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Showing content with the highest reputation since 08/25/18 in all areas

  1. 3 points
    Hello!I have spent the last year and a half developing a game in my spare time in Unity! I am releasing it soon on Steam. Ant Empire is a strategic remake of some older games. It is influenced by games such as Ant Empire and Civilization.I am currently doing a kickstarter to help fund an AI before launch.I have attached some images (tried some gifs but they were too large) to show the current stage of Ant Empire, which is nearly completed.
  2. 3 points
    *** I completely replied to the wrong question before, sorry *** On your question: A couple of thoughts: - You adjust your data structure to make it a non-issue, for example by making the loot only looteable by the player which has opened the container or landed the killing blow on the monster. - Make the outer server take the decision and communicate it back to the client AND to the main server in parallel. If you're worried about failures of comms between the outer server and the main one, add redundancy in the middle (say, message queuing). - If multiple people can take the same loot, accept that somewhere in your design there will need to be some kind of "quirk" as there must always be a cutoff point were the system decides that "this belongs to player A or to player B". This might be the unfairness that you described (i.e. closest is most likely to win). some kind of different unfairness (player with fastest Internet Connection wins) or it might be a non-unfair but wierd system where sometimes BOTH get the loot (i.e. if outer servers made the decision and two decided "it's my player's" in parallel, then the master server might clone the loot and give it to both). - You might leave the decision to the outer servers but implement a system where the client only gets a confirmation that the player got the loot once the master server has been informed and confirmed which one gets it. This works by the master server receiving a request from an outer server and then waiting for a certain time (likely less than a second) to check if any other requests come from other outer servers for the same loot. If not, the loot gets given, if so, then both requests get compared using the OUTER server timestamps for fairness and the earlier one gets it. This not being money or something like that which is not supposed to be lost or created due to a bug, I would probably go with the "clone the loot" option if this unfairness really worried me or leave it unfair (it the time difference are usually less that 200ms, which a typical human reaction time), as the last option whilst impeccably fair is a PITA to implement, has further implications (such as keep the outer server clocks in synch) and thus is probably not worth the work.
  3. 2 points
    It looks like you have some gameplay. Good job on that. There are many things that can be added. I'm wary of describing them because of the way you ask questions on the site, but I'll still cover them: You can add more gameplay. You can have scores, you can have a victory or loss condition. You could have teams, multiple players, computer-controlled players, networked players. You can have a variety of ship types and a variety of weapon types. You can have goals and objectives. Games usually have menus and a front-end. That's a place for options, for high screens, player profile management, and a way to exit the game. Games usually have sound, and I don't see anything about that in your post. Adding features to a game increase the complexity. Often adding one feature will break previous features. The larger a game gets the more difficult it becomes to implement new features. Increased complexity means more difficulty in reasoning about features, and an ever-growing number of unexpected side effects. I worry in your situation that the added code complexity and difficulty would be too much for you.
  4. 2 points
    To be 100% honest I have no idea what you are trying to show us in that very low res screenshot nor do I have any idea which data you mapped to the colors and I suspect that I'm not alone. For example I would expect to see at most 2 color channel involved in the debug view of texture coordinates but you seem to have the 3 channels involved, including solid pink spots that suggest that you sample the same position everywhere but your normal render doesn't say the same thing? Also I'm familiar with normal / binormal / tangent but I have no idea what is a "uvec" or "vvec" for you?
  5. 2 points
    What you are trying here won't work in Unity. Unity has only one world space and as such what you are doing with "sectors" is this: Basically you where just stretching the world space. Resetting the world to (0,0,0) as mentioned by JoeJ is known as origin rebasing and is the common way of fixing this problem. Strangely Unity has no way to do this build in, so you have to do it manually. There is a code provided by the Unity community: http://wiki.unity3d.com/index.php/Floating_Origin but as most of the code provided on this wiki you will have to manually update it.
  6. 2 points
    There are many great resources available to small, budget-conscious independent game developers today. On a public forum, in a counter-rant, I expressed this fact by bragging that if you gave me a week, a fresh install of Windows, and a good Internet connection, I could build a halfway decent game with no budget whatsoever.
  7. 2 points
    I noticed on myself that my activity on forums dropped to almost zero over the last two years, it was quite high before that (gradually dropping while I was working on my diploma), well... I finished it, and started doing more business and less game development, less (non-job related) graphics development, etc. So I slowly got to the stage where I noticed that I'm starting to be separated from game development, which lead me to a point where I realized I don't want to live a life without making games. Since that point I did two entries to last 2 Ludum Dare competitions ... even though I love making tools, fine tuning my game engine source (which I have actually never used for game), etc. ... I used Unity for that. Anyways - a game is a game. Nevertheless, to keep myself connected to game development I decided to start doing a journal here, regarding my development ideas, thoughts, post mortem articles and maybe even some progress from time to time. And most importantly, code and articles!
  8. 1 point
    Things have improvement a lot in this regard, albeit at the cost of several new things to learn. The node.js ecosystem has a robust ecosystem of tools to help out with "poly fills" (basically, libraries that implemented unsupported features when running on older browsers). Adobe Animate (as the Flash authoring environment is now called) is about $240/year. Which isn't cheap, but at $20/month probably won't break the bank either. While the Flash player no longer has the reach it once did, Animate is often used to export to html5 (and/or standalone mobile apps), so it's not a terrible option. Unity is definitely worth a look. While originally focussed on 3D games, they have recently made significant improvements to their 2D workflow.
  9. 1 point
    That's pretty funny. Yeah I believe the term ACE is a run. Nobody calls it an ACE anymore, to my knowledge. Yes, the standard game is 9 innings, and the team with the most runs at the end of 9 innings wins. If there is a tie then you go into "extra innings" which is sort of like sudden death. Now I don't know if 9 innings was standard when Knickerbocker rules were in place. It might have been 7 or less. The key about innings is that the home team always has the final chance, being in the bottom of the inning. So in a standard 9 inning game, if the home team is winning 2-1 after the visiting team has had their at-bat in the top of the 9th inning, then the game is over because there is no reason for the home team to bat since they're already winning. In a game that goes to extra innings, it's sudden death in terms of final score at the end of each inning. By that I mean the visiting team can continue to score as many runs as possible in the top of the inning. But if the visiting team doesn't score any in the top of the inning (and the game is still tied), then the game is over if the home team scores 1 run. Otherwise, the home team needs to score at least as many runs as the visiting team to keep the game going in extra innings, or they need to score more than the visiting team to win the game in extra innings. The postseason/playoffs can be very exciting for this reason, especially with a hard fought battle in extra innings in the 7th game of a 7 game series where the loser's season is over.
  10. 1 point
    Sorry it took me so long to reply. I tried to test the models on another computer, realized it didn't have unity installed, didn't have the time, in short: last few days were a mess. Here are two files. They're the main culprits. If you have the time, maybe have a look at them, thanks for the reply. Asrastic man1.blend Asrastic woman11.blend
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