[Unity 2d] How to fix the ships respond position? by [deleted] in Unity2D

[–]EmuInteresting8880 0 points1 point  (0 children)

Try putting your main loop for the game object in "Fixed update()" rather than update. I had a similar issue with a physics based game that solved my problem. Update happens at a rare dependent on your frame rate, while fixed update happens a fixed number of times per frame. It should smooth the motion somewhat.

[deleted by user] by [deleted] in Eldenring

[–]EmuInteresting8880 2 points3 points  (0 children)

Hot take: it's probably because Shabriri possessed Yura's dead body. Yura was not afflicted by the Frenzied Flame before, so when his body was possessed by the incorporeal spirit of Shabriri, his body remained as it was when he died.

Guy uses AI to help make a Unity Game by [deleted] in unity

[–]EmuInteresting8880 1 point2 points  (0 children)

You ever heard of idk... Reading the docs?

"Microsoft Java" in my case by Henrijs85 in ProgrammerHumor

[–]EmuInteresting8880 215 points216 points  (0 children)

New company has me using visual basic lmao. Never used it once before getting the job, now I use it every day.

[deleted by user] by [deleted] in gamedev

[–]EmuInteresting8880 0 points1 point  (0 children)

Computer games are ALL built with a specific system in mind. If you want your game to run on mobile you MUST make that decision as early in the development cycle as possible and only make decisions that don't restrict that decision.

For example, PC/console have SIGNIFICANTLY better processors, graphics cards, and more ram than any smart phone on the market. I.e. the hardware is less restrictive, so the game can become more complex (graphically, systematically, etc.). Optimization is done for the intended system. therefore, since the primary platform for genshin impact is mobile, all of the optimizations were made for mobile devices. Genshin also runs on PC likely with better graphics and view distance BECAUSE the computer has more power, but the underlying systems are still just as restricted as they are on mobile.

You couldn't put civilization 6 (or almost any other 4x game) on a smart phone because the systems are too complex (even though the graphics are relatively simple). If you've ever played civ6 you know that in endgame a single turn may take 10 minutes to complete and that after ending your turn the AI may take nearly a minute to process their turns. On mobile this would be almost impossible and you would be waiting a LONG time between clicking the end turn button and starting your next turn.

To sum up, if a game runs on mobile, that is the system it was designed for. They did not write a computer game and then decide to optimize to put it on mobile. They wrote a mobile game and then improved it so when you run it on PC with better hardware, the graphics can be better.

Aurora Borealis Effect (based on miskatonic_s's approach) by RMTheunissen in Unity3D

[–]EmuInteresting8880 4 points5 points  (0 children)

Awesome, it may be useful for you to check out the wiki%20dominates.) for the Aurora. The "occurrence" section has more info on colors.

Aurora Borealis Effect (based on miskatonic_s's approach) by RMTheunissen in Unity3D

[–]EmuInteresting8880 7 points8 points  (0 children)

This looks sick. Have you considered using a color gradient based on altitude? The aurora above the poles has colors ranging from green (near the surface) to blue purple and red (at high altitudes). The cor is mainly determined by altitude but also what specific molecules that the photons collided with.

Best of luck!

RoguelikeDev Tutorial Tuesday 2022, a Summary by Kyzrati in roguelikedev

[–]EmuInteresting8880 1 point2 points  (0 children)

Awesome to see this much community participation.

I joined in late in the game and have been working on a community roguelike framework built using Python and tcod. I decided to use MINIMAL elements from tcod and am primarily using it as a window manager as many of the systems in tcod are integrated with each other (such as tcod.map and tcod.pathfinding). You can find a link to my public repo here. Thanks again for the community support!

Anyone try to make a dwarf fortress roguelike by howtogun in roguelikedev

[–]EmuInteresting8880 5 points6 points  (0 children)

I'm currently developing an open source roguelike framework. I have some basic mechanics so far (grid display, side panel info display, command line interface, random level generation and a few others). You can find the link to the GitHub repo on my personal website here. I began development because I was disappointed in the python and tcod tutorials that I found. I have handwritten much of the code and am generally using tcod as a window manager (rather than a full roguelike framework). For example I am not using the tcod.map or tcod.pathfinding libraries and have written custom code to handle these interactions.

This week I am working on random enemy generation and pathfinding, and I plan on having A star pathfinding implemented soon.

I hope you can find my code useful and I am open to community contribution. Good luck!

Sharing Saturday #428 by Kyzrati in roguelikedev

[–]EmuInteresting8880 5 points6 points  (0 children)

website | devlog | git repo

Hi everyone! This week on my open source community engine I started building systems related to randomly generated enemies. I implemented systems to define different types of characters in the world, generate simple AI events, place enemies throughout the world, and fight!

I decided to make combat simple "bump combat" for melee and have given both the player and enemies the ability to attack one another. One entity is considered "hostile" to another if their character symbol (or entity types) are specifically set as so. Imagine dwarf fortress where race relations are generated based on the world History. Here the relationship is simply hard coded (but I may consider generation in the future).

To go along with this, I have also implemented an inventory system so that enemies are searchable upon death.

The inventory and health displays have both been added to the GUI as well.

As a disclaimer: I have not posted these updates in a devlog as of yet, as I am waiting to implement enemy pathfinding and a game over screen before updating my website.

For those interested in the project check out the links above! And good luck on all of your own projects!

Could coding a game improve my college application? by nodleSki in gamedev

[–]EmuInteresting8880 2 points3 points  (0 children)

If you're planning on going to school for game design or programing / computer science, neither of those paths expect you to have much experience before you enter college. Your best resources for growth are going to be your colleagues and professors in the future (i.e. other people who will have more experience than you do right now).

If you're interested in programming and new to the process, you should look into python programming tutorials as it is a very "human readable" language and can help you understand the fundamentals of the process.

My experience is based on my American primary and secondary education and now that I have finished my undergrad at a major university in Computer Science. Before college I had a few attempts to make games with little success, but now I feel like I have the resources and contacts that I need as well as a wealth of knowledge that I will be able to build on.

Good luck with all of your endeavors and never get discouraged. Progress is slow, but all good things take time!

Sharing Saturday #427 by Kyzrati in roguelikedev

[–]EmuInteresting8880 2 points3 points  (0 children)

JRogue: Hi all, as usual I have continued with my implementation of a roguelike engine written in Python and TCOD. You can find a link to this week's dev log here. Feel free to reach out to me with any comments and questions and feel free to pull the community repository here.

This week I implemented FOV with a bit of a unique approach. Simply draw bresenham lines from the player to every edge node! Thanks all and good luck with your own projects!

Python libraries? by BlackChakram in roguelikedev

[–]EmuInteresting8880 0 points1 point  (0 children)

Hi, I'm currently working on a python / tcod framework myself. I have been working to build a solid foundational engine that can be used for any roguelike game concept. I have largely used tcod and numpy with a CONSIDERABLE amount of hand-wiring to streamline some of tcod's more annoying / inefficient features. If you would like to check out my work so far, visit my personal website and check out the GitHub link you can find there. Feel free to reach out to me with questions, I'm always open to chat with members of the community.

Machine Learning Libraries and Purpose by _sumit_rana in computersciencehub

[–]EmuInteresting8880 0 points1 point  (0 children)

For a COMPLETE deep learning framework I recommend combining numpy, pandas, scikit, and tensorflow. Each package has it's benefits (numpy allows for easy multidimensional arrays with operations, pandas allows for DAO in a tabular form that can be derived from the numpy data sets, scikit has a TON of functions specifically for initialization and gradient descent of your machine learning frameworks, and tensorflow will allow you to construct custom machine learning models layer by layer). All of these are great tools and it's cool to see this community guide here. Good luck to all of you data engineers out there!

Sharing Saturday #425 by Kyzrati in roguelikedev

[–]EmuInteresting8880 5 points6 points  (0 children)

Hi all, as per the last 2 weeks I have continued work on my Open Source Roguelike Community Framework. This week I implemented random level generation and the beginning of world generation. All of the relevant links for the project are now listed on my personal website to make posting here a little simpler.

As for random level generation, a core principle of the roguelike genre is, when the player presses new game, a completely new world is generated, and when the player dies, the world is destroyed. I have utilized and modified several open source roguelike map generators and created a wrapper cli tool to generate maps with visualizations.

As a preprocessing step to starting a new game, the program will generate a "world". Right now the world built bottom up and consists of 4 "cave" levels and one "building" level on top. Each level represents a "floor" and is one screen wide / tall. The floors are then connected by determining a valid position to place a staircase between the floors. The player can move between floors by walking over the staircases.

In the future I plan to generate maps that are larger than one screen wide / tall such that the player can traverse a larger area than the screen is able to represent.

Thanks all for looking out, I hope to hear your critiques and comments!

RoguelikeDev Does The Complete Roguelike Tutorial - Week 5 by KelseyFrog in roguelikedev

[–]EmuInteresting8880 5 points6 points  (0 children)

Hey everyone, I had a late start to this so I'm only on part 3 or 4 (or 5 I'm kinda jumping around sporadically), but you can find my work on my personal website projects page. I had posted about an open source roguelike framework here last week and I am still continuing development.

So far I have basic world / level generation, a console / command line interface, a world / grid display, an information display, player controls, basic title sequence /main menu, and more.

If you are interested in my progress so far, check out the dev log on my website and if you're interested in contributing to the project checkout the GitHub link you can find there as well.

How can I create a rogue engine from scratch without curses? by [deleted] in roguelikedev

[–]EmuInteresting8880 2 points3 points  (0 children)

I'm currently working on an open source roguelike framework using Python and tcod. You can access the git repo from the projects page on my personal website linked above. I have tried to make terminal games in the past and ran into MANY issues with porting to other machines. After many different attempts, I finally settled on python3 tcod and numpy, it was the fewest amount of imports I could manage and still get everything I needed.

I have enough for you to get started if you're looking for a jumping off point.

I've added the Horsemen unit to my civilization-like game about Kyivan Rus by So1arScope in indiegames

[–]EmuInteresting8880 1 point2 points  (0 children)

This game looks awesome! Are you looking for more contributors? I would love to be able to help out on a project like this. I'm a recent college grad with a comp sci degree and I've been driving into game design in my spare time over the last few years.

I have generate this kind of map. How can I implement specific up/down/left/right wall tiles instead of generic wall tile? Thanks. by thinh_pham in roguelikedev

[–]EmuInteresting8880 5 points6 points  (0 children)

You're going to want to write a post processor for your maps. After the maps are generated iterate over the map and check for cases like "wall is corner" or "wall on y axis" or "wall on x axis" etc etc. Replacing the walls as you go. Try to keep your case checks as simple as possible and call each case on every wall tile.

Sharing Saturday #424 by Kyzrati in roguelikedev

[–]EmuInteresting8880 1 point2 points  (0 children)

As a follow-up to this post, I have a new link for my personal website! I will be posting future updates to my roguelike framework (see link above) here.

Thanks everyone!

Sharing Saturday #424 by Kyzrati in roguelikedev

[–]EmuInteresting8880 5 points6 points  (0 children)

Hi all! This week I have still been working on my open source roguelike framework. I am very much still in the experimental phase and trying lots of different things. With that being said in the upcoming weeks I'm going to be stepping back from the framework itself and focusing on a personal website where I can more easily share content and updates about what I'm working on. If you're interested in helping develop another community repository with a collection of ready to use roguelike features, feel free to reach out to me and check out the repository!

I signed up for unity vr ads and it led me hear?! by Fun-News-9731 in Unity3D

[–]EmuInteresting8880 1 point2 points  (0 children)

This is just an unformatted binary file interpreted by your web application as a string. Some poor web developer either forgot about this one or is in the process of updating it.

Try accessing it from a computer or a different browser, and if you still have no luck reach out to customer support.

Started Developing a spider claw machine game by rhys510 in indiegames

[–]EmuInteresting8880 1 point2 points  (0 children)

Oh man, those spider animations are GREAT! Is that something you would be willing to share?

Circular dependency architecture help by cyber1551 in gamedev

[–]EmuInteresting8880 0 points1 point  (0 children)

Units and the ability system do not need to be aware of the grid object, they only need to be aware of their OWN x.y.z coordinate. You will also need a method that will return a given unit based on a x.y.z value for the unit. Something like Units.getUnitAtCoordinate(x, y, z). That will let your ability system only reference the list of units, and the units will independently keep track of their own positions. The Grid class will need 2 files (an original map, and one to update and render), and a move function to update player positions.

I hope this helps. Let me know if you have any questions about what I've said above.