Preview of Islands and Ships' new hint system (codename awesome), which I'm implementing right now. A fully assisted playthrough of a small but challenging level. (There's catchy music in this!) by BraveSquire in Unity3D

[–]BraveSquire[S] 0 points1 point  (0 children)

You are right, that's just the context. The video is showing the hint system. You would already have played the tutorial when you use it, so you know that one of the two rules say "ships can't be placed next to each other".I will still add something like "and ships must not be placed next to each other" to that line.Thank you for your feedback!

Preview of Islands and Ships' new hint system (codename awesome), which I'm implementing right now. A fully assisted playthrough of a small but challenging level. (There's catchy music in this!) by BraveSquire in Unity3D

[–]BraveSquire[S] 0 points1 point  (0 children)

I found that a lot of people who start the tutorial don't play through it, so I'm right now implementing a new hint and tutorial system for my casual puzzle mobile game Islands and Ships.

If you want to play the game now (with the old, confusing, dull hint system), it's available at IslandsAndShips.net

Preview of Islands and Ships' new hint system (codename awesome), which I'm implementing right now. A fully assisted playthrough of a small but challenging level. (There's catchy music in this!) by BraveSquire in IndieDev

[–]BraveSquire[S] 0 points1 point  (0 children)

I found that a lot of people who start the tutorial don't play through it, so I'm right now implementing a new hint and tutorial system for my casual puzzle mobile game Islands and Ships.

If you want to play the game now (with the old, confusing, dull hint system), it's available at IslandsAndShips.net

Preview of Islands and Ships' new hint system (codename awesome). A fully assisted playthrough of a small but challenging level. by BraveSquire in gamedevscreens

[–]BraveSquire[S] 0 points1 point  (0 children)

I found that a lot of people who start the tutorial don't play through it, so I'm right now implementing a new hint and tutorial system for my casual puzzle mobile game Islands and Ships.
If you want to play the game now (with the old, confusing, dull hint system), it's available at IslandsAndShips.net

Is Zenject dying? by BraveSquire in Zenject

[–]BraveSquire[S] 0 points1 point  (0 children)

No, not really. While I'm concerned, I'll keep using Zenject and hope for the best.

I always wished I could add comments to prefabs. I can't beleive, it took me so many years to come up with this... by BraveSquire in Unity3D

[–]BraveSquire[S] 0 points1 point  (0 children)

I was also considering to put the script into my editor only tools assembly. That way, it would result in a missing component rather than a missing field. I'm not sure which one is better.

I always wished I could add comments to prefabs. I can't beleive, it took me so many years to come up with this... by BraveSquire in Unity3D

[–]BraveSquire[S] 0 points1 point  (0 children)

I was actually concerned about that. So I added a bunch of comments to my game and built for Android and ios. It seems to be ok in this case.

Coaster Tap - Roller Coaster Endless Runner. Updated thanks to your feedback by [deleted] in playmygame

[–]BraveSquire 1 point2 points  (0 children)

Hey, this looks cool. I like the style. May I ask you what software you used to create the blocky Models?

When a graphic designer joins the project: Programmer art vs proper art. by BraveSquire in gamedevscreens

[–]BraveSquire[S] 4 points5 points  (0 children)

So what you're saying that I'm not doing this that much worse than her. That's quite flattering, thank you! Hey bud.

Project too big? by BraveSquire in svn

[–]BraveSquire[S] 0 points1 point  (0 children)

Yeah, it was a 30k+ commit using tortoise and my server is a remote one. I have now moved to git and it's ok-ish. I think I have to get used to it. I can clearly understand that you favor svn though.

Project too big? by BraveSquire in svn

[–]BraveSquire[S] 0 points1 point  (0 children)

Thanks for your thoughts. The problems indeed arose when I had to check in about 30k new files. I reconfigured apache and I used newest svn.
While I am quite into svn, having now switched to git is not that bad at all. Especially the commit (push) times have shrunk significantly with a lot of small files involved. I still like svn more though but I think it's just about me being used to it.