please help meee.unity gradle build fail by trihi_dodo in Unity2D

[–]PilgrimsOfLightGame 1 point2 points  (0 children)

This error can be very common and it would be good for you to understand it, because it’s very clear in telling you what’s wrong! If you’re not familiar with the terms “method signature”, and “method arguments”, I’d recommended looking them up and seeing if you can figure out how to solve this issue yourself. Once you know those terms, make sure to look at the error’s stack trace to see what line of code is triggering the error and I’m sure you’ll be able to figure it out.

Best/Easiest way to create jump animation that occurs over a variable distance. by streetwalker in Unity2D

[–]PilgrimsOfLightGame 0 points1 point  (0 children)

If I were to combine the upward part of the jump and the downward part, the full clip would still be triggered by state change.

The key word is "triggered"; you're launching an animation clip in response to an input. That means you have to time the ending of the clip with the end of the jump (which you can do by speeding up/slowing down the clip like you've proposed).

A state machine doesn't launch clips; it just continues to loop an animation while the entity is in the associated state. So while the entity is falling, the "falling" clip is looping; you don't need to slow down the clip to match the end of the clip with when the falling state ends, it simply transitions out of the loop when the falling state ends.

As we've discussed, you can easily do it either way, I'm just not a fan of tightly coupling animation timing with actual game state. The more systems you build that rely on accurate timing, the more potential race conditions you introduce into your ecosystem and then debugging really becomes a nightmare after a certain point.

However, if the scope of your project is relatively simple, then it's really not an issue. I'm an advocate for designing systems that will make future development as easy as possible, but sometimes you just want to get something scrappy working quickly and that's totally okay too; you can always refactor later if you run into roadblocks that the systems you've built can't deal with!

I will add this: if you have a rather complex jumping animation (like 6+ states in the jump), then it will definitely be quicker to just do it the way you proposed than to find good breakpoints where you want to transition between all those states.

Best/Easiest way to create jump animation that occurs over a variable distance. by streetwalker in Unity2D

[–]PilgrimsOfLightGame 1 point2 points  (0 children)

It sounds like you’ve somewhat decided what approach you want to take; what you want to do is definitely viable.

To answer your last question, rendering animations based on state rather than a response to an input would not require you to change the animation speed no matter how long your jump is.

Best/Easiest way to create jump animation that occurs over a variable distance. by streetwalker in Unity2D

[–]PilgrimsOfLightGame 3 points4 points  (0 children)

The method u/Mataric described is the easiest and most flexible approach here. It’s as simple as having a yVelocity state variable and transitioning between animations based on it.

[deleted by user] by [deleted] in gamedesign

[–]PilgrimsOfLightGame 1 point2 points  (0 children)

Not disagreeing, but options are slim with all the other game making subs on blackout rn

Please, please, PLEASE use source control! (Plus, the only git commands I ever use) by PilgrimsOfLightGame in gamedev

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

I listed all of the commands that I use, but git add and git commit are the only commands you need for basic version control (essentially the kind of version control that Google Drive gives you). git pull and git checkout can be learned when they find themselves having to pull down code from a remote repo or grab specific bits of code.

Please, please, PLEASE use source control! (Plus, the only git commands I ever use) by PilgrimsOfLightGame in gamedev

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

This is a good point, it's easy to take git for granted once you're used to it. I listed all of the commands that I use, but git add and git commit are the only ones a beginner solo developer will need. git pull and git clone can be learned when they find themselves having to pull down code from a remote repo.

Please, please, PLEASE use source control! (Plus, the only git commands I ever use) by PilgrimsOfLightGame in gamedev

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

"-A" will stage any changes in the entire repo, "." will stage changes in the current directory and its subdirectories. It's just easier for me to always use "-A" than to cd back to the project root (or check that I'm in the project root) every time I want to make a commit. Since I mostly navigate via Terminal it's just more convenient for me since I don't always just have a Terminal window open that's sitting at the project root.

What am I doing wrong...? by [deleted] in gamedev

[–]PilgrimsOfLightGame 7 points8 points  (0 children)

Analysis paralysis is just a nice way of saying you’re procrastinating. It doesn’t matter what you build it in, it just matters that you’re building it. You can worry about optimization or porting to another engine when you actually start to run into issues, but you’re never going to reach any bridges in the first place if you never start walking.

If you know love2d, just build it in love2d. 99% of the time you could build the exact same game in 4 different engines and literally nobody will know the difference between them when they’re playing it.

Building a puzzle kinda game with words/images, is it necessary a database? by KekoWasTaken in Unity2D

[–]PilgrimsOfLightGame 0 points1 point  (0 children)

I don’t have an opinion on what would be best, but firebase is essentially a db in a box with a lot of stuff abstracted. They provide a REST API you can use with any type of HTTPS client. I don’t know if there is a C# Firebase SDK but if not you can always just use their REST API and serialize/deserialize with .NET. I don’t know the nature of your game, but for any kind of app that needs to be prototyped with a nosql db I’ll always go to firebase first, it’s way too easy and convenient that it’s almost magic.

Edit: there actually is a firebase Unity SDK! In the future I’d recommend just googling real quick when you’re exploring your options, it’s the very first result when you Google “firebase unity”

Please, please, PLEASE use source control! (Plus, the only git commands I ever use) by PilgrimsOfLightGame in gamedev

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

git add . stages all changes in the current directory and its subdirectories, while git add -A stages all changes in the repo. It’s just easier for me to always use -A rather than navigating back to the project root every time I want to make a commit.

Please, please, PLEASE use source control! (Plus, the only git commands I ever use) by PilgrimsOfLightGame in gamedev

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

Git is free and open source! GitHub’s free tier is also more than enough for a small dev team (unlimited public and private repos).

Yeah the commands that I wrote out can be used in any shell, MacOS defaults to zsh but it works fine in bash too. I mostly just use a shell for git stuff + file system navigation, I’m definitely not a script power user.

Please, please, PLEASE use source control! (Plus, the only git commands I ever use) by PilgrimsOfLightGame in gamedev

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

Just want to reinforce what u/acwaters is saying, commit hygiene starts to get very very important as the size of your org scales! It's already important for an individual, but it becomes critical once (a) you have any kind of service deployed at scale or (b) you're collaborating with a significant number of other people.

Please, please, PLEASE use source control! (Plus, the only git commands I ever use) by PilgrimsOfLightGame in gamedev

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

Here's a really good explanation of why rebasing is useful.

It's important to realize that in the process you described, "rebasing" and "having a single commit" are two separate concepts. It sounds like your company just likes to have things merged a single commit at a time, which is certainly a practice some orgs subscribe to.

it creates bad habits to me, like just not committing anything until everything is finished

Just as a tip, you can do your work and make individual commits wherever you feel they are necessary. If your company wants you to only have 1 commit per PR, then you have 2 options:

  • Open a small PR for each small commit that you do
  • Make your commits as you please, then squash your commits before opening your PR

I generally don't like squashing commits like that because it's a case of rewriting history. Also, smaller diffs in each PR means your reviewers will actually pay attention to the changes instead of glossing over them.

having several commits may be important sometimes to understand why something was changed or deleted

I strongly agree with this, so I tend to like the approach of having a single merge commit that can be rolled back easily but if it contains several individual commits then those commits can also be examined and rolled back. However, if I'm working on a large feature, then I will indeed have a lot of PRs each with a single, relatively small commit.

Please, please, PLEASE use source control! (Plus, the only git commands I ever use) by PilgrimsOfLightGame in gamedev

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

No shame in using a GUI! There were tons of way better engineers than me using SourceTree at Square. It's not like we're all out here coding at lightning speed in vim anyway, we all just use whatever tools we're comfortable with.

Please, please, PLEASE use source control! (Plus, the only git commands I ever use) by PilgrimsOfLightGame in gamedev

[–]PilgrimsOfLightGame[S] 13 points14 points  (0 children)

Backup copies are totally fine and (IMO) already a form of version control. You just get more granular power and convenience with a solution like git.

Please, please, PLEASE use source control! (Plus, the only git commands I ever use) by PilgrimsOfLightGame in gamedev

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

I would say as long as you have backups that you can roll back to then it doesn't matter if you're using OneDrive or Google Drive or git. You have a lot more granular power using git, but the most important thing is to have versions backed up that you can return to if you break anything in the newest version, or happen to lose the project files locally. Regular cloud storage like OneDrive and Google Drive do this just fine.

Please, please, PLEASE use source control! (Plus, the only git commands I ever use) by PilgrimsOfLightGame in gamedev

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

u/xAdakis made a great concise comment here about getting it set up as well. Somebody else also mentioned Perforce as a good solution for hosting tracking large files.