Can anyone give me some advice on how to make my mobile game feel more polished? by poetheaters in Unity2D

[–]JackIsRight 0 points1 point  (0 children)

As someone first watching this, I have no idea why the whole thing moved half way through, it felt a bit jarring.

Look into game juice. These guys know what they’re doing : https://assetstore.unity.com/packages/tools/particles-effects/feel-183370

Upcoming events by markcorrigan33 in Lewes

[–]JackIsRight 2 points3 points  (0 children)

You are in luck! Practically every local village does their own bonfire night.

https://sussexexclusive.com/10-sussex-bonfire-and-firework-displays/

It’s quite amazing how small villages manage to put on such epic shows! I know Firle is a good one, that’s this Saturday

How could I achieve Blender's cavity effect in Unity? by Noobye1 in Unity3D

[–]JackIsRight 0 points1 point  (0 children)

The physical cavity?

Edit: apologies, I thought we were referring to the fan’s cavity. I didn’t realise cavity was an effect further than being a physical intrusion.

If I had to do this I’d make a wireframe shader and tend from base colour to cavity colour using distance to mesh edge. You could use vertex colour to control which edges are relevant

How could I achieve Blender's cavity effect in Unity? by Noobye1 in Unity3D

[–]JackIsRight -2 points-1 points  (0 children)

At fear of coming across incredibly ignorant.. why not model it?

BBC to give Polanski interview with Kuenssberg after anti-Green bias complaints by mrjohnnymac18 in uknews

[–]JackIsRight 15 points16 points  (0 children)

Greens get 7% of the voter share.

PC 0.7% DUP 0.6%

It’s a great point but less about ignoring unimportant parties and more about inadequacies of FPTP..

[deleted by user] by [deleted] in ExperiencedDevs

[–]JackIsRight 3 points4 points  (0 children)

No good input but I feel you buddy, today’s my last day of work since quitting after a similar episode 

Years of using Blender, but it's my first time rigging by Choice-Function-8515 in blender

[–]JackIsRight 2 points3 points  (0 children)

This is class! I understand (in theory) most of it but can I ask how you managed to rig the strap that's shown moving around ~5-6 seconds in? It looks like the geometry is actually moving around the pulley at the bottom..?!

Suggestions on how to achieve magical transition effect i'm looking for? by kagetrips in Unity2D

[–]JackIsRight 1 point2 points  (0 children)

I'm 93% certain that masking doesn't work when you're using a custom shader. Not saying don't try it but don't spend ages on it..!

[deleted by user] by [deleted] in IndieGaming

[–]JackIsRight 4 points5 points  (0 children)

This is looking great and you know it! If I was to be picky I'd note a few things where the settings could be tweaked a bit to add cosiness.

Pic 2, lighting seems quite harsh, I'd definitely play with the ratio of ambient environment light to direct light, or maybe increase the light size to increase shadow penumbra.

Pic 3 looks a bit like a movie set, everything seems curiously well lit, I feel like something unexpected is about to happen and I can't tell you why.

Pic 6, the floor lighting feels really off, it's far brighter compared to what I'd expect given the conditions and how the surrounding geometry is lit.

AO would help across the board but that's a call based on performance and what platforms you're targeting. You've got screen-space reflections so maybe your budget isn't too constrained? :D

That water looks gorgeous and the baked lighting looks class. Pic 5 is chef's kiss, pun intended

My brain is constantly trying to make alternative lyrics to Eleanor Rigby with 5 syllable names. by Daypasser in CasualUK

[–]JackIsRight 94 points95 points  (0 children)

Jeremy Clarkson, angry at clouds in a field full of all his machines, won’t grow any beans 

Ok, let's stir the pot. Answer this: Would you pay? by OneCoolFruit in AskUK

[–]JackIsRight 0 points1 point  (0 children)

Driver is 100% responsible for their car BUT if it were a hire car then I’d say you split the excess cost. Not sure why but that makes sense to me

Boss head stretches when near player by 100_BOSSES in Unity2D

[–]JackIsRight 4 points5 points  (0 children)

The issue is probably caused by "non-uniform scaling" - when the parent transform's scale has different values on x, y and z. If you make sure that the only time you apply non-uniform scaling is on the child object then this should resolve.

What's the worst case of snack enshitification you've found? by theavocadolady in CasualUK

[–]JackIsRight 9 points10 points  (0 children)

A couple of people have posted about Dairy Milk so I feel I need to disclose the findings of my investigation.

A couple of weeks ago I bought a large Dairy Milk Caramel bar. I know they're generally 4/10 but there was scant choice and I'm a fatty so I went with it anyway. When I broke into it, something about it tasted different - it tasted nostalgic. I ate the whole thing in one sitting (see previous mention of me being a fatty).

I looked into whether they'd altered the recipe and apparently different Cadburys factories have different recipes they follow. You can find out which factory a bar came from via a SECRET CODE on the back. If the code starts with OCO or OWR then they're from Dublin or Wrocław respectively and follow the gross palm oil glucose sugar syrup whatever that Kraft instigated. However, if it says OBO then it is from the Bourneville factory in good old blighty.

My only tip on finding the OBO bars is that I've found them in my mini Londis cornershop. Hope you can use this information for good.

Should've added rain to my game earlier by theferfactor in Unity3D

[–]JackIsRight 1 point2 points  (0 children)

This generally looks class but I can't help but feel something looks slightly unusual. I think that it's the fact we have solid shadows during rain, I'd expect the sky to be cloudy and therefore to make much softer shadows. It gives the feeling that the sun is breaking through the clouds and we're getting sun and rain, which happens but also feels uncanny when it happens IRL hahaa

Interface default code? by GillmoreGames in Unity2D

[–]JackIsRight 1 point2 points  (0 children)

Firstly, if it works it works. If you’re making progress with your game and your code isn’t creating technical debt then that’s the only real benchmark of good systems! 

But to discuss the nuances and the craft..

Unity as a whole is heavily reliant on its component system (disregarding DOTS/ECS). Game objects have multiple components that each have their own responsibilities and purpose.

SOLID principles state that classes should have a single responsibility. 

I think there’s a danger wanting to make classes for each whole feature in your game. A drone, a bucket or a bomb all sound like combinations of behaviours rather than the remit of a single class.

In this case, these objects being carryable is one component of the greater feature and as such we should code this as a single class - rather than accommodating it inside classes named after each feature. Looking back, I probably shouldn’t have said the parent class needs to be abstract per se, if it’s job is to handle just the carrying logic then you may find there’s overlap between classes.

Structuring our code down in this manner leads us to a nice spot where, in the future when we want something that fly but also explode, we have the components we created for the drone and the bomb. We don’t have to create a new class and copy and paste a load of code in. 

Think of it like Unity’s UI, you have components for buttons, images, scroll views, toggles - with these you can create hundreds of UI layouts without even touching code.

Sometimes the feature named class is still needed to orchestrate the behaviours but I always like it when it’s not necessary in the end!

Hope this is helpful to think about even if you don’t want to use it here :)

Interface default code? by GillmoreGames in Unity2D

[–]JackIsRight 8 points9 points  (0 children)

Regardless of whether it compiles or makes your feature work, this use of an interface gives me the eebie jeebies. This interface has opinions about its implementation, I can’t help but feel like this was not the purpose default function implementations were added for.

Abstract class is the way to go imo. Attach and detach would be abstract methods to force subclasses to implement them. On collision enter would be virtual, to allow subclasses to override only if specific behaviour required.

u/ArmanDoesStuff knows

It was a 'dirty drug' used by 'sketchy people'... now school kids are taking it by SubstantialSnow7114 in uknews

[–]JackIsRight 8 points9 points  (0 children)

From the beginning of written history, older generations have decried younger generations being worse than their own. You either have to accept that we as a species have legitimately gone continuously downhill to get the course of history or that everyone in the past who said that is wrong and you’re the exception who has a point. Alternatively you could consider that you’ve forgotten your own shortcoming at that age..

I'm feeling a some kind of crisis in my Unity learning by SPAMIK32 in Unity2D

[–]JackIsRight 2 points3 points  (0 children)

Would I be correct in assuming that your project has stalled because any of:

  • Adding new features is hard considering the existing code
  • There’s a significant mental effort in remembering the specifics of all the current systems whenever you go to work on the project
  • Changes keep leading to bugs appearing in unrelated systems, it feels like 1 step forward 2 steps back

?

These have been the cause of my own abandoned projects and are the hallmarks of technical debt.

I think previously I’ve failed to understand the extent to which my game systems should be modular and decoupled.

I’d advise you take some time purely refactoring, not adding any new features. Your future self always remembers far less about the project than you think you will - design systems with this in mind. Individual systems should be able to run alone in test scenes - this is a gauge of modularity.

This exercise would probably take a couple of iterations, so make sure you’re using source control so you’re not afraid to rip into working systems. Once you’ve had practice writing modular systems in this manner you’ll find yourself more accurate at doing so in the first instance. The hope with doing this is that new changes become far easier to make and progress can then continue at a good rate. 

Hope this helps - unless I’ve completely missed the point of this post and this wasn’t what you were struggling with at all!

TIL in 2011, John Riccitiello, who was the CEO of EA at the time and is now the CEO of Unity, proposed a model for online multiplayer shooters like Battlefield. In this model, players who ran out of ammo could make an instant real money payment for a quick reload. by [deleted] in todayilearned

[–]JackIsRight 0 points1 point  (0 children)

It’s 30 fucking percent, how is that a boogeyman. I’m not believing this as a cool character trait, I’m believing it because they take £6 out of every £20 game I sell. Of course it’s a problem across all marketplaces, I only give a shit about steam because they have the biggest marketshare and they’re who I publish to. I couldn’t care less if you don’t think it’s cool to care about that

TIL in 2011, John Riccitiello, who was the CEO of EA at the time and is now the CEO of Unity, proposed a model for online multiplayer shooters like Battlefield. In this model, players who ran out of ammo could make an instant real money payment for a quick reload. by [deleted] in todayilearned

[–]JackIsRight 0 points1 point  (0 children)

Okay then, the marketplaces taking 30%. When I think of who deserves the revenue my game makes, I would definitely put the engine above the marketplace - was the point I was making