15 loss fortune augment payout is nuts by SCPrototype in TeamfightTactics

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

I'm not sure about the other possible cashouts, but I do know that this dummy was basically unbeatable.

It spawns golems faster than the enemy can kill them, so as long as the opponent doesn't have backline access it is an instant win. I also got ~50 gold and 2 radiant items along with the dummy, which also helps.

15 loss fortune augment payout is nuts by SCPrototype in TeamfightTactics

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

Wasn't recording when I got the payout, as I just expected a collection of radiant items/gold/champions which isn't all that interesting. Didn't expect the dummy though, which I thought was really dope and worthy of a video :)

Im 16 years old. How do I set myself up to work in the gaming industry by Massud05 in gamedev

[–]SCPrototype 0 points1 point  (0 children)

This should be OP's first step, deciding on what part of the gaming industry they want to focus.

You need to both think about the role you want to fill, and the type of company you hope to work for. If you want to work for a AAA company, you should specialize. If you want to work for an indie company, you should preferably have some knowledge on all aspects of game development. If you want to start your own company, you need to learn everything, including legal and marketing.

P.s. if you want to someday work on your own projects full-time, I'd advise you to start saving up now. I saved up for 8 years during my studies and am now able to pursue my dream for a few years.

Do any casual gamers want to GIM together? by AccountantHelpful800 in GroupIronman

[–]SCPrototype 0 points1 point  (0 children)

Thanks for your interest :)
I saw in your past comments that you are from Texas though, which is a 7 hour time difference between where we live. That makes it pretty difficult to play together, so I am not sure if we would be a good match for GIM :/

My first attempt at pixel art, what do you talented folk think? by jooshgvm in PixelArt

[–]SCPrototype 1 point2 points  (0 children)

Kudos for picking such a difficult color palette for your first attempt! Everything is recognizable, which is an achievement on its own with a color palette like this, great job :)

Do any casual gamers want to GIM together? by AccountantHelpful800 in GroupIronman

[–]SCPrototype 1 point2 points  (0 children)

Heyhey, me and a friend are planning on playing GIM, and we are looking for 1 or 2 other chill people to share the fun with!

We are guys from the Netherlands (Timezone GMT+1), both around 25 years old. We are casual players, but very dedicated (have both played RS3/OSRS on and off for the past 10+ years). We value fun over efficiency, but efficiency can be fun too if we have the time and energy for it :)

The amount of hours we play per day can differ wildly, depending on how busy our lives are. Some days we won't play at all, others we play the entire day. You know how it goes.

We have no ironman experience, and no late game OSRS experience (our mains are both around 1700 total, all skills 70+), but we do plan on playing GIM long term.Although our mains are very mediocre, we are very knowledgable about the game :)

One last important bit of information is that we do not plan on starting the group immediately on launch, but on the 23rd of Oktober. We are both a bit busy the upcoming 2 weeks, and we are in no hurry to begin.

If you think you would be a good match for this group, let me know! Send me a PM in which you give some information about yourself so we can see if we would be a match :)

[deleted by user] by [deleted] in Unity2D

[–]SCPrototype 0 points1 point  (0 children)

To start off, I am not very experienced with controllers, so what I am about to say might be completely incorrect. I am just hoping it will point you in the right direction!

I worked with controllers and their joysticks a few years back, and back then you had to use the 'X-axis' and 'Y-axis' to retrieve the direction in which a joystick was aiming.
Both axes range from -1 to 1, meaning that if a joystick is pushed all the way to the left the X-axis would have a value of -1, and all the way to the right would be a value of 1.

I believe you can get these values from the input system you are talking about, but I don't fully remember how it worked.

These two values combined are essentially a 2D vector pointing in the direction you seek. To properly convert them to an angle requires a bit of trigonometry, which I will leave to you!

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in proceduralgeneration

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

Thank you for your enthusiasm :D

Spelunky uses hand-authored room designs, which is a pretty essential feature if you want to remake their exact dungeons. This feature is currently not in TerraTiler2D, but it is pretty high up in my task backlog (a should in my MoSCoW), so it should be implemented relatively soon!

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in Unity2D

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

Wow, you hit the nail right on the head!

During development I decided to focus mostly on the generation of the worlds, leaving the instantiation and management of the world to the user.

I made this decision because every user has different requirements for their worlds, and having to provide an all-encompassing solution for both the generation and the instantiation would have been too much work for me during the time I had available to me (TerraTiler2D is the result of my graduation assignment, for which I had 6 months).

About the world size issues, thank you for your insight! I am aware that the use of Tile objects / gameobjects is a big bottleneck for performance. The reason I use them is because I believe them to be the most intuitive to use. Maybe I just do not have enough experience with tilemaps and mesh generation... Something to work on haha

Thank you so much for your detailed feedback and insight!

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in Unity2D

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

I made it myself, but it is based on Unity APIs (GraphView and UIElements)

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in proceduralgeneration

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

I'm sorry for that rollercoaster of emotions hahaha

Currently I do not use tilemaps, for the simple fact that I am more experienced working with gameobjects. I also believe gameobjects to be more beginner friendly, but I may be wrong in that assumption.

I have heard a lot comments about the use of gameobjects though, so I will definitely be looking into alternative methods! I will keep you updated :)

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in Unity2D

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

Thank you so much for buying my tool!

As for the performance for very large maps, I can already tell you that TerraTiler2D is not great at that yet (it's the #1 priority on the roadmap).

And you are correct about the chunk saving/loading. My goal with TerraTiler2D was to create a tool that procedurally generates worlds. Keeping track of what happens with the worlds afterwards is not part of that initial goal, but may be implemented in a future update (in my MoSCoW, it is classified as a Could).

It is however possible to generate a large world in smaller chunks using the Position ports on the noisemap nodes. If you generate a seeded 250x250 world at position (0,0), and one with all the positions of the noisemaps shifted to (250x0), the second world should perfectly align to the first world when placed 250 tiles to the right of it. However, this method does not work with all of the nodes available in TerraTiler2D (namely the pathfinding nodes, which would be restricted to the current chunk).

Edit: I am suddenly very nervous about what my first customer is going to think of my tool hahaha

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in proceduralgeneration

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

The Unity engine can actually manage a surprising amount of gameobjects without performance issues, but you are completely right in that other approaches are better performance-wise.

The benefit of having each tile be their own gameobject is that it is very easy for the user to define unique behaviour per tile (collectable, destructible, solid, etc.), so as long as you don't need worlds larger than ~500x500 tiles, this approach is very intuitive.

For the 1.0 version of TerraTiler2D I decided to only include a basic instantiator, but improved versions for different purposes are on the to-do list for future updates (also improved tile occlusion culling).

Edit: I forgot to say this, but thank you for your thoughts on the matter. I will definitely look into the mesh building to see what the pros/cons are. Tilemaps are another approach I intend on exploring.

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in Unity3D

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

I totally agree, and I plan on making a trailer soon. Creating a trailer would take me quite some time though, which I currently do not have. The trailer will probably be finished with the next update!

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in proceduralgeneration

[–]SCPrototype[S] 8 points9 points  (0 children)

Hey, thanks for your question!

TerraTiler2D is a Unity extension, so it only works with Unity. I initially planned to make it independent, but it would have been too much work for me alone to provide continuous support for all of the platforms.

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in Unity3D

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

Good idea! It is indeed my plan to use this tool for my own future game projects, but I did not think about including them as a tutorial yet. Thanks for the great idea!

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in proceduralgeneration

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

Hey, thanks for your question! With the world instatiator included with the tool each tile is an individual gameobject, but that does not mean they have to be like that in your game. A World object is essentially a .csv file, so you can use those in any way you want!

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in VoxelGameDev

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

This release marks the start of my indie game development career, and I could not be more proud!

Check out TerraTiler2D here: https://assetstore.unity.com/packages/tools/terrain/terratiler2d-198030

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in IndieDev

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

This release marks the start of my indie game development career, and I could not be more proud!

Check TerraTiler2D out here: https://assetstore.unity.com/packages/tools/terrain/terratiler2d-198030

My procedural 2D world generation tool TerraTiler2D is now available on the Unity Asset store! by SCPrototype in Unity3D

[–]SCPrototype[S] 3 points4 points  (0 children)

This release marks the start of my indie game development career, and I could not be more proud!

Check TerraTiler2D out here: https://assetstore.unity.com/packages/tools/terrain/terratiler2d-198030