My issue with this is he ain't even cute. Okay the other issue is the game looks like ass when you're actually playing it.
I'm working on a deck-building RPG. Cards come in different tiers. Some cards multiply damage, some deal damage. Higher tier damage-dealing cards make lower tier damage dealing cards an active liability since the lower tier cards could be multipliers that deal a higher amount of damage overall by multiplying the damage output of higher tier cards. How would you go about solving this while still enabling tier 1 synergy between damage dealers and multipliers?
I have no idea what the problem is
My issue is that the only girl in his game is an old hag.
Like I said.
Rate my Fully Procedural Slime Animation(tm), /agdg/.
I'll post a video in a sec of what it used to look like.
What's VFX flare? All I can find is lens flare which I desperately hope is not what you mean.
I wonder if the sweater is a blend shape or if it's bone controlled
Here's what my old demo looked like. It really did lose some bounce since then. I think that might be because on the old version I was preventing collapses by using these giant beach balls on the edges, which essentially doubled the edge weight because there were two game objects right on top of each other.
>What's VFX flare? I mean in the casual sense of "make it look cool" with like shaders or particles or something to smooth it out and make it look more fluid.
any reason you've made your own mushroom 11?
When is the appropriate time to reveal a project/start blogging about it?
Two weeks before launch.
Oh. Flair. Yea if I'm hit by another divine bolt of lightning I'll look into it some more. I got the initial version of this by simply coloring vertices by their array index, so very little effort into this polish so far.
I really enjoyed Mushroom 11. Wanted to play it more but it has very low replayability for me. I also got kind of sick of the lack of choice in where the new nodes grow in that game, so I went for the complete opposite approach with this. Mushroom 11 is a rigid body controlled by deleting nodes from the outside, and my slime is a soft body controller by expanding from within. Kind of amusing.
Pretty much as soon as you can, stealth launches are a bad idea unless you're a really big name.
when you have anything playable and its not a totally ugly piece of trash
how far do you take the Single Responsibility Principle of SOLID ?
like, just thinking of Pausing the game. Usually i would do it in a single script and adjust music/sfx/character state/UI, but even that gets messy
but do you do each of those things inside their own script? like: > musicState > sfxState > characterState > UIState
and inside the game manager you call pause which notifies everything else to adjust?
c on f usion
Ah, so I was referring to rendering like this- paperjs.org/examples/meta-balls/ (also pic related) So you render your blob into a buffer, blur it and re-render pixels which are >0 (or any smaller number value)
Oh shit that's what World of Goo used isn't it? Thanks man, I'll write that down.
Aggydagger's Alpacalypse uses metaballs to render lava blobs, can try asking for more details.
I set timescale to 0 LMAO
> LMAO i'll leave you to it..
I'm having a method called on a Monobehaviour before its Start method even when I force it to occur earlier through a custom script order. Any idea what could cause that?
Oh yea I saw PHI's video on that. I always wondered why things like that looked so good but had such weird physics to them.
i just don't know guys i mean it works but it actually doesn't if i send the group to mine instead of them individually stockpiling the wood someone else is gathering it and he can wind up with about 100+ wood on him at a time making it extremely exploitable if you know the trick the problem with this is they only try to find a deposit site after they reach a certain threshold (30 wood) so some could wind up with 10 or so wood and just hold onto it and continue mining throwing what they mine onto someone else meaning if the player never checks he could be missing out on loads of wood
how the fuck else could i handle this logic? im fucking lost tbqhwyfams
If i made a procedural model generator, should i sell the generator, or generate a bunch of models and sell those?
You should publish a paper if it's something new.
pausing in my game is simple all updates are done from a central update function that calls all the relevant systems, an if statement just checks if isPaused is true and doesnt update any system if it it.
A paper won't pay my rent. I want money.
generally the models. Otherwise you would have to design a licence for the generator properly
>people shitposting with your game
anubisdev quit being a fag and add more girls
>get slightly negative feedback >instantly drop game
he's got one. two won't kill him.
They would actually
more like >get no feedback >instantly drop game
The salaries aren't worth it.
I could just sell the generator as a unity asset. Though i think you're right, selling models instead of the generator would be more profitable.
nevermind im a fucking idiot i fixed it
Try sell the models, if it does well you could hold off with the selling the generator while the models build up hype for it
how the fuck would a "model generator" generate models that dont look like garbage
>get no feedback >secretly kind of happy because social interaction even online makes me nervous
Sell the models while not telling anyone its generated and pretend its your own work.
How do I make sure that my game doesn't get an obsessed stalker that ruins any discussion on it
You have to generate the model generator in such a way that it only generates the models you want it to generate.
Only way would be to make it as bland as possible.
Autism can't latch onto 100% mundane.
I've taken online deep learning courses with Udemy, it's easier than you think
>spreading furshit Luckily you'll all die of aids eventually.
use source engine.
drop- and restart a new- game faster than you can pick up stalkers.
Does Unity's MoveTowards not do what I think it does? You can go right past it?
Enemies have a cone of vision with distance and angle attenuation so they can see better if you're closer to the center of their vision, basically a spotlight formula. It's multiplied by your current light level and there's an awareness accumulation system, guards have Patrol, Curious, Investigate and Chase states based on their current awareness of you. I'm still tweaking the numbers and fixing some stuff though, the guards don't look down when close to you so they lose track of you if you crouch.
I don't like things shining everywhere either and usually disable that if I can, but I need a way to differentiate between valuables and clutter. The living room is very bright so the stuff tuned for darkness looks kinda weird.
I'm adding an interact button so you collect stuff instantly, I like the idea of having to maneuver around to get what you want without making noise but yeah it feels sluggish and will get old, I will make it so that guards notice missing stuff so you still have to take some care. Everything is placeholder graphically speaking, I might tune down the chandelier light and turn up the guard vision to compensate, or darken the furniture.