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KailiKame

Member Since 21 Jan 2013
Offline Last Active Aug 23 2015 12:26 PM

Posts I've Made

In Topic: Save/Load High Scores

22 August 2015 - 09:32 PM

When should we to save our game data?

I Mean if we should save data before quit Game,or just save to file when game data changed?

That depends on how your game works. My game was a small mobile game so I could save every time the player game ended. However, if you had an RPG type game you may want to set points in the game world at which your player could use a save option.


In Topic: Infinite Loops and State Machines

21 August 2015 - 11:28 PM

I've tried using an iEnumerator but the sprite doesn't seem to move bettween the two points.

using UnityEngine;
using System.Collections;

public class EnemyStepController : MonoBehaviour 
{
	//Points to travel to and from
	public Transform[] targetPoints;

	public int time = 5;

	public IEnumerator StepMovement ()
	{
		for (int cnt = 0; cnt < targetPoints.Length; cnt++) 
		{
			transform.position = Vector3.Lerp (transform.position, 
			                                   targetPoints[cnt].position, 
			                                   time * Time.deltaTime);
		}

		if (Input.GetKey(KeyCode.Space))
		{
			GameManager.gameManager.CurrentState = GameManager.GameState.gameOver;
			yield break;
		}
	}

	void OnTriggerEnter2D (Collider2D col)
	{
		if (col.tag == "Player")
		{
			GameManager.gameManager.CurrentState = GameManager.GameState.gameOver;
		}
	}
}

Also, whenever I change the time variable in the inspector i get 3 of these errors

 

Unsupported type vector


In Topic: Fill in the Blank: I am wasting some game dev time by _______

16 June 2015 - 12:57 AM

Trying to inspire myself when I know getting up and doing some work is enough.
Usually watching others program and create art on YouTube, twitch, watching game dev documentaries, snooping around here.

In Topic: Hit a Wall

04 May 2015 - 09:29 PM

I am in the same situation. I have majority of the programming done and almost no finalized art. Basically I focussing on art so o can get my game to look right, now that functionality is there. At this point, it's just a matter of forcing myself to do what needs to be done. Since I kniw I want to release around the time schools get out for summer break, this is motivation enough for me.

In Topic: Learning "What to draw" and not "How to do it"

24 April 2015 - 02:31 PM

I think the reason why there are no tutorials for the questions that you've asked is because these are things that you need to learn for yourself.  It's more about personal preference.  

 

- Choosing the best graphical style suited for my game, based on its genre, virtual world, story, expected audience and other factors
Example: why the graphics in Zelda The Wind Waker for Gamecube was in Cel-Shading? There should be a reason why that style has been chosen over the alternatives

 

Maybe they used cell shading in that game because the team as a whole decided that would be cool.

 


- Choosing the right characters, objects, environments i have to put in my levels/scenes, to make them fit well with each other. This is a task suited for a set designer or architect.

 

This comes with experience. You will always know if something doesn't work in a level because it will look out of place.  From their you can look at why it looks out of place and fix it. As youdo this more and more, I think you'll be able to make more suitable art.


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