earlier but had a ton of annoying merge conflicts