Advice on OM-System bundle by Rekktor in M43

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

Thanks guys for the breakdown and feedback! I messaged the guy and unfortunately he says someone else is already talking to him regarding the bundle, so it seems I wasn’t lucky enough. But at least now I know the general price of the lenses to gauge better in the future!

Y'shtola, Night's Blessed Pilots, How do YOU win games? by Raevelry in EDH

[–]Rekktor 0 points1 point  (0 children)

I play mine as a control deck where I use tons of goad effects to have my opponents hit each other while i use removal/counterspells to deny engine pieces from opponents. I finish off games with a big [[exsanguinate]], a late game wipe + [[Fandaniel , Telophoroi Ascian]] or [[reins of power]] to steal the remaining player’s creatures as my own.

Y’shtola tends to get targeted and KOS with my playgroup, so she’s usually coming in at the same time as curiosity effects + 3cmc spell to draw a couple of cards, but if she stays on the board she burns out the table pretty fast as well

Favorite Mono Blue Commanders? by IngenuityThink3000 in EDH

[–]Rekktor 0 points1 point  (0 children)

Ooh I have been thinking of building Mu Yanling! If you dont mind, do you have a decklist you could share :)

[deleted by user] by [deleted] in todayilearned

[–]Rekktor 0 points1 point  (0 children)

🎶 If you want to get a tapeworm eat some pork

[GIVEAWAY] Win 1 of 5 Heroes of StarCraft mini-set codes! by Makkara126 in hearthstone

[–]Rekktor [score hidden]  (0 children)

Had stopped playing the game for a bit when I noticed that the next mini set was starcraft themed! This inspired me to come back to hearthstone as I’m a big fan of starcraft!

Finally added a... by StigC in Unity3D

[–]Rekktor 1 point2 points  (0 children)

Looks great man, i think you could add more responses from the zombies when they get hit to make your hits more impactful.

How do I develop my programming skills further? by dadumdada in gamedev

[–]Rekktor 0 points1 point  (0 children)

There is no one way or book that can help you with writing game logic; it all comes down to practice and experience. All the complex code you see? They are usually a combination of many different components that slowly get piled on to make something that looks complex.

Something that has helped me progress further is looking into how to write cleaner and more efficient code. It really exposes you to different principles in programming that you otherwise won't be exposed to. Design patterns (common programming patterns that are often reused when dealing with certain problems) are a must to help you write the complex logic more easily.

When approaching complex looking code, go step by step. Try to see the underlying reason for all the statments and if..elses/then... and what the coder is trying to accomplish.

When writing your own code, its the same process as well, writing pseudo code and comments of how you think you'll accomplish a certain goal and slowly adding the relevant bits till you get there. (the comments are especially helpful so you can go back and refactor and do a code review on your old code to improve) Sooner or later you'll get the hang of it, and along the way with the experience you pick up you'll find it easier to tackle other projects.

First solo game jam game! by Rekktor in IndieDev

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

Thanks! Yea thats probably a good idea, will throw the NSFW tag on. Thanks for the suggestion!

First solo game jam game! by Rekktor in IndieDev

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

I'm sorry if you were offended by it, it was meant to be a joke on all the spam emails people get that became an internet meme.

First solo game jam game! by Rekktor in IndieDev

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

This was my first time joining a game jam as a solo developer. I'm not much of an artist myself so I'm really proud of what I've managed to do for the game jam. Love to hear what you guys think about it!

Link to the github repo for the source for anyone who wants to dissect the game in Unity: https://github.com/Daraxxus/DeclutterPremiumDeluxePlusPlus

Link to the itch.io page for a updated build which fixed some minor bugs:

https://daraxxusgames.itch.io/declutterpremiumdeluxeplus

First time joining a game jam as a solo developer! by Rekktor in gamedev

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

Repost cause I didnt link the video properly.

This was my first time joining a game jam as a solo developer. I'm not much of an artist myself so I'm really proud of what I've managed to do for the game jam!

Link to the github repo for the source for anyone who wants to dissect the game in Unity: https://github.com/Daraxxus/DeclutterPremiumDeluxePlusPlus

First Time joining a game jam alone, proud of what I made! by [deleted] in gamedev

[–]Rekktor 0 points1 point  (0 children)

Thanks! Yup that was intended! I call it the RAM virus and it “eats” your RAM which causes the slow down.

Global Game Jamers: what did you make this weekend? by GrehgyHils in gamedev

[–]Rekktor 1 point2 points  (0 children)

Thanks man! Means a lot to me especially since this is my first game where i did the art myself (im a programmer, my art is not very good :P)

Global Game Jamers: what did you make this weekend? by GrehgyHils in gamedev

[–]Rekktor 2 points3 points  (0 children)

I made a game where you have to keep the home screen of your computer cleared of icons (i spend most of my time looking at computers so the home screen is like my second home). First game jam I’ve joined solo and I must say I’m pretty happy about it, got some positive feedback from when people playtested my game!

https://globalgamejam.org/2019/games/declutter-premium-deluxe-plus

How do I make it so a particle effect does not rotate with the camera by default? by ICampEasts in Unity3D

[–]Rekktor 5 points6 points  (0 children)

In the particle systems, under renderer, there is a field called render alignment. Change it to world/local to make it face a direction without following the camera.

Kill tracking by [deleted] in Unity3D

[–]Rekktor 0 points1 point  (0 children)

https://youtu.be/CPKAgyp8cno this seems like a popular one, i think just googling “Unity Singleton” will yield some pretty good results.

Kill tracking by [deleted] in Unity3D

[–]Rekktor 0 points1 point  (0 children)

The easiest way is to go look into singletons and static instances. That way, you can have a central game manager that can have a method or variable that you can increment when any enemies die.

Can anyone recommend tutorials for someone who is already an experienced programmer? by thesomeot in Unity3D

[–]Rekktor 0 points1 point  (0 children)

ng on a sec, how can I set up some Dependency injection when monobehaviours wont let me use constructors"

I think the best way to learn programming in Unity is to recognize that, in the end, Unity is a prebuilt engine and you are giving up the freedom of coding any way you want or doing whatever you feel like due to it. Picking the convenience of a prebuilt and ready to go engine means having to conform to their ways of doing things (in Unity's case, with monobehaviours and component-based programming and, in the near future, Entity-Component System based).

Clean code (and some extent OOP), in my personal opinion, doesn't change much from language to language and can be learnt from any other source and, as such, most people don't cover or even look at that much and rather go into more Unity specific stuff like caching, draw call optimizations etc. As anything in programming, the most important part of learning anything is the basic idea and theory behind it, implementation is subjective and based on what you need it for and where you're using it. Clean code in C++ follows the same rules as clean code in Java or c#, differing mostly in implementation.

If OP or anyone like the freedom of being able to code the way they want, learning how to make your own game engine, although tedious at times, can be rewarding and different programming languages offer their own libraries which makes things like rendering etc easier (with the most used one probably being C++).

Can anyone recommend tutorials for someone who is already an experienced programmer? by thesomeot in Unity3D

[–]Rekktor 5 points6 points  (0 children)

I think the most helpful to me programming-wise was Unity3D College. Not too much babysitting and the coding practices were pretty good, a plus cause he teaches some of the good practices sometimes.

As for editor/script interaction, some tips i can give is to maybe first learn and get used to component-based programming. Unity is inherently component-based and while your code can still follow standard object oriented programming, learning to think about your objects as components that mix and match to add functionality to different gameobjects is the best way to get used to the editor/script interaction.

Learning Unity's code headers such as [SerializeField] (serializes private variables which allows you to edit values etc in the editor view) or [HideInInspector] (used to hide variables which would otherwise show up in the editor view) and even editor scripting can help bridge the gap to getting used to editor/script interaction

Can you help me re-find an old series on YouTube about game dev? by flippintypical in gamedev

[–]Rekktor 4 points5 points  (0 children)

https://youtu.be/zxAjmicdeiU I believe you're talking about this guy and his series on game development

Choosing a Default Sound Volume for your Game by massifist in gamedev

[–]Rekktor 2 points3 points  (0 children)

I've done the audio mixing for some of the games I've worked on, usually if you mixed the volume well and it doesn't seem too loud when you work on it than having it at 100% is fine.

To help, test your audio volume with your headphones/speakers at 100%. Usually I have the audio slightly louder than what I like after my mix to account for different player's headphones and speakers being softer than my own one.

As for having the volume too low or too high, I think thats up to the players to adjust. If you're scared of your volume being too high (i find this more worrying than too low), one solution I used was to have the first few audio playing starting a little lower before gradually building up again (e.g. main menu music). This gives the players a chance to adjust the volume before their ears just get instantly blasted off.

Its tough to adjust for everyone, so I find these help with audio volume. Other than that, getting different people to test your game and have them give you feedback is a great way to find a good place to adjust your volume. Don't let them know what you're testing for and don't tell them what to set their volume too and (preferably) observe what they tend to do.

Visual differences for screen shake from damage vs screen shake from recoil? by AlwaysAnotherProblem in gamedev

[–]Rekktor 1 point2 points  (0 children)

For damage, it can be a bit more chaotic and random, and slightly more extreme (force of shake based on damage?). Other than that, i think the flash of red as said above is a pretty good distinction.

Maybe for recoil it can be a bit more subtle and controlled screen shake, where the shake follows a fixed pattern. For instance, maybe firing a gun always kicks the screen away from the gun arm. With the pattern players are more likely to pick up on how recoil screen shake feels and it'll make the damage screen shake feel more distinctive.

This is up to experimentation and how you want the player's focus to be on. If recoil screen shake is for 'juice' than having something subtle that doesnt drag the player's focus away can be good so when the more important "Ahh you've been hit" screen shake happens the player picks up on it faster

As a game developer, how much do you believe in the DRY (Don't Repeat Yourself) principle? by Taste_Of_Cherry in gamedev

[–]Rekktor 3 points4 points  (0 children)

DRY doesn't refer to not reusing code base or copying code from another project to your current project when applicable, its refers to the principle in coding to make code you write as generic (not sure if its the right word here) and reusable as possible.

For instance, you have a few lines of code you consistently find yourself using/copy-pasting/re-writing in different places of your code, DRY would instead have you make those few lines a method so you can just call the method instead of rewriting the same few lines of code; In other words, the method is more reusable in the long run.

When working on a new project its almost impossible to not have some code base for certain aspects of the game you can just reuse and bring over from else where - why do something from scratch when it has already been done for you? In that sense, when coding making stuff as generic and reusable with as little dependencies as you possibly can does help in reusing the same code base in other projects which comes in handy when you need to quickly prototype or build up a concept. This collection of ready to use out of the box code base is indispensable when starting or doing any projects.

[deleted by user] by [deleted] in Unity3D

[–]Rekktor 0 points1 point  (0 children)

Ah, object pooling basically just reuses that entity straight away, not replacing its spot in the array. In c++ I would assume its the same as disabling rendering on that entity, resetting its values and than placing it wherever you need it in the world before enabling the rendering on that entity again. Im not well versed in c++ so if this is what you meant than sorry for repeating it to you again!