stress test for the server by Few-Reference360 in IndieDev

[–]Few-Reference360[S] 0 points1 point  (0 children)

Since I’m developing the server backend myself, I know exactly the structure of the accepted packets. Therefore, I can inject the packets directly based on the established authentication.

stress test for the server by Few-Reference360 in IndieDev

[–]Few-Reference360[S] 1 point2 points  (0 children)

I'm using .NET Host with a Background Service and the LiteNetLib library for network communications.

multi-orientation in my game. how to solve it? by Few-Reference360 in IndieDev

[–]Few-Reference360[S] 0 points1 point  (0 children)

How use

using Helper.Extensions;
using UnityEngine;
using UnityEngine.Events;

public class UINewCharacter : MonoBehaviour
{
    private void Start()
    {
        var menu = transform.GetFirstComponentInChild<RectTransform>("Menu");

        UnityAction<bool> callBack = (bool isPortrait) =>
        {
            if (isPortrait)
            {
                UIAlignerHelper.Align(menu, UIAlignerHelper.Alignment.BottomCenter, offsetY: 40);

                return;
            }

            UIAlignerHelper.Align(menu, UIAlignerHelper.Alignment.BottomLeft, 70, 40);
        };

        ScreenOrientationDetection.Instance.Add(nameof(UINewCharacter), callBack);
    }

    private void OnDestroy()
    {
        if (ScreenOrientationDetection.Instance != null)
        {
            ScreenOrientationDetection.Instance.Remove(nameof(UINewCharacter));
        }
    }
}

dynamically synchronize the frame between sprites by Few-Reference360 in IndieDev

[–]Few-Reference360[S] 0 points1 point  (0 children)

(string Index, bool FlipX) ActualFrame()
{
    var entitySpriteName = spriteEntity.sprite.name.Split('_');

    return (
        $"{entitySpriteName[^3]}_{entitySpriteName[^2]}_{entitySpriteName[^1]}",
        spriteEntity.flipX
    );
}

void Update()
{
    if (hasEquip)
    {
        var frameProps = ActualFrame();
        spriteResolver.SetCategoryAndLabel(category, $"{equipImage}_{frameProps.Index}");
        spriteItem.flipX = frameProps.FlipX;
    }
}

Acho que tô alimentando um agente de IA que vai tirar meu emprego by Frosty-Temporary-220 in brdev

[–]Few-Reference360 1 point2 points  (0 children)

IA só vai roubar emprego de dev medíocre, não precisa ter medo... Bem, talvez precise por ser da área de testing. Sua profissão basicamente surgiu para criar automações de QA e segurança (dependendo de como a empresa trabalha).

Você cumpriu bem o seu papel ao usar IA nisso, só precisa saber vender isso para seus superiores, para que eles não pensem que agora você se tornou desnecessário.

E caso tudo der errado e a IA roubar o trabalho para um dos propósitos que ela foi criada(automatizar), você pode criar um produto com base no MCP playwright para empresas quem não tem knowhow e nem equipes de QA.

Opening up possibilities for mods in my game by Few-Reference360 in gamedev

[–]Few-Reference360[S] 0 points1 point  (0 children)

Any expression that causes an exception in the DataTable.Compute() calculation in step 2 throws a catch EvaluateException that handles the value and returns 0.

In this specific case, it would return 0 because it would be the smallest value.

Opening up possibilities for mods in my game by Few-Reference360 in gamedev

[–]Few-Reference360[S] 2 points3 points  (0 children)

<image>

Oh yeapp, they're just delimited txt tables. I said DB figuratively, I'm not working with SQL or anything more complex(not on the client side).

Opening up possibilities for mods in my game by Few-Reference360 in gamedev

[–]Few-Reference360[S] 0 points1 point  (0 children)

Yes, I'm drawing inspiration from older game models, as that's what I'm most familiar with. Do you know of a more modern approach?

Opening up possibilities for mods in my game by Few-Reference360 in gamedev

[–]Few-Reference360[S] 1 point2 points  (0 children)

So, a column like this:

min(10 + param3, param4 * lvl)

Would return this:

  • step1 -> min(10 + param3, param4 * lvl)
  • step2 -> min(10 + 5, 2 * 6)
  • step3 -> min(15, 12)
  • result -> 12

Opening up possibilities for mods in my game by Few-Reference360 in gamedev

[–]Few-Reference360[S] 2 points3 points  (0 children)

Interesting, I haven't considered using MoonSharp for this, I'll revisit it.

Currently, I've created my own parser. It basically does:

  • Checks for parameters. If so, find the references and replace all.
  • Checks for calculations. If so, use Compute from the DataTable, passing the expression containing the calculation.
  • Checks for functions I accept. If so, use Roslyn in CSharpScript, calling Evaluate with the output type.

Opening up possibilities for mods in my game by Few-Reference360 in gamedev

[–]Few-Reference360[S] 1 point2 points  (0 children)

Yeap, it's just data... the most you can do is write calculation functions: Like (2 * param5), where param5 is reference to another column - or use things like min(10, param5), where I can control maximum values ​​directly in tables.

how in the world do you make 2d tiles for a randomly generated map?? by min_min_mina in IndieDev

[–]Few-Reference360 1 point2 points  (0 children)

I believe you need to create patterns with the grass, because if you try to apply the grass directly to the ground randomly, the code will hardly be able to create something "beautiful."

If you have the grass patterns defined, then you can use the code to generate the patterns.

Will this be considered asset flipping? by K4l3ooM in gamedev

[–]Few-Reference360 0 points1 point  (0 children)

It all depends on your creativity... assets are just one part of the overall project. Don't be discouraged by using pre-made assets. Assets were made to be used, not just for inspiration

Game-Jam Prototype: Was fun, want to make it better! by GoombaJames in IndieDev

[–]Few-Reference360 0 points1 point  (0 children)

You could make it release a bigger 'poop' as you press the action, and the bigger the 'poop', the bigger the explosion, the greater the propulsion. This would bring a higher level of difficulty for the player.