How's that game coming along Zig Forums?
How's that game coming along Zig Forums?
havent been doing it lately, just bored and easily distracted
realizing the things im excited to make aren't things people are excited to hear about. which is not news. i just forget sometimes and bum myself out.
what do you like to make?
Is there are any app that help seperating sprite from spritesheet and reorder spritesheet that can be readed for Game Maker?
I'd say no matter how niche your game might be, there will always be an audience that'll play and enjoy it
you'll have to find them yourself though
Oops I shipped store.steampowered.com
who did this
what a cute little game user, congrats and good luck.
looks quite fun, did you market it user?
he obviously did not otherwise I would've seen it in reddit, or he would have a bit more reviews
what is your thought process behind that price and launch discount amount?
is multi-threading the same as multi-core support?
i heard a guy saying that unity doesn't support multi-threading out of the box, but does that mean that the game will run on only 1 core?
>store.steampowered.com
I guess it's people will see it in the steam sales and/or it'll drain their eye when they'll see it's in sales
9% is just weird. i usually see 15-20. $12 is also an unusual price. i usually see multiples of five. i have to know the reasoning.
Worked my fucking ass of getting this new demo revision out in time for Halloween.
do you just render at a low resolution and scale back up, or is there more shader wizardry going on in the background?
Got back into it recently after I burned myself with one of those classic "I'm trying every approach I can and every single one is failing" litanies on a feature I wanted in for a couple of days.
Did eventually get it.
Character models are 3D models as sprites, everything else is hand drawn in Photoshop
oh I thought it was 3D with an ortho cam
love how it looks, I'll give the demo a try
looks pretty intriguing, dling the demo.
Multithreading is when the software splits up parts of the logic into different threads. Multicore is a CPU that can allocate those threads into separate cores to run in parallel. Generally the programmer writes threads but doesn't tell the language how to split them. I mean maybe in some very niche high performance situations they do, but in general you just write multithreaded programs and the language and the OS decide how to actually split it up. If the CPU only has one core then those threads will run sequentially.
Don't know if Unity supports any of it though.
I put it down to become a network engineer.
I like the work, but I still write more story and setting and rules.
Working on enemy AI now
Need to figure out a good way to make AI behaviours configurable. Not only configuring what behaviours an entity has, but the transition conditions for switching between them. Ideally through the inspector with scriptableobjects so I don't have to hardcode it per enemy
Any good resources for this?
i have a working turnbased gameloop but everything is planes and cubes. might shit out a demo for the /vg/ thread
you basically have to set up your game to be moddable if you don't want to hardcode AI and other stuff
Good! We just placed in the top 100 overall for ludum dare, how did everyone else do?
user this looks amazing
Finished basic satellite map. I am honestly really disappointed in it. Now I gotta do the political map.
I've already got a modular configurable state machine set up for movement behaviours, but I cheat a little bit because most states are essentially "perform the special case movement then return to default movement behaviour". So during initialization I call a function on each behaviour, passing it the state machine and the default behaviour, so it can register its own transitions to/from the default behaviour
AI behaviours aren't so simple, states are much more of a flow chart. It's really more like the mecanim animation graphs
Unity's new "open project" has a ScriptableObject-based state machine which might be a useful reference
github.com
what's this for
Planning for a new demo out in about a week, in the meantime I've been fixing a few issues that were occurring with beam weapons.