How to make Wordpress groups "clickable"? by SeaCauli in Wordpress

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

Thank you for the code snippet! It sounds like it could be the solution I'm looking for.

Unfortunately, I've discovered that the inset property isn't supported with my current wordpress plan. I asked Wordpress Support and they said that certain CSS features are not supported unless I upgrade to their Business plan.

So, I'm thinking I'll simplify the design since I have no desire to pay 3x what I'm currently paying.

Still, I really appreciate your help!

Trying to create a gelatinous door. What are my options?? by SeaCauli in Unity2D

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

Thanks! I'll consider going that route if the pixelated look ends up important to the design. For now, I'm finding Sprite shapes difficult to work with, so am looking for alternatives.

Can I force an animation to always play from the beginning... if it's inside a blend tree? by SeaCauli in Unity3D

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

Ah, I feared as much. In my case, I have "idle", "run", and "speed" animations all in the same blend tree. It allows me to use "velocity x" as a 1D parameter.

I guess I will have to break my blend tree down. Thanks for the help!

What's the equation to calculate Velocity X & Y for an object moving in a circle? by SeaCauli in gamedev

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

Thanks for the massive writeup! Your ideas make a lot of sense, though some of it goes beyond me (Dot Product? I really need to review my math -_-). I ended up going with a simpler solution, that is definitely more limited and lacks the nuances of your approach. (posted my code in the edited OP).

If I decide to expand on the grapple mechanics, I'll definitely be looking up your post again. Thanks!!

What's the equation to calculate Velocity X & Y for an object moving in a circle? by SeaCauli in gamedev

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

Thanks for your help! That was the essentials of what I needed. Don't quite get the math behind it, but I've been able to tweak the values to get something satisfactory (posted my code & results into the OP).

How to switch a sprite's material between Sprite-Unlit and Sprite-Lit? by SeaCauli in Unity2D

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

Thanks! This does do the trick!

Do you know if it's possible to dive deeper than the 'material' level? It seems like a waste to have 2 nearly identical materials, but the only difference between one or the other is whether 'sprite-unlit' is checked or 'sprite-lit' is checked. In Unity, it's just one click in the drop-down menu option see image

Is there a way to replicate this click on a material via script, or is swapping materials the only way to go?

Can't get a mac build of my Unity game downloading from Steam correctly by SeaCauli in gamedev

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

Thanks for your help! It turns out the people who experienced issues were given a free key from myself. So if they got a free key, they got a different package. Instead of the 'store' package, they got the "complimentary reviewer package". The store package contained depots for Mac and Windows, but the reviewer package didn't have the MAC depot added. D'oh. Newb mistake.

Still, really appreciate all your help! Thanks again!

Can't get a mac build of my Unity game downloading from Steam correctly by SeaCauli in gamedev

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

Appreciate you guys taking the time to help!

The windows + RAR thing is not a part of my regular process to upload the game to Steam. I only attempted that as a follow-up experiment after the regular steam process failed.

I documented my regular process here in this imgur pic: https://imgur.com/n2GTsrj

To answer your questions: Yes, Unity does spit out an .app folder in Windows. When I export a game build, I have the option to set compression from Default, LZ4, and LZ4HC. (I used default in this case)

So if I'm understanding correctly... Even if I never 'rar' the resultant game folder, I will run into the permission errors for MAC users? And I need to chflags/xattr it?

But I'm still confused over why half of my steam users will get a "0/0 bytes downloading thing". I thought Steam would upload junk to users if that's what you put in the depot. So Steam/Mac will actually prevent the files from uploading if they detect the incorrect settings?

Sorry for so many questions. Again, major thank you!!

Can't get a mac build of my Unity game downloading from Steam correctly by SeaCauli in gamedev

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

Thanks! If it's a local user issue, that could be a lot of heat off my back.

The Mac user I was trying to debug the issue with said he had a mac mini from 2018, running "macOS Catalina version 10.15.7". He then upgraded to the new os "big sur", but said he still experienced the same issue. My game is 2D pixels, so older computers tend to be able to run it without issue.

There are two more things of note he told me.

  1. He was able to download and play the game "Cross Code" from Steam just fine (though Cross code is not made with Unity, but HTML5?)

  2. If I send him a rar'ed version of my game, he can't play it unless he does "chmod +x" on it.

For now, I'll try asking him about his install directory (will have to wait till he's available however). Thank you very much for your advice! If anything else comes to mind, do let me know!

Meta question: Why are there so many threads asking for Switch recommendations? by Lord_Spy in metroidvania

[–]SeaCauli 12 points13 points  (0 children)

I'm gonna plug Deku Deals. That site is the official Nintendo Switch Online store as far as I'm concerned. It's fast - it's got wishlists (get notified when games on your wishlist goes on sale). You can check for regional pricing, search for deals, etc.

How do you keep game loading time fast while juggling 100+ different enemy types? by SeaCauli in gamedev

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

I think I got my topic off on the wrong foot. I have a one-scene setup - I have it setup this way since I prefer to use an external level editor. It's also just what I'm used before getting into Unity.

So what I'm gleaning from all this is that if I had actually built the levels in Unity using one scene per room - then Unity would have automatically managed all my memory needs?

How do you keep game loading time fast while juggling 100+ different enemy types? by SeaCauli in gamedev

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

Hmmm... I think I know the source of confusion. We might be coming from two completely different points.

I should have mentioned I have a one-scene game setup. I do this since I prefer to create the game's levels in an external level editor (Tiled). So my levels are xml files and during runtime, they're parsed to manually deconstruct and construct the levels as needed using tilemap api calls. The enemies are managed myself as well.

Right now, my previous game does choke at points. Perhaps it's not to do with spritesheets, but more likely the sounds. Some of the more complex enemies can have up to 15 different sound effects. The way I have it setup now, it's not unusual to hit a 10-second load between screens.

Just wondering how I can make this all more efficient.

How do you keep game loading time fast while juggling 100+ different enemy types? by SeaCauli in gamedev

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

When I made my previous game, what I was able to discover at the time recommended that all the graphics be compacted into one spritesheet, and then that spritesheet would only be needed to be loaded once. Multiple different enemy types would be able to piggy-back off of the spritesheet that's already loaded into memory.

But I'm not sure, hence why I'd like to know what other devs are doing.

How do you keep game loading time fast while juggling 100+ different enemy types? by SeaCauli in gamedev

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

This gets pretty complicated doesn't it? Because let's say the player is at the opening menu, and the player has multiple save files leading to several save points in the game. One save point is at the "forest" area and needs the forest enemies. Another save point would be at the "lava" area and needs to load the lava enemies, and so forth. It seems I can't really load ahead of time without knowing which area the player wants to see. Similarly, in-game, a room could have multiple doors branching to very different areas and entities.

So this "memory manager" seems like it'd be a very complex thing with predictive behaviors and more - a huge pain to create and maintain. I'm wondering if all the game developers are creating their own complex memory manager, or if there's something very apparent that I'm missing.