• Unity3D - Discussion
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Oh didn't read the first sentence, well ok then :D [editline]30th March 2015[/editline] [QUOTE=Asgard;47420125]Just submitted my 48 hour game jam compo game made in Unity. I'm very happy with the result, and I'll probably expand it to a complete game. Although the temptation to make it a free-to-play mobile game is immense, the angel on my shoulder is saying I shouldn't. :V [url]http://asgardr.itch.io/prehistoric-game-jam[/url][/QUOTE] Tried to play the game, I have no idea what to do, what do I do with the weapon, food etc? How do I use them?
[QUOTE=BoowmanTech;47420206]Oh didn't read the first sentence, well ok then :D [editline]30th March 2015[/editline] Tried to play the game, I have no idea what to do, what do I do with the weapon, food etc? How do I use them?[/QUOTE] There's a tutorial at the start that should explain things. Drag the weapons, armor, and food to the slots in the mission window. Make sure to read the mission requirements for which items to use. If I could go back I would've tried to make the game more intuitive.
Ok now I saw the button where I have to place them. Any reason why every mission I send them on it says 0% success? Even if the mission is level 1 I am being told the same thing.
Has anyone ever made their own self-contained game maker with Unity? Something like RPG Maker, where the end user creates their own levels and objectives in a simplified space. Is this against the license for Unity? Seems like a market that really needs tapping into. There's really ONLY RPG Maker for that demographic. Game Maker is also prevalent, but it's kind of a step above RPG Maker.
Anyone know why the Peek keeps returning null or have an idea why this could happen? [img]http://i.imgur.com/4mRtFOl.png[/img] [code] //Inventory Script public static Inventory instance; public List<GameObject> SlotsList = new List<GameObject>(); public int Slots = 20; void Start() { for (int i = 0; i < Slots; i++) { GameObject slot = (GameObject)Instantiate(SlotPrefab); SlotsList.Add(slot); } } //Slot Script public Stack<Item> items = new Stack<Item>(); void Update() { if(items.Count > 0) Debug.Log(transform.name + " / " + items.Count + " / " + items.Peek()); } public void InsertItem(Item item) { items.Push(item); } //PlayerScript void OnCollisionEnter(Collision other) { if (other.gameObject.tag == "Items") { foreach (GameObject slotTemp in Inventory.instance.SlotsList) { Slot temp = slotTemp.GetComponent<Slot>(); if (temp.SlotEmtpy) { temp.InsertItem(other.collider.GetComponent<Item>()); } } Destroy(other.gameObject); } } [/code]
[QUOTE=BoowmanTech;47420754]Anyone know why the Peek keeps returning null or have an idea why this could happen?[/QUOTE] Are you sure other.collider.GetComponent<Item>() isn't returning null?
[QUOTE=jmazouri;47422068]Are you sure other.collider.GetComponent<Item>() isn't returning null?[/QUOTE] I tried changing it to other.gamemode... and also tried using a trigger and still same result. [editline]30th March 2015[/editline] The reason why it returns null it's because of the Destroy(other.gameObject) Thanks for the help, your question helped figure this out.
[QUOTE=BoowmanTech;47420468]Ok now I saw the button where I have to place them. Any reason why every mission I send them on it says 0% success? Even if the mission is level 1 I am being told the same thing.[/QUOTE] Because you haven't assigned a caveman to the mission yet. CLICK on a caveman to assign him to the mission. DRAG the supplies from your Armory window to the Mission window. The item types (weapon, armor, food, fun) correspond to the FOUR slots in the bottom left of the mission window. If you're happy with the success chance, click on 'Send off'. Make sure to pay attention to the season, mission requirements, and the preferences of your caveman! I know it's not very intuitive yet, but eh. :) It will be if I make the post-compo game. :v:
[QUOTE=Asgard;47420125]Just submitted my 48 hour game jam compo game made in Unity. I'm very happy with the result, and I'll probably expand it to a complete game. Although the temptation to make it a free-to-play mobile game is immense, the angel on my shoulder is saying I shouldn't. :V [url]http://asgardr.itch.io/prehistoric-game-jam[/url][/QUOTE] This is pretty cool! I wasted a good 40 minutes or so playing. There's a couple of things, however. The first is that I can't tell what armour is which. Most of the time I was just guessing, so you need to either make the icons bigger and clearer, or label them. The second is that you seem to gain new tribesmen at really high levels, essentially rendering the ones you start with redundant. I got to a point where I gained a level 40 something, a 50 something and I think a 60 something, and I just used them because almost every mission I sent them on was %100, without using any resources. I think it would be better if, for one, people you gain are equal to or lower levels than your existing members, and if there was maybe tiers of missions. So, you would have three missions on screen: an easy, medium and hard, so you could send different people on different missions, and maybe the harder a mission, the longer it takes so you can't just keep using high level people and ignore the rest without ever having to wait for them to return. Finally, on a similar note, because I had high tier people, there was no incentive to build up lower level characters. Maybe if there were statistics, on screen, for the tribe as a whole, and it gets dragged down by the low level people, so you are motivated to build everyone up, as they all contribute to a bigger objective. In it's current state, it's still really fun, it just needs some fine tuning. I'd probably get quite addicted if it was a mobile game! [editline]30th March 2015[/editline] AND, I love the art style, except for the cavemen. They don't really fit too well.
[QUOTE=Asgard;47422648]Because you haven't assigned a caveman to the mission yet. CLICK on a caveman to assign him to the mission. DRAG the supplies from your Armory window to the Mission window. The item types (weapon, armor, food, fun) correspond to the FOUR slots in the bottom left of the mission window. If you're happy with the success chance, click on 'Send off'. Make sure to pay attention to the season, mission requirements, and the preferences of your caveman! I know it's not very intuitive yet, but eh. :) It will be if I make the post-compo game. :v:[/QUOTE] Ok, now everything makes sense and the game is pretty fun :D You should make the font size bigger under the items as it's hard to see what is there sometimes.
[QUOTE=~ZOMG;47422828]This is pretty cool! I wasted a good 40 minutes or so playing. There's a couple of things, however. The first is that I can't tell what armour is which. Most of the time I was just guessing, so you need to either make the icons bigger and clearer, or label them. The second is that you seem to gain new tribesmen at really high levels, essentially rendering the ones you start with redundant. I got to a point where I gained a level 40 something, a 50 something and I think a 60 something, and I just used them because almost every mission I sent them on was 0, without using any resources. I think it would be better if, for one, people you gain are equal to or lower levels than your existing members, and if there was maybe tiers of missions. So, you would have three missions on screen: an easy, medium and hard, so you could send different people on different missions, and maybe the harder a mission, the longer it takes so you can't just keep using high level people and ignore the rest without ever having to wait for them to return. Finally, on a similar note, because I had high tier people, there was no incentive to build up lower level characters. Maybe if there were statistics, on screen, for the tribe as a whole, and it gets dragged down by the low level people, so you are motivated to build everyone up, as they all contribute to a bigger objective. In it's current state, it's still really fun, it just needs some fine tuning. I'd probably get quite addicted if it was a mobile game! [editline]30th March 2015[/editline] AND, I love the art style, except for the cavemen. They don't really fit too well.[/QUOTE] Thank you very much for the feedback! I'm very glad you enjoyed it. :) I love the idea of having everything work more interconnected as a tribe. I'll take all your feedback and apply it to the full version! If you like the game you can vote for it here btw: [URL]http://www.reddit.com/r/WebGames/comments/30qpeg/game_jam_voting/[/URL] (You don't have to, just throwing it out there.) Honestly, the game jam has been an absolutely profound experience. I've never published a real, working, game before. If you ever get the oppertunity, make sure you do a game jam at least once! [editline]30th March 2015[/editline] Btw if the game is any success in the voting round, I'll rewrite it from scratch and pay a lot more attention to useability!
How can I vote for you as the game it's really nice and It's worth all the votes it can get. [editline]30th March 2015[/editline] [QUOTE=jmazouri;47422068]Are you sure other.collider.GetComponent<Item>() isn't returning null?[/QUOTE] Do you have an idea on how I can delete the object without getting a null value in my stack? Also do you know why I get a null value but the stack count is not 0.
[QUOTE=BoowmanTech;47423062]How can I vote for you as the game it's really nice and It's worth all the votes it can get. [editline]30th March 2015[/editline] Do you have an idea on how I can delete the object without getting the null value?[/QUOTE] If you want to vote, you need to have a Reddit account. After that you can just click the up arrow next to the game in the comments section. [img]http://puu.sh/gV8cc/4358174239.png[/img] The orange arrow in this image!
[QUOTE=Asgard;47423114]If you want to vote, you need to have a Reddit account. After that you can just click the up arrow next to the game in the comments section. [img]http://puu.sh/gV8cc/4358174239.png[/img] The orange arrow in this image![/QUOTE] Ok thanks. [b]WHY IS THE SCORE HIDDEN :suicide: [/b]
[QUOTE=BoowmanTech;47423150]Ok thanks. [b]WHY IS THE SCORE HIDDEN :suicide: [/b][/QUOTE] Because the score might influence other votes. This way it's 100% fair. :) I can't wait until voting ends tho!
[QUOTE=Ziks;47417069]Perhaps a nicer way would be to create an interface like IFunctionComponent, which all "Function_X" classes implement. Then you should be able to do GetComponents<IFunctionComponent>(). This should be more efficient than searching for components based on their type names, and will let you specify methods / properties that all IFunctionComponent implementing classes should provide.[/QUOTE] Is this what you were talking about? [code] //ItemCustomMethod Script located on an iteam. public class ItemCustomMethod : MonoBehaviour, IItemInterface { public void UseItem() { Debug.Log(transform.name + " / Hello"); } } //ItemCustomMethod Script located on a different item. public class ItemCustomMethod2 : MonoBehaviour, IItemInterface { public void UseItem() { Debug.Log(transform.name + " / Hello"); } } //IItemInterface not located on any object. public interface IItemInterface { void UseItem(); } //Item script public class Item : MonoBehaviour { void Update() { if(Input.GetKeyDown(KeyCode.A)) { GetComponent<IItemInterface>().UseItem(); } } } [/code] It works correctly but I want to make sure this is the right way of doing it.
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[QUOTE=BoowmanTech;47423062]How can I vote for you as the game it's really nice and It's worth all the votes it can get. [editline]30th March 2015[/editline] Do you have an idea on how I can delete the object without getting a null value in my stack? Also do you know why I get a null value but the stack count is not 0.[/QUOTE] Well, you can add null values to the stack, which will increment its count. One way to go about it is not destroying the gameobject but disabling it with SetActive(false) (which makes update, etc not run on that gameobject).
[QUOTE=jmazouri;47424291]Well, you can add null values to the stack, which will increment its count. One way to go about it is not destroying the gameobject but disabling it with SetActive(false) (which makes update, etc not run on that gameobject).[/QUOTE] That's what I did now but it seems a bit weird not to destroy them. Basically I have pickups in my game and they spawn randomly and just disabling them doesn't seem like a good way of handling this. Also do you know why if I destroy the object it returns null? I never used stack so I don't understand them entirely.
I hate coming here for help because I haven't really contributed anything yet, but Google has failed me. I'm testing my enemy system, but the materials seem to have completely bugged out. I can't apply any new materials onto the prefab. I'd prefer to not have to re-build the prefab if possible. I can't figure out for the life of me what could have gone wrong though. [img]http://i.gyazo.com/2847f41731f7aecbe37a0fa12d316045.png[/img] I slapped a test material that works in other parts of the scene. [img]http://i.gyazo.com/1d81ede17b7ae18a3da2543827b8fd0c.png[/img]
I've started working on a BSP loader in just for fun, which I'm pretty sure has been done in this thread alone. Seeing how Ziks got an GTA:SA map loader working and Layla on his BSP loader, inspired me to see how far I can go with it, which starts to become quite a challenge, but it's getting somewhere. [IMG]http://files.atrblizzard.com/sharex/2015-03-30_22-58-22.png[/IMG]
[QUOTE=atrblizzard;47425174]I've started working on a BSP loader in just for fun, which I'm pretty sure has been done in this thread alone. Seeing how Ziks got an GTA:SA map loader working and Layla on his BSP loader, inspired me to see how far I can go with it, which starts to become quite a challenge, but it's getting somewhere.[/QUOTE] I started with attempting to load CoD4 FastFiles but gave up on that after lack of documentation, Tried loading CoD4 D3DBSP's directly, was approaching something but also lacking documentation Now I'm trying Source BSP. I'd really like to learn how people reverse engineered those other formats but I have no idea where to start
[QUOTE=Goz3rr;47425321]I started with attempting to load CoD4 FastFiles but gave up on that after lack of documentation, Tried loading CoD4 D3DBSP's directly, was approaching something but also lacking documentation Now I'm trying Source BSP. I'd really like to learn how people reverse engineered those other formats but I have no idea where to start[/QUOTE] Google about formats, download reverse enginering tools and search for patterns. Search for vectors/points, edges, normals, entities, etc.
[QUOTE=TheGoodDoctorF;47424818]I hate coming here for help because I haven't really contributed anything yet, but Google has failed me. I'm testing my enemy system, but the materials seem to have completely bugged out. I can't apply any new materials onto the prefab. I'd prefer to not have to re-build the prefab if possible. I can't figure out for the life of me what could have gone wrong though. [img]http://i.gyazo.com/2847f41731f7aecbe37a0fa12d316045.png[/img] I slapped a test material that works in other parts of the scene. [img]http://i.gyazo.com/1d81ede17b7ae18a3da2543827b8fd0c.png[/img][/QUOTE] You might want to recheck and then reimport that mesh, and make sure that the UVs are correct and there is actually a material applied in your modelling program. Reimporting the asset shouldn't mess up the prefab, as far as I know.
[QUOTE=Duskling;47425932]You might want to recheck and then reimport that mesh, and make sure that the UVs are correct and there is actually a material applied in your modelling program. Reimporting the asset shouldn't mess up the prefab, as far as I know.[/QUOTE] Re-importing the assets did the trick. I have no idea what caused it in the first place, but it all seems to be fine now. Luckily, it's just a test asset with some animations, but I'm glad I know how to fix it now if it happens again. [editline]30th March 2015[/editline] *snip* Figured it out [editline]31th March 2015[/editline] Okay I lied. I thought I was on the right path but now I find myself stuck. Simpy put, every 200 points, the player get's a life. How can I make this happen? I'm fairly new with programming in general, so I've been digging through available operators and such but haven't been able to figure it out.
Did Unity 5 remove the ability to play .MOV format in game? It used to play .MOV format in unity 4.6 but no longer in Unity 5.0. Can anyone confirm this?
Is there a way to slice textures like sprites through a grid? Or am I going to have manually cut and align them?
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[QUOTE=BoowmanTech;47436633]I know I probably asked a similar question a while ago but I can't fix this no matter what. Basically there are 20 slots in the list and each ones weight is 0.5, what I am trying is to loop through them and update the SlotsWeight based on each slot weight but the problem is that it loops forever and instead of getting 10 I keeps going forever and it's going over 10. Could someone suggest me a solution? [code] public List<Slot> SlotsList = new List<Slot>(); public Text InventoryWeightText; public int MaxWeight = 0; public float SlotsWeight = 0f; void Update() { for (int i = 0; i < SlotsList.Count; i++) { SlotsWeight += SlotsList[i].CurrentWeight; } InventoryWeightText.text = SlotsWeight + "/" + MaxWeight.ToString() + "Kg"; } [/code][/QUOTE] Have you tried to Debug.log the CurrentWeight, SlotsList.Count, i, ect every iteration? Might tell you something more, we can't really do much with just that other than say it must go forever because whatever you set in the editor for the SlotsList list has something funky going on.
[QUOTE=BoowmanTech;47436633]I know I probably asked a similar question a while ago but I can't fix this no matter what. Basically there are 20 slots in the list and each ones weight is 0.5, what I am trying is to loop through them and update the SlotsWeight based on each slot weight but the problem is that it loops forever and instead of getting 10 I keeps going forever and it's going over 10. Could someone suggest me a solution? [code] public List<Slot> SlotsList = new List<Slot>(); public Text InventoryWeightText; public int MaxWeight = 0; public float SlotsWeight = 0f; void Update() { for (int i = 0; i < SlotsList.Count; i++) { SlotsWeight += SlotsList[i].CurrentWeight; } InventoryWeightText.text = SlotsWeight + "/" + MaxWeight.ToString() + "Kg"; } [/code][/QUOTE] Maybe try iterating through the list using List.ForEach()? [url]https://msdn.microsoft.com/en-us/library/bwabdf9z%28v=vs.110%29.aspx?f=255&MSPPError=-2147217396[/url]
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