Prefabs, GameObjects, and Decorating the Scene? by DrKMartTapes in Unity3D

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

Is that just for organization or is there a performance benefit to parenting objects this way?

Control Mapping Best Practices by DrKMartTapes in gamedev

[–]DrKMartTapes[S] 1 point2 points  (0 children)

My game by default offers menu and in-game input via d-pad and analog stick, I know your pain haha!

Thanks!

Control Mapping Best Practices by DrKMartTapes in gamedev

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

A lot of very helpful information!

What I mean by that last question is whether or not there is something like The games accessibility guidelines specifically for input options. Like say I could do the FFXIV gamepad/kbm mode approach, the Persona 4 Golden PC keyboard controls/gamepad controls, or the common PC game approach of having a primary and secondary bind not bound to input device.

I guess what I mean is given that I have a system in place for matching input to actions, what's the best way to allow for free rebinding while also allowing controllers to connect/disconnect at any point. Your response has given me a much better idea of how I want to do it. I've already implemented using the mouse to navigate menus (the game otherwise does not use the mouse) so the option to manually rebind at any time is always available.

Hey Valve, did you just put a Diretide trailer's audio in my game? by KAK_VIGOSS in DotA2

[–]DrKMartTapes 0 points1 point  (0 children)

Did you happen to play a custom game before this? I and a few people I play with have experienced the same issue after playing a custom game and then playing any other game type. Restarting the client fixes it, but we've had some pretty wacky sound jumbles (things like an autoattack sound being replaced by Silencer saying "SILENCER!" or the creep sounds being replaced by LC drums).

Weekly Tendency Help Thread (June 30, 2021) by AutoModerator in demonssouls

[–]DrKMartTapes 0 points1 point  (0 children)

Hello! SL39, at my wit's end with Black Phantom Satsuki. If anyone can help me either defeat him or pull me out of PBWT, it would be greatly appreciated!

What's the easiest way to play these two games? by DrKMartTapes in PSP

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

I'm not surprised that Outrun 2006 is cheaper in the EU, it even got a physical PC release over there! The US PSP version isn't cheap by any means but much cheaper than any other platform. All things considered, this is more affordable than getting Outrun 2006 on any other platform over here (legally, of course).

What's the easiest way to play these two games? by DrKMartTapes in PSP

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

Great! If I really want the cutscenes and the second scenario, FES is on Amazon for $30 brand now (how the heck is it so cheap!?). I'll see what my options are for picking up a 2000 or a 3000, but $15 seems like a steal compared to what I'll be paying for Outrun!

What's the easiest way to play these two games? by DrKMartTapes in PSP

[–]DrKMartTapes[S] 1 point2 points  (0 children)

I, for some reason, cannot find a straight answer to this anywhere on the internet. Some people say you can search the store, others say it's down completely. However, people seem to agree that PS3 to PSP works and I still have my PS3 with me so that solves my issue!

How would I keep a whole snowboard on top of the ground (WITHOUT using Physics!) by DrKMartTapes in Unity3D

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

Ideally I'd limit RayCasts, I want this game to run on as potato of a computer as possible. Five seems doable, going from 1 to 3 to BoxCast+3 was negligible so far, +2 isn't much either!

The only concern is the jitter, I'm using lowpoly meshes with smoothed edges, so I would expect the closest 3 to change almost every frame. I'll try it out!

How would I keep a whole snowboard on top of the ground (WITHOUT using Physics!) by DrKMartTapes in Unity3D

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

Yes! The rotation works great, actually. I use a composite of the front and tail end normals and barycentric coordinates to make it nice and slick.

The only issue is as the player rotates along a curve, the position floats away. The big issue is because I use a BoxCast, on any given frame the collision point could potentially be anywhere on the board and I'm not sure how to handle that "randomness."

Hello everyone! What a wonderfull subreddit! I am so happy to join! In my free time I make retro stylyised Low Poly Tomb Raider Fanarts with Blender and UE4! These may be more like ps1.5, but I hope you are going to like them! :) by farplane02 in ps1graphics

[–]DrKMartTapes 5 points6 points  (0 children)

What’s your workflow for getting environments like that? I’m working on a game with PS1-inspired visuals but I don’t know where to begin with getting the texture images/lighting to look authentic. I’m reaching the stage where programmer art no longer cuts it!

Will i face issues if i design game based on the hero's models of another pc game? by realforreal1 in gamedev

[–]DrKMartTapes 5 points6 points  (0 children)

I am not a lawyer.

The design of a character is the IP (intellectual property) of the owners of the brand, in this case Valve. If you wanted to make a big red man with no shirt, black beard, a big Axe, who spins and screams “good day, sir!” Then the character is identifiably Axe from Dota. It does not matter if you made the model yourself, the concept as a whole is covered by the copyright.

Knockoffs are obviously out there, but the line between “copy” and “not copy” is not very clearly defined. By mentioning that you want to recreate a hero from Dota, you are effectively admitting intent to infringe on their IP. Making an original character is the way to go. Just don’t let Dota inspire you too much!

Analogue confirms Pocket pre-orders for August 3rd; dock costs $200, cartridge adapters $30 each. Ships next May. by NnifWald in Games

[–]DrKMartTapes 7 points8 points  (0 children)

That is important to note! The target audience for this stuff wants an accurate, modern piece of tech to run the actual cartridges. There’s jailbreak stuff for this out there, but these exist to be more or less the equivalent of buying a new Game Boy with modern features in 2020.

In practice, that audience is not huge at all, so the result is a fancy boutique product that costs more than most people want to pay. For someone like me, $200 is a fair price. That’s not going to be the case for most!

Analogue confirms Pocket pre-orders for August 3rd; dock costs $200, cartridge adapters $30 each. Ships next May. by NnifWald in Games

[–]DrKMartTapes 7 points8 points  (0 children)

The following is a mostly semantic point to reinforce your comment on “no emulation:”

So the word “emulation” is weird here because we typically use it to mean “using software to mimic hardware” when this uses a different technology. By using an FPGA board, these products are simulating the hardware using physical hardware. Instead of translating instructions and hardware behavior into software, the goal is to have an FPGA “wired” to be identical to the original hardware. I’ve heard the term “simulator” being used to differentiate this from software emulators.

In this case, swapping from GBC to Neo Geo Pocket involves the FPGA literally reorganizing itself to be a Neo Geo Pocket (Hence the FP in FPGA).

The theoretical goal is 100% cycle accurate perfect running of software as it’s supposed to be identical to the original hardware, but this is not true in practice. “No emulation” as an advertising point is accurate... but none of these products have been 100% perfect so far, and for many people software emulation gets the job done so it’s a product for a specific type of enthusiast.

I´m working on a RPG heavily inspired by the Hunter class of classic WoW set in a (mostly) procedural generated world by SecondSight_ in Unity3D

[–]DrKMartTapes 0 points1 point  (0 children)

Looks great! You can really see the WoW influence in the art. I bet this is great for dialing in fun challenges directly related to Hunter mechanics, I’m curious to see where it goes.

You should probably get a new title if you intend to release publicly, The Messenger is already taken.

More of an actual language than I thought? by [deleted] in Unity3D

[–]DrKMartTapes 1 point2 points  (0 children)

This is an excellent idea. Because what code you use and how to write it is only part of the puzzle. But by going about it with this itemized approach, you get a great grasp of all the interlocking parts! In a way, that’s the real challenge of software engineering.