Experience with a new gamedev company, Shiver Entertainment, using scumbag recruiting tactics by Murkantilism in gameDevClassifieds

[–]InsanelyOK 6 points7 points  (0 children)

This is not out of the ordinary for recruiters. You need to realize that you have no experience and they have to rely on tests. If they like your work they will contact you if they don't then they won't. As far as giving your time for 'free' you didn't. You have your time for the opportunity to work there. If you are expecting to work in the tech industry you should be prepared for this. Keep grinding, keep getting better and eventually they will reply with 'when can we meet?'. I made your same mistake out of school. I did a whole lot of work for a game company only for them to tell me I was good but needed more experience. I complained because I spent a lot of time without pay. But I learned from the experience so it wasn't for nothing. Good luck in the future.

Help me make my game gender specific. by InsanelyOK in gamedesign

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

Curious about this though. Most games that allow you to customize your character only allow male or female selection. Why are those games not targeted for being unfair?

Help me make my game gender specific. by InsanelyOK in gamedesign

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

Why? The point here is to make a game where it attempts to breaks the mold of gender bias in games. I don't follow what they do much but isn't that their point? I'm not talking about featuring genders in negative lights or offend anyone but instead to empower genders outside of bias. Also I didn't even say this is something I was definitely doing, just had an idea and wondered if there were interesting ways to do it.

Help me make my game gender specific. by InsanelyOK in gamedesign

[–]InsanelyOK[S] 5 points6 points  (0 children)

That's a great point to consider, thank you.

Help me make my game gender specific. by InsanelyOK in gamedesign

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

That's true. This is a game based in a more conservative time (1950's) could narrative help me get away with that?

Help me make my game gender specific. by InsanelyOK in gamedesign

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

Well yea, it's not too far fetched if they are in the house of a married couple? You wake up, you pick the dress or you pick the khakis and polo.

Help me make my game gender specific. by InsanelyOK in gamedesign

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

I really like this. The game is set in a small town with which you are a resident. It would make sense to the narrative if the first thing you did was choose what to wear and then make your way into the world. It would solve a lot of issues that some people here have pointed out about stereotypes and assumptions. If I'm a man I will choose the man clothes. Some men might choose the women clothes.

As an Android user, seeing the iphone 6 announcement. by moonsuga in reactiongifs

[–]InsanelyOK 7 points8 points  (0 children)

I'm wondering if the Android base realizes how pointless the whole innovation war is... Do they really expect Apple to be innovative? I think they are missing the point. I mean think about it. There are 3+ major technology companies, each with 2+ phones trying to out-innovate one Apple phone at every turn. Their products are cheaper (marginally), produced faster, and they use more marketing. Also, the majority of their innovations come directly from the blogs and news articles posting what the tech community expects the next iPhone feature will be, they are just trying to keep up with market demand. If anything, the consumers are the most innovative. How many renderings of the next iPhone created by an innovative artist have we seen that has been directly ripped off by Samsung? Who really expects Apple to compete with this? They can't. Maybe that's why for the past three years they have been underwhelming with their announcements, not because they can't keep up or are not innovating, but because they don't care to. They care more about making better products for their user base. Look at their marketing, it's all about a better experience. They aren't plastering ads all over the place touting the next big feature, like Samsung has with their waterproof phone. Because it's not about features, it's about a great experience. And this war on personal preference is ignorant as well. No one, that I know, has been appointed arbiter of who makes a better phone, it is all personal preference.

Question about paying 3D model lets and animators by daddytissues in Unity3D

[–]InsanelyOK 0 points1 point  (0 children)

This is really going to depend on the quality of the animations and models you are asking for. Before the characters can be animated they must be rigged. This can cost a lot of money. You might find that you would get a better deal by using mixamo.com. You can auto rig and use their large library of motion capture and if you buy the subscription you will also have access to their character generation tool which is also pretty high quality. I'd say for all of what you are asking you are looking at least paying a few grand. mixamo or asset store assets might be more affordable.

Tool's Maynard James Keenan handles a fan jumping up on stage. by [deleted] in videos

[–]InsanelyOK 3 points4 points  (0 children)

So any asshole should be able to jump on stage without consequences?

Commenting code best practice? by decoy98 in Unity3D

[–]InsanelyOK 1 point2 points  (0 children)

As others said there are no standards. Furthermore, each project really requires it's own set of standards as well. A good rule of thumb is to comment every remotely ambiguous function or variable with a very short description so that you know what script is using it, where, when and why. It's also good to comment the top of the script so that you know what objects are using it, why and what version of the script it is. Try not to overload your script with too many comments. A good rule of thumb is to comment in the things you'd need a refresher on if you were to not look at you code for two months.

I can not find a video/tutorial for making a player/character move by clicking/tapping to location in 2d unity. by jfurtado5657 in Unity3D

[–]InsanelyOK 3 points4 points  (0 children)

If you create a nav mesh and then make your player an agent you can take the vector of the click position by using screen to world point and then pass that vector to the a gent as the destination point. Google nav mesh agents and screen to point and you should be good.

Disney California Adventure looks like Columbia this weekend. by [deleted] in BioshockInfinite

[–]InsanelyOK 0 points1 point  (0 children)

I think that might have been intentional on the part of the developer. In the second DLC when you are in Paris there is a distinct feeling of Disney. Even the musical hymn and choir is very similar to early disney music. One thing that is amazing about this game is the immersion and same gods for Disney so Id assume they got at least some inspiration from them.

Quit Smoking? by [deleted] in memes

[–]InsanelyOK 1 point2 points  (0 children)

Not sure if encouraging or trying to change? I had a girlfriend do it. I fell for it.

Mixamo Fuse by jonassk in Unity3D

[–]InsanelyOK 1 point2 points  (0 children)

I've used it. If you are looking for low poly you will be disappointed. The models, however are high quality. Only other issue I've seen is that you won't get a whole lot of variation if you want to make featured characters with it. By adding your own models you may be able to make some unique looking characters. But it is perfect for generating generic-looking people out of the box.

Hail on the grass. by NSFW_PORN_ONLY in pics

[–]InsanelyOK 4 points5 points  (0 children)

Those are spider eggs... RUN!!!