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Member Since 16 Jun 2005
Offline Last Active Oct 23 2016 02:10 PM

Posts I've Made

In Topic: Complete Noob Trying to take a shot at game dev

23 October 2016 - 01:10 AM

I have used Pluralsight extensively and I like the courses that they have on there. Right now for Unity I like the content on CG Cookie as well.


It sounds like you are trying to go in a million directions at once. My recommendation would be to try to make a really small and simple game in whatever target technology that you choose. Build something basic and then tackle a slightly more complicated project. Keep expanding your skills gradually but don't try to bite off more than you can chew.


The important thing is to pick a direction and set about creating something. I find the best way to retain knowledge is to apply it. There are times that I have gone through a course on a technology and didn't really learn much until I set about using that technology on an actual project. Seeing people walk through things is often far easier than doing it yourself.

In Topic: Some questions for unity+C#

16 October 2016 - 12:32 PM

Your code has a bug in it:

void Update () {
        if (Input.GetMouseButtonDown(0)) ;
        Debug.Log("Pressed left mouse.");

The if statement here does not work because if statements never have semi-colons after them. So Debug.Log is getting called on every update.
If you removed the semi-colon then you could fix the issue. Even if it is a single line I always put brackets around the if statements.
void Update ()
    if (Input.GetMouseButtonDown(0))
        Debug.Log("Pressed left mouse.");

In Unity : https://docs.unity3d.com/ScriptReference/Input.GetMouseButtonDown.html


The documentation says:


"You need to call this function from the Update function, since the state gets reset each frame. It will not return true until the user has released the mouse button and pressed it again. button values are 0 for left button, 1 for right button, 2 for the middle button."


Here is a tutorial from Unity on persistent data and serialization: https://unity3d.com/learn/tutorials/topics/scripting/persistence-saving-and-loading-data


PlayerPrefs is an option as was mentioned. The documentation is here: https://docs.unity3d.com/ScriptReference/PlayerPrefs.html . This is simpler, but I am not crazy about the:


"On Windows, PlayerPrefs are stored in the registry under HKCU\Software\[company name]\[product name] key, where company and product names are the names set up in Project Settings."


I personally don't really like games that have to mess around with my registry. Also I might be wrong, but it seems like player prefs if they are being stored in the registry with just a project name key are not going to be able to support multiple save files or the ability to migrate/back up the save files easily.


Personally I would probably be more inclined to use JSON serialization: https://docs.unity3d.com/Manual/JSONSerialization.html  Although binary serialization can have a smaller file size at the expense of human readability (which for a save file you might not want it to be human readable anyway).

In Topic: Need programmer for a ball game

08 October 2016 - 05:19 PM

Hello Stucker,


I think you would get more feedback and offers if you provided some mockups of the concept up front. You could take some time to create graphics for the game and lay them out in Unity and then take some screenshots to help illustrate the game mechanics.


I am a bit confused about the comparison to Angry Birds but the fact that it is top down. One of the main mechanics of Angry Birds is the trajectory which is viewed from the side perspective. In a top down perspective how are you going to see the angle that you are shooting the ball? Or is it not involving a trajectory at all? If so I am really struggling to understand the game mechanics of your idea.

In Topic: what's up?

07 October 2016 - 07:38 PM



Do you mean this post: http://www.gamedev.net/topic/682685-card-game-needs-programmer/#entry5312764 ?


It looks like it posted fine to me. If this is not the topic you started then it does not show up in your history.

In Topic: How do desginer design their game to be fun?

28 September 2016 - 08:57 PM

This is a subjective topic and varies from person to person. I think that this is a skill that must be developed over time and some people are better at it than others... but largely I can tell you the following:


1. Remove the unfun parts of the game. A lot of times what makes a game not fun is if there are boring/frustrating/annoying aspects to the game that take away from the enjoyment. For example having to switch control schemes, overly complicated control schemes, buggy game mechanics, sloppy collision detection, annoying sound effects... Imagine if your platform game has a platform that requires you to jump "perfectly" to land on it... and it takes lots of attempts which makes the game very difficult for no reason... this would make the game less fun.


2. Get other people to play test the game. Often people are good at telling you what they don't like. You need to find people who are willing to be honest with you and let you know what they think. You don't want the play testers to feel like they can't let you know what they honestly think even if it is very negative.


3. Remove repetition and add detail. If your game has the same elements that repeat over and over then this will get boring. You also want to add variety to your levels. In a lot of games you want your levels to tell a story... you want each level to advance the plot/progression of the player and for the level itself to be unified. For example if you have a game set in a jungle then you would want the elements of the level to convey this setting. If you are fighting giant spiders in the jungle then you would want the spiders to emerge from a logical place in the level and you would want a way to avoid/hide from the spiders to be built into the level. If a giant invincible spider was to spawn from no where and kill you in one hit with you unable to avoid the spider, then that would be frustrating and not fun.


4. You need to playtest the game and balance the game elements. There are many parameters you need to tweak when developing a game. You need to adjust speeds, gravity, hit points, etc so that everything is well balanced.


Essentially your game will likely not start off fun. Fun emerges when you remove the boring/annoying/repetitive parts and add mechanics that balance well with each other.


I hope this didn't ramble too much :).