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Sacaldur

Member Since 25 Mar 2013
Offline Last Active May 11 2015 05:16 AM

Posts I've Made

In Topic: Did I Work On This Game?

21 April 2015 - 05:44 AM

In my opinion, you worked on the animation software, and you can put this one on your list of projects. But if you only implemented the animation software and the API, you didn't do anything directly related to the game using it, so you shouldn't claim you worked on that game. Listing the game as a "this was made with my software" is something different and, again in my opinion, justifiable.

You could just compare it with the developers of major engines, like Unity, the Unreal, Source, or Cry Engine. just because they implemented something you're using doesn't mean they worked on your game. They built the engine, the game uses this engine, but that's it: they worked on the engine.

In Topic: Pronounciation of GUI

15 April 2015 - 08:37 AM

The UI is the interface for the interaction between the user and the system (for example the game). Thus, the UI is not only what the system displays on a screen, but also how the user gives his commands to the system, making the keyboard, mouse, gamepad, and touchscreen a part of the UI, if present, even if they were not specifically designed for the system/game.
If you take this definition of "UI", you can't have a "UI-less game", since no user/player could interact with it in any way.
But still, yes, the UX is much more than the UI, and to some degree something different. I can't claim to have the best understanding of what UX is, but I would describe it UX Design as the definition of what the user should experience while using the product, and while doing things related to the product, e. g. while bying it, or while contacting the support.

To avoid the conflict of how to pronounce "GUI", I would use "UI" instead, and, given the right context, there shouldn't be any confusions, even though UI has a broader meaning. (And for me, most likely because english is not my native language, pronouncing "GUI" sounds weird, no matter which way you choose to do so...)

In Topic: All Jokes aside, what is 6/2(1+2)?

15 April 2015 - 07:58 AM

I have to admit, I didn't read all the pages of this topic, however...

The problem lies in wether you have to apply the "precedence rule of implied multiplication" or not. But first, I'll show a different example:
a / 2a    = 1 / 2
a / 2 * a = 0.5a * a
The results are different. If you write down an expression with this kind of notation, the devision is applied to it's surrounding terms, in this case 6 and 2a, and thus results in the calculation a / (2 * a), and not in (a / 2) * a.
The same applies to the equation given in the first post: 2(1 + 2) is the seconds term for the devision, and just inserting the sign for multiplication changes the entire expression. In order to insert the multiplication without changing the expression, you'll need to use parentheses, so you get:
6 / 2(1+2) = 6 / (2 * (1+2)) = 1
The problem is not about what calculation to do first, but it's more about how you can place additional parentheses without changing the expression.
And you can avoid it, as already mentioned, by not using ASCII notation for expressions

In Topic: How to Instantiate two Game Objects at the same time in Unity3D

09 April 2015 - 08:24 AM

Make sure "transform.position" and "this.HomeRegion()" don't evaluate to null. It's very likely one of them does so.
The difference between instanciating the red team and the blue team is the prefab/existing GameObject you're using for the instantiation. You could also try to instanciate the red team twice and see if there are any troubles.

By the way: you also may want to use properties instead of your "Steering" and "HomeRegion" methods.
Also, please, indent your code. It would ease the reading. ;)


What I would do in a different way:
  • Instead of searching for GameObjects ("GameObject.FindGameObjectWithTag([...])"), you could assign them (SendMessage("Set[...]", [...])) right after instanciating the GameObjects. This way you wouldn't need to check, wether it's the red or the blue team within the team script.
    And regarding the team color: I would make it a variable of the script (of type of an enumeration of "all team colors" - red and blue).
  • Also if you're assigning the values this way, you could assign anything that differs between the red and the blue team, so you would only need to have a single "team" prefab.
  • are the goals contained in the scene or are the goals contained in the teams hierarchy? In the latter case: create a variable in the team script and assign the goal, otherwise you should assign it the same way as you're assigning everything else.
But keep in mind: in my opinion this would lead to a better design, but on the one hand my opinion is not necessarily the best regarding good design, and on the other hand a good structure for the game can help to keep order to the project, but it's not required to finish the game.

Oh, and what I'm doing about the "GetComponent" calls: I just use them (almost) only for components of the exact same GameObject, and assign anything else to the variables using the inspector. (The exception to this rule could be, when I need different components of the same GameObject, like the teams goal script and the corresponding transform, but that's a very, very rare case though.)

In Topic: How it will be a company?

31 March 2015 - 01:37 PM

@Gian-Reto:
His country seems to be Hungary. I also just found a list of private limited company types for different countries. For Hungary, it seems to be korlátolt felelősségű társaság, but I can't say for sure. At least, the Wikipedia entry looks promising...

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