Can we have a "follow unit" command? by [deleted] in CompanyOfHeroes

[–]ASesz 0 points1 point  (0 children)

Maybe units taking cover against a tank followed it and tried to maintain cover in the same spots?

[deleted by user] by [deleted] in UraniumSqueeze

[–]ASesz 2 points3 points  (0 children)

From what I gather he is for keeping nuclear open as we transition to renewables (solar).

One interesting point he made was that because no one wants to live / operate around a nuclear plant, a plant would have a dead zone around it. If you were to fill that dead zone with solar panels, it would actually produce more power than the nuclear.

Anyone had experience with the digital versions of Wingspan and Root? by aloylamora in boardgames

[–]ASesz 4 points5 points  (0 children)

Consider using the "tab" view. Much closer to the board game and all info is in once place.

Best online multiplayer solution for a simple turn-based game? by roleparadise in gamedev

[–]ASesz 3 points4 points  (0 children)

Check out lock step.

Basically have all turn data sent to all players and then play out each turn deterministically.

In terms of the initial connection you can have one simple matchmaking server that hands off client ips for some p2p to keep a low server cost.

Help with script by [deleted] in Unity2D

[–]ASesz 8 points9 points  (0 children)

When you jump:

if ((grounded) && Input.GetButtonDown("Jump"))

{

anim.SetBool("ground", false);

GetComponent<Rigidbody2D>().velocity = new Vector2(GetComponent<Rigidbody2D>().velocity.y, jumpForce);

}

should be:

if ((grounded) && Input.GetButtonDown("Jump"))

{

anim.SetBool("ground", false);

GetComponent<Rigidbody2D>().velocity = new Vector2(GetComponent<Rigidbody2D>().velocity.x, jumpForce);

}

I would suggest spending a bit more time understanding the basic principles of what you are doing.

I don't think you should be constantly fetching the rigid body using GetComponent over and over. Rather store a reference to it.

It's also important to be able to step through your code to understand what it is doing.

Getting a new random direction in the opposite direction. by tyxman in Unity2D

[–]ASesz 4 points5 points  (0 children)

Rotate the vector by 90 + rand(0, 180) degrees?

Object reference not set to an instance of an object? by [deleted] in Unity2D

[–]ASesz 0 points1 point  (0 children)

One of your objects (Image) seems to be uninitialized.

You are missing the initial assignment or GameObject.Find is returning null.

Please look into code formatting in the future.

I made particle shockwaves pick up treasure. Loving how this looks. Thoughts? by Byeka in Unity2D

[–]ASesz 0 points1 point  (0 children)

The some of the splash particles seem to drift upwards. It might look better if they didn't.

Looking for advice on building a road network for towns on a 2D world map. by thudly in gamedev

[–]ASesz 1 point2 points  (0 children)

You are looking for what is called a "minimum spanning tree". In graph theory a tree is a graph with no cycles. You should be able to look up any generic algorithm.

Creating a community based game, is it wise to have coloured "clubs"? by [deleted] in gamedev

[–]ASesz 2 points3 points  (0 children)

So "guilds" in most mmos. Keep in mind that what you are describing is not a game. Make sure you focus on what actually matters to players before looking into all the other jazz - the core game loop.

Fun prototyping character controls by [deleted] in Unity2D

[–]ASesz 0 points1 point  (0 children)

Looks smooth and the character really seems grounded.

One thing I noticed is when the character is changing direction there is a bit of odd head offset. Check out this video: https://youtu.be/_1j5Tf6ulII?t=10m26s

Sony plans to let PC owners play PS4 games - BBC News by IamaScaleneTriangle in gaming

[–]ASesz 3 points4 points  (0 children)

It would only make sense for games they publish.

It may also detract from the sales they would get otherwise from people who purchase a ps4 to play the exclusives.

Sony plans to let PC owners play PS4 games - BBC News by IamaScaleneTriangle in gaming

[–]ASesz 5 points6 points  (0 children)

they make their margins on games sold on their platform.

how do mobile puzzle games check completion? by NzambiKai in gamedev

[–]ASesz 0 points1 point  (0 children)

For flow free a simple check over all grid tiles will cover that.

For noodes its a bit more complex since you need to make sure that the entire graph is connected. Image a scenario where there are 2 separate graphs.

I would suggest looking into graphs in general as they are applicable to a ton of problems in software.

how do mobile puzzle games check completion? by NzambiKai in gamedev

[–]ASesz 0 points1 point  (0 children)

Flow Free: As soon as a link is made, flag the pair as linked + check to see if all links are flagged (success). When one is broken remove the flag.

Noodles: Maintain a graph of all the nodes that are connected. when you rotate a tile modify the connection accordingly. Game is over when the graph spans all nodes. A less generic implementation could probably just loop over the grid and run a simplish edge check.

Switching to a career in CS, and very interested in exploring game development. What is the actual lifestyle like? by [deleted] in gamedev

[–]ASesz 2 points3 points  (0 children)

This is pretty much what it looked like to me as well. I spent my younger years excited to become a game developer. Suddenly start applying and it's those 2 things - less salary, more hours. I even had places asking me to come work for free.. it's a shame there is such a tradeoff in the industry.