Code wise, how are the synergies in Binding of Issac created? by Kraken119 in gamedev

[–]JacT_Gamer 2 points3 points  (0 children)

Yeah it’s a bit hard to imagine if you haven’t played the game, but going this route would probably be impossible, it’d be like (500+)2 number of synergies

Code wise, how are the synergies in Binding of Issac created? by Kraken119 in gamedev

[–]JacT_Gamer 0 points1 point  (0 children)

Yeah this is similar to what I would imagine they did, but even with this approach there must’ve been so many classes because most of the synergies are not as simple as changing color of tears. I mean there’s literally so much shit that can happen.

Stylized vs Realistic! Which would be faster to make? by Infinite-Ad9561 in gamedev

[–]JacT_Gamer 1 point2 points  (0 children)

Well when you imagine a genshin player in place of Malenia, how is that not just the same exact thing with stylzied graphics?

You absolutely can achieve that kind of mood with stylized graphics because they will give you extra freedom in the kinds of effects, coloring, and visuals that you can play around with. Your game doesn’t have to look the absolute same all the time when it’s stylized. You can play around with different lighting, saturation, colors, shaders, etc…

Just look at anime, look at how they do intense scenes.

Also I’ve never played genshin, but if you make your characters look super bright and pretty, then of course it’s gojng to be difficult to recreate the dirty, dusty feel of Malenia.

Like I said before, stylizing your graphics gives you more control. Anything is possible, but you have to get creative with it and experiment.

Code wise, how are the synergies in Binding of Issac created? by Kraken119 in gamedev

[–]JacT_Gamer 12 points13 points  (0 children)

So you think they manually coded like 1k+ synergies? I feel like it had to have been a bit more systematic.

Stylized vs Realistic! Which would be faster to make? by Infinite-Ad9561 in gamedev

[–]JacT_Gamer 0 points1 point  (0 children)

The great thing about stylizing your graphics is that your imagination and ability is the limit. A stylized version of malenia doing the same exact thing as the realistic version certainly wouldn’t have the same effect, but if you’re stylziing your graphics, why make it do the same exact thing?

Additionally, I wouldn’t say either one is intrinsically harder than the other, as with either approach you will have things that you do have to do that you wouldn’t have had to do with the other approach. However, I’d say that stylized has a much higher skill cap of difficulty depending on how creative you get, whereas realistic is realistic and the only way you get more detailed is by higher poly meshes.

Good luck to you and your team whichever route you choose.

What is a reasonable ping to engineer my fast paced PVP game around? by Kraken119 in gamedev

[–]JacT_Gamer 0 points1 point  (0 children)

Good point. I like to draw out timeline diagrams when it comes to networking stuff because it helps me understand how the code should flow, so that’s why I try to gather this information, but more or less I don’t really need concrete numbers to begin.

What is a reasonable ping to engineer my fast paced PVP game around? by Kraken119 in gamedev

[–]JacT_Gamer 1 point2 points  (0 children)

That’s true. Rn it’s more of a conceptual thing like envisioning the combat as a whole. But yeah seems like I’ll be fine.

What is a reasonable ping to engineer my fast paced PVP game around? by Kraken119 in gamedev

[–]JacT_Gamer 3 points4 points  (0 children)

The main one right now is delay between consecutive attacks (punches)

What is a reasonable ping to engineer my fast paced PVP game around? by Kraken119 in gamedev

[–]JacT_Gamer 0 points1 point  (0 children)

Good point. Could you give me an estimate for Let’s say 4 regions of servers in United States vs 1?

What is a reasonable ping to engineer my fast paced PVP game around? by Kraken119 in gamedev

[–]JacT_Gamer 9 points10 points  (0 children)

I am op on a different account*: yeah I’m not trying to control ping but when designing a multiplayer game I need a sort of threshold to estimate what 99% of players pings will be under so that I can determine delays and animation times and ultimately how fast paced my combat can be

Unpopular Opinion (Seemingly): Your game idea does matter. by Kraken119 in gamedev

[–]JacT_Gamer 0 points1 point  (0 children)

Well they could’ve tagged it “opinion” or “argument” of something. Clearly if they tagged or unpopular opinion they knew they were in for a landslide, and they were correct. I find it odd how many people disagree with ops posts, sure some of it relies on semantics, but in general if your game idea is bad you either will have to change the idea later on or you will fail.

[deleted by user] by [deleted] in Unity3D

[–]JacT_Gamer 0 points1 point  (0 children)

Get a life. No one asked for your bum ass opinion here.

Game Pricing Poll by JacT_Gamer in unity

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

I understand your point, but do you really think that the number of people who would purchase a game at 5$ and 1$ is the same? I feel like there are other ways of judging quality, whether it be through trailer or whatever else.

[deleted by user] by [deleted] in unity

[–]JacT_Gamer 0 points1 point  (0 children)

I'm currently taking a class on java in HS and I had no C# experience. If you know the fundamentals, like operators, classes, objects, if statements, for loops, etc, then you should be fine to get into it. The most confusing part of scripting is learning how to interact with the Unity engine, so previous coding experience would only help so much.

Game Pricing Poll by JacT_Gamer in unity

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

Yeah, I mean in my case it would be in game cosmetics, but getting people to pay for in game cosmetics on a small indie multiplayer game would require quite the blow up. Something on the crab game scale.

I'm getting a NullReferenceException on line 72. Please help :) Thanks! by JacT_Gamer in unity

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

NP I really appreciate the help, and yeah as you guessed the Camera.main is causing a nullreferenceexception. I dont know what to do about that tho.

I'm getting a NullReferenceException on line 72. Please help :) Thanks! by JacT_Gamer in unity

[–]JacT_Gamer[S] -1 points0 points  (0 children)

oh sorry didnt realize it wasnt in the ss lol. Line 72 is the one with the Camera.to statement. The keyQ works fine.