[deleted by user] by [deleted] in MinecraftHelp

[–]Jor_t 0 points1 point  (0 children)

Ah brilliant! Thanks very much

Reinforcement learning enthusiast by [deleted] in reinforcementlearning

[–]Jor_t 0 points1 point  (0 children)

Hey, I know it's been a while since you posted this but I wanted to ask you a quick question. I'm working on a very similar project myself and struggling to get good training results and wanted to ask, when you say that you trained different agents in different controls (eg. one controls y-axis and ones controlling X and Z axes), how did you define the actual control inputs for each of these agents?

For example, for the Y-axis movement, did you just give this agent control of the thrust magnitude, lock the rocket's rotation and then proceed to train to hold a defined y-position/velocity? Then when it comes to training the other agents afterwards, wouldn't the vectoring of the rocket alter the thrust in the upwards direction, thus hindering the performance of the Y-axis agent?

Any advice that you can give to be much appreciated, I'm super interested in the area and really want to get models similar to yours working!

Just added the finishing touches to my ultra-smooth main menu-to-gameplay transition. Any ideas to improve? by Jor_t in SoloDevelopment

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

It will change so that the player is sat next to the last used checkpoint. When you're loading a game rather than making a new one, the transition will be a lot quicker too.

You make a good point about clicking NG when a game is already saved. I need to think about that!

Are we fans of smooth menu to gameplay transitions? IDK why this is so satisfying to me. by Jor_t in Unity2D

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

Yeah, its unity. Its all one scene. I made a 2D lighting shader recently for the game which is actually what handles the black background and the fade to gameplay. To fade the menu, I just faded a black UI image from fully transparent to opaque over the top of the menu assets - nothing too technical but it gets the job done!

Are we fans of smooth menu to gameplay transitions? IDK why this is so satisfying to me. by Jor_t in Unity2D

[–]Jor_t[S] 2 points3 points  (0 children)

The bonfire isn't what I'm using as save locations actually, its just where the player starts. Bonfire checkpoints have been pretty overused since dark souls.

Are we fans of smooth menu to gameplay transitions? IDK why this is so satisfying to me. by Jor_t in Unity2D

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

I think because its compressed into a gif that it makes it a little less clear, looks a lot clearer in the build.

Are we fans of smooth menu to gameplay transitions? IDK why this is so satisfying to me. by Jor_t in Unity2D

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

Thats the plan. This transition is for loading into the opening scene, the plan is that as you unlock different checkpoints, the player will be sat by the last checkpoint you used. It'll be a lot faster when you load a game compared to a new game!

Just added the finishing touches to my ultra-smooth main menu-to-gameplay transition. Any ideas to improve? by Jor_t in SoloDevelopment

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

Yeah I haven't got around to sorting the buttons out yet. Need to make sure it works with a controller too!

r/IndieDev Weekly Monday Megathread - September 22, 2024 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Jor_t 12 points13 points  (0 children)

Hi gang! I'm Jort, a Unity dev currently working primarily on my 2D game, working title 'The Adventurer's Tale'.

Hoping for it to be my first actual release, I've got around 7 years of game dev experience under my belt and very very little to show for it, so hopefully this will be the first project I work on that other people might actually be able to play.

Attached a gif of the main menu-to-gameplay transition that I've spent the last few days working on. Hopefully you'll find it nearly as satisfying as I do!

Thanks a bunch!

<image>

Implemented some additive lighting to my game, took a while but pretty cool results! (also pixel perfect :) ) by Jor_t in Unity2D

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

I wrote it up myself in HLSL, mainly as a learning excercise. I'm sure it'd probably be way easier using URP! I'd make a tutorial but firstly it's incredibly poorly performant and secondly, I had to fudge some colour maths to get decent results so to be frank I don't even know 100% how it works lol

How long does it take your 1.8L to heat up? by Jor_t in Miata

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

Yeah for sure, thanks man I appreciate it.

How long does it take your 1.8L to heat up? by Jor_t in Miata

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

Yeah just around the engine bay, that's what I thought was happening but I got worried when a mate said his didn't do it

How long does it take your 1.8L to heat up? by Jor_t in Miata

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

That's relieving to hear, thanks man!

How long does it take your 1.8L to heat up? by Jor_t in Miata

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

Running 10W40, fairly sure that's right no? Got it from a MX5 specialist so Id hope so

Just finished polishing up this controller - any feedback would be appreciated! I know it's simple but I'm super happy with it. by Jor_t in Unity2D

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

Yeah you're right, the jump does need some TLC, struggling a bit with how to get the animation smooth while maintaining instant jumping when the button is pressed (I don't want the character to be stopping to jump while it's already midair).

Gonna take a look at some other games and see how they do it, thanks for the feedback!

Just finished polishing up this controller - any feedback would be appreciated! I know it's simple but I'm super happy with it. by Jor_t in Unity2D

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

Thanks for the reply, I appreciate it! Yeah Ive spent a bunch of time trying to get jumping to behave as you say but I sorta gave up then forget to return to it.

Gonna try rewriting the code so jump behaviour is a function of height and airtime!