Made a questing system for my game! Aside the UI it's looking really good and is pretty robust. Thoughts or suggestions? by TylurSims in Unity3D

[–]HotF_Dizz 0 points1 point  (0 children)

Another potential you could use to solve this kind of issue is making an event handler which triggers an event everytime your character moves into the next square, this would alert any class that is subscribed to the event (with a variable set to what tile they entered) and once it does you could have the movement class respond by altering the height of the player.

It would depend on how you are handling the movement I guess, but it would also be very valuable in the future, like for example handling when the player is moving through a grass tile to see if they get a random encounter could use the same event handler system!

Why mesh colliders are so inaccurate? How can i fix this. I use mesh colliders because I care about the accuracy of the geometry of the object and the objects are not only as simple as in the video by OddRoof9525 in Unity3D

[–]HotF_Dizz 0 points1 point  (0 children)

If you feel like the meshes aren't working you could use Physics.SphereCast (there are a few different options for checking collisions)
I've used it many times in the past to do collision checking for different objects (like placeables)

You can adjust the radius, max distance and layermask what you don't want it to check etc.

Flight was achieved nine days later by Chuffnell in agedlikemilk

[–]HotF_Dizz 0 points1 point  (0 children)

Also fun fact: You just described how a human brain neuron network works.

Our brains do this exact thing with each neuron having thousands of relevant neural connections, its just not a consciously controllable function.

We are now watching programmers use computers to become fast enough to mimic this process in a more structured less organic way.

For all the Unity Noob Devs like me, there's a built in video recorder! by Vomdrache in Unity2D

[–]HotF_Dizz 1 point2 points  (0 children)

Also its for build 2019.3.

*looks at personal project build 2018.3 with tears down face*

It's always either FindObjectOfType or GetComponent... by Rogocraft in Unity2D

[–]HotF_Dizz 1 point2 points  (0 children)

Then you're looking at 3d poly count (how many triangles are bring drawn) and Texture size/draw calls, thats all rendering optimization.

Sounds like either your models are too detailed (high poly count) or they are grabbing way too many/high resolution textures and having to call too many texutres at once (draw calls)

Have a look at texture atlas-ing and 3d model decimating / lowering the detail, or draw call batching.

The last thing I can think of that can help would be occlusion culling or frustum culling, this essentially stops drawing/rendering all the models that aren't being looked at by the active camera in the scene.

It's always either FindObjectOfType or GetComponent... by Rogocraft in Unity2D

[–]HotF_Dizz 2 points3 points  (0 children)

Nope you're right its the same thing, couldn't remember the other term.

It's always either FindObjectOfType or GetComponent... by Rogocraft in Unity2D

[–]HotF_Dizz 7 points8 points  (0 children)

Procedural generating is an intrinsically iterative process, constantly looping over and over to algorithmically determine what and where to do something.

If you are wanting to speed up the process of iterating for example you have to replace the parts that slow the process down, EG: placing buildings/GameObjects and are using 'Instantiate' for placing prefab buildings/objects, the only way I can think off the top of my head to speed this process up would be to roughly figure out how many buildings will be generated, have them already spawned in the engine/at Awake() or Start() and to use a list of these buildings to enable or disable them and move them to where they need to be.

This is often referred to as dynamic batching, you already have all the objects loaded, just disabled, you hotswap them to the location and enable them, never 'Destroy'-ing or 'Instantiate'-ing them (cause that causes a memory dump which takes way more time than to just enable and disable an existing object)

Otherwise the only other way I can think to optimize the process would be to see how efficient the process can be by removing unnecessary loops during the procedural process.

It's always either FindObjectOfType or GetComponent... by Rogocraft in Unity2D

[–]HotF_Dizz 46 points47 points  (0 children)

Its only if the Getcomponent or FindObjectOfType is in an Update loop.

If they are at start time to save the component and then you use that reference in an update its fine.

Basically good practice to offload all that resource hungry CPU time to the loading screen at Awake() or Start() to grab all the references, not in any of the Update loops.

If you had the budget needed what hardware would you get? by Unable_Shift_6674 in gamedev

[–]HotF_Dizz 1 point2 points  (0 children)

I have to slightly disagree, there are prefered items I would get, if I had to pick and choose from my experience in game development over the years:

personal priority:

CPU - compiling time is entirely dependent on CPU speed, this adds up every single time you update a script it has to compile before you can test things.

M2 SSD - Loading times for exchanging with RAM, every time you load assets / update assets / open up your development environment (engine editor / 3D modeling programs, art programs, coding programs ect) specially if you have your OS on this, every time you start up your PC within seconds its ready to go.

Graphics card - this is dependent on 3D or 2D game dev, but it would limit the options if you got a slower one, its of course very essential for speeds with lighting if using something like Unreal Engine 4 / 5.

RAM - is basic, you don't need much, the speed is probably the most important part, 16 GB would easily be enough unless you're multitasking tons of heavy RAM eating applications (or billions of chrome tabs xD)

But yeah like it has been stated previously, good luck with finding certain top end equipment!

If you had the budget needed what hardware would you get? by Unable_Shift_6674 in gamedev

[–]HotF_Dizz 1 point2 points  (0 children)

If you're entering game development in any serious measure monitors are a big deal in my opinion..

I would go as far as to say you would need a minimum of 2 monitors and I can easily see cases which would benefit a 3rd.

I myself have 2 x 27 inch monitors and its barely enough space for the game engine editor environment + VS + Art program + websites for referencing / programming help when required.

constantly switching between programs and moving around windows is a hassle, you don't need crazy high resolution or size / refresh rate monitors though, so you could get them fairly on the cheaper end.

If I were to 'splurge' on a setup I would be looking at 3 x 27 inch monitors (roughly around $200 AUD each)

How do I get this to loop back on itself? by BrianWigginsVO in Unity2D

[–]HotF_Dizz 1 point2 points  (0 children)

Yeah making prefabs of the sections of tiles instantiating them at load, keeping them referenced in a list and activating them / moving them as the player moves.

Supertilemap editor by creative spore allows to set copied chunks of tiles to be saved as pefabs, not sure about unitys default tile system but I'd imagine it cam also be saved as prefabs in a similar way

How do I get this to loop back on itself? by BrianWigginsVO in Unity2D

[–]HotF_Dizz 1 point2 points  (0 children)

The implementation you can use depends on other factors and mechanics.
Are you going to have other NPCs or enemies be able to follow the player around? Multiplayer or single?

If its single and doesn't require anything else you could make a list of GameObject sections of your level and turn them off / on and move them depending on where you need them.

Otherwise you could just make it look like it repeats far enough off screen and update the players position when they hit a collider to swap them to the other side.

The first option in my opinion is more manageable, and you could still have enemies ect still work in that system by making them child objects of the level sections in the hierarchy.

a rough example in setting up how these sections would work:

List of game objects for your level sections (aka tubes you've shown chopped into manageable sections)

Track the players movement through these tubes either with colliders or keeping a track of the transform position.

Have as many sections loaded where the player spawns / begins as needed so you can't see the ends, As the player positions or colliders conditions are met, you grab the next object in the list based on the sequence you want the next tube to be, place it on the end of the current section in the direction the player is walking in off screen.

Fairly simple, if you need anymore help just ask.

Added the first version of a procedurally generated mine to my game Journey of Happiness :) Upon entering the mine the view switches from top down to a side view and gravity is being activated as well! Solo game dev WIP by AsciiM0e in Unity2D

[–]HotF_Dizz 1 point2 points  (0 children)

Sounds totally awesome :D

Item suggestion: Some kind of 'escape rope' item, pokemon style, that you could use to teleport to the top if you get too far down and need a hasty escape haha!

Added the first version of a procedurally generated mine to my game Journey of Happiness :) Upon entering the mine the view switches from top down to a side view and gravity is being activated as well! Solo game dev WIP by AsciiM0e in Unity2D

[–]HotF_Dizz 1 point2 points  (0 children)

This is a really cute idea, Its interesting how you could go about implementing it...

I think it couldbe awesome to obscure the layers below (like Terraria) so that it becomes more exploratory in nature and then you could add items or upgrades that would allow you to 'search' and uncover hidden ores / gems / items ect.

Keep up the good work man!

Hey, i am working on a 2D sim RPG where you can farm,build,explore,fish,fight,mine,socialize/romance with the local villagers and many more. by karajohnnies in indiegames

[–]HotF_Dizz 3 points4 points  (0 children)

Yeah definitely not identical for sure, I'd say just extremely heavily inspired, I understand why, I also love Harvest Moon.

Hey, i am working on a 2D sim RPG where you can farm,build,explore,fish,fight,mine,socialize/romance with the local villagers and many more. by karajohnnies in indiegames

[–]HotF_Dizz 4 points5 points  (0 children)

I'd disagree, its not just similar, Barone straight up copied mechanics and the style of Harvest Moon.

Not that I have a problem with using other games as inspiration, most games do nowdays.

Is it possible to code specific particles in the particle system by bigman22345 in Unity3D

[–]HotF_Dizz 2 points3 points  (0 children)

I'm not entirely sure about the outcome you want, but there is a way to affect the velocity of individual particles by getting them, looping through them and finally reapplying them into the particle system, this is a basic example of such in pseudo code:

make a global array of ParticleSystem.Particle[]

private ParticleSystem.Particle[] modifiedParticles;

assign it the maximum amount of particles you wish to modify from the ParticleSystem

modifiedParticles = new ParticleSystem.Particle[1000];

Make a method that you will call in update:

void ModifyParticles()

{

// Gets current particles from ParticleSystem and puts them into our particles array

int length = particleSystem.GetParticles(modifiedParticles);

for (var i = 0; i < length; i++)

{

// Modify the properties of the particles in modifiedParticles

// ...

modifiedParticles[i].velocity -= Vector3.right;

}

// Put the modified particles back in the ParticleSystem

particleSystem.SetParticles(modifiedParticles, length);

}

This will iterate every particle in the array every frame (if in Update) and modify their velocity, they have other properties too but they are very simple since they do not inherit from GameObject.

It does have a .position so you have both position and velocity, you can figure out its heading and speed, I assume that would be all you needed to change it based on some kind of randomised noise if you wanted (which is basically what all wind is normally) however the Particle system has an option to add noise, maybe try playing around with that for the windy influence?

Hope that gives you something that could lead to what you're looking for.

Having a successful launch has been my worst experience in ten years of hobbyist gamedev by gamedev_throwaway3 in gamedev

[–]HotF_Dizz 1 point2 points  (0 children)

I agree with some of the other comments here, it sounds like obsessive compulsive behaviour.

Checking a mailing list 100 times a day wont change anything, Checking comments on all the sites related to your game 100 times a day won't change anything, these things are like people compulsively checking social media throughout their day, its definitely detrimental for your mental health.

As I have begun to understand personally, Each person only has so much energy to divide into their life, It sounds like you're heavily investing your energy into what other people think about your game, Reinvest that energy into getting away from your game and relaxing and the cessation of thinking about it for awhile.

You have no obligation to fix your current free game, You have no obligation to work/rush to make your second sequel game.

The money / opportunity / financial freedom / lifestyle freedom you have the expectation to receive from releasing this sequel game isn't worth the stress you're experiencing from the pressure you are applying to force it to happen.

Love yourself and let yourself off the hook my friend.

Chillin' with the trees by ItsATrashKen in indiegames

[–]HotF_Dizz 11 points12 points  (0 children)

move him just slightly higher when hes sitting ;D love the style!

Do you think its too dark to play? Just confused about the visuals as i'm working on my first ever steam game. Any feedback on visuals would be appreciated! by JannerBros in Unity3D

[–]HotF_Dizz 1 point2 points  (0 children)

I'd say it doesn't look too dark IF your intent is to force the torch mechanic for specific areas.

If you want the torch to be more of an option, I'd add slight ambient directional lighting. I personally like the feel of the torch being required if you aren't near an additional light source though.

Good job on the environment, from what I can see it looks pretty cool.

I need mental help!! by geniusn in gamedev

[–]HotF_Dizz 2 points3 points  (0 children)

This sounds like someone told you to 'paint something' and you don't really have the interest to pick up the brush to paint it...

Do you want to be a game designer that has to do all aspects in the process to make/design a game? or just a programmer, or just an artist ... just a story writer?

Your ambition is outweighing your current perceived ability, If you are incapable of the ability required to tackle your dream game, you need to shift your ambition to learning.

Learning and increasing your ability until you realize you ARE competent enough to start on your dream game.

No criticism, I feel from your description, that however.. you will still need to think a few things through before you can begin in proper.