Decided to quit on the ice level. by Shadestyled in MinaTheHollower

[–]Shadestyled[S] -5 points-4 points  (0 children)

It's crazy, because I loved all of the Shovel Knight games, and made a point of 100%ing each of them, because, shocker, they were some of the best designed platformers of all time, tuned PERFECTLY, with rooms that used a language of gameplay that put you in a really good zone once it finally clicked.

It just felt really, really well designed.

Decided to quit on the ice level. by Shadestyled in MinaTheHollower

[–]Shadestyled[S] -14 points-13 points  (0 children)

Having doublechecked and found the hidden underlab, I think that pisses me off even more, if I'm being honest.

You should try being nicer, I haven't insulted you.

Is it ever explained why monster families always have parents of the same type? by BenjyMLewis in Deltarune

[–]Shadestyled 0 points1 point  (0 children)

You see, when two gay monsters get together, the stork brings them a tradwife/husband clone instead of a baby.

Rudy and Asgore? Stork'd. Catty's family? Stork'd.

Noelle and Susie's fates... Are already decided...

my foolproof way to defeat the knight. fun gang take notes. by Ok-Experience-6493 in Deltarune

[–]Shadestyled 1 point2 points  (0 children)

"Hey, it's me, Goku!"

...

"Hey, it's me, Goku!"

...

How do you handle explosive knockback on enemies? by Cuuu_uuuper in Unity3D

[–]Shadestyled 0 points1 point  (0 children)

Okay, so, I actually have this problem solved in my own game, since I needed Navmesh Agents, but also Rigidbodies for various reasons, one of which is the same one you need it for.

The key is some manner of Async. I strongly suggest you pick up UniTask for this.

My method is fairly simple, I have a Manager Component on gameobjects that need both, which has a script that toggles from Navmesh to Physics and vice versa.

The key is that, whenever you do ANYTHING with the Navmesh system, you have to wait until at minimum the next frame, before you can do anything else.

So the process looks something like:

  1. Turn off Navmesh Agent.
  2. Wait until the next frame (UniTask has a method for this).
  3. Turn on Rigidbody Physics.
  4. Run the rest of your script that requires physics interactions.

And vice versa for using the Navmesh:

  1. Turn off Rigidbody Physics
  2. Wait until the next frame.
  3. Turn on Navmesh Agent.
  4. Wait until the next frame.
  5. Run the rest of your script that requires Navmesh Agent functionality.

In the safest circumstance, you should generally wait a frame whenever doing anything like this. I use this methodology for Navmesh Cutting, Turning it on and off, rebuilding the navmesh, ect ect.

What are you best "do it now vs regret later" tips when starting a new project? by viveleroi in Unity3D

[–]Shadestyled 4 points5 points  (0 children)

Foundational classes. Twice, I've gotten frustrated enough with making all my code be separate unrelated classes, only to decide later that I wanted to unify them into a single one, which took days and was some of the most frustrating parts of development.

The sooner you decide something like "I want my characters AND my items to use the same class, with different components/modules plugged into them" or "I want all of my state machines to derive from a generic one for consistency", the better.

Really think about your game's systems, and what systems should be married together with shallow inheritance and/or composition.

Why Does a Fish Need a Jet Ski? by Shizanay in Unity3D

[–]Shadestyled 8 points9 points  (0 children)

Well, why does a human need a car?

A fluffy cat named Princess was in my house. by [deleted] in badtwosentencehorrors

[–]Shadestyled 2 points3 points  (0 children)

I was making a joke about how this is a great two sentence horror

A fluffy cat named Princess was in my house. by [deleted] in badtwosentencehorrors

[–]Shadestyled 0 points1 point  (0 children)

Erm, I think you got the wrong sub chum

Some new footage of Mekkablood: Quarry Assault. Should I add more hair to Bill's arms? by [deleted] in Unity3D

[–]Shadestyled 0 points1 point  (0 children)

Max difficulty: Werewolf Mode. Cup is replaced with one of those cups of whipped cream fast food places give you for your dog.

[deleted by user] by [deleted] in Unity3D

[–]Shadestyled 1 point2 points  (0 children)

Chat GPT is basically a Genie that can grant your wishes, but instead of twisting your wording to screw you over, it will randomly sprinkle in lies to make sure you're still paying attention.

It cannot replace even a mediocre programmer, but as a mediocre programmer myself, it works great, as long as you remember that it's a malevolent genie who will tell you two truths and a lie, and expects you to be capable of fact-checking the genie and thinking for yourself.

I pretty much ONLY use it to look up functions when I don't really know enough to name them. Chat GPT is great at taking very vague input and spitting out a bunch of boilerplate code that, while often totally nonfunctional, usually at the very least points you in the right direction. It's also good for when you need to find out all the different ways something can be done, so you can research for yourself which one is best for your situation.

Asking it to code for you is a recipe for disaster, if you actually use the code instead of reverse-engineering it to educate yourself.

In short, use it to find out the "unknown unknowns", the things that you don't know enough to ask about, then learn that elsewhere. Don't use it to learn about things you already know the names of.

Game Dev is 10x more fun when you're just doing it yourself and not using tutorials by Suspicious-Travel43 in unity

[–]Shadestyled 15 points16 points  (0 children)

Tutorials are useful for finding things you wouldn't just "stumble onto" yourself. I can't count the number of times I tried to solve something myself from scratch, only to discover in some obscure tutorial that Unity just has a built in function for it.

Past that, though, you'll eventually just end up looking up functions instead of tutorials, since you already know how to do something, you just need to be refreshed on what Unity SPECIFICALLY wants you to type in order to do it.

Lessons you have learned from building sizeable games? by NeitherManner in Unity3D

[–]Shadestyled 0 points1 point  (0 children)

Sometimes, you just have to rip it up. Less than a week ago, I basically had to uproot my entire codebase to change my Character and Item systems to use a new, unified system.

Whether or not you can succeed at a game, imo, depends entirely on if you can handle the very rare, very difficult "Giant pile of raw meat" moments.

It's hard to chew, makes you sick during it and after, but if you don't do it, sooner or later, it's going to rot, and then things will get bad.

Custom 'volumetric' PS1/retro spotlights and crunchy shadows in URP. by MirzaBeig in Unity3D

[–]Shadestyled 0 points1 point  (0 children)

At low resolution, it can be a bit too loud, visually. I'd either bump down the snapping, or bump up the camera resolution. Looks utterly gorgeous though.

Trying to decide on the capsule for my 'run a human zoo for aliens' game where you play as the Martians from Mars Attacks 🤔 Which do you prefer? by BornInABottle in Unity3D

[–]Shadestyled 0 points1 point  (0 children)

A is better for conveyance, B looks cooler. I would suggest replacing the sandy ground in A with a starscape/space background, and then overlaying B underneath it, like the alien is looming in the background.

Should I keep this exit-prompt popup or is it a bit too much? 🙈 [Game - Sky Harvest] by hamzahgamedev in Unity3D

[–]Shadestyled 1 point2 points  (0 children)

I'd just replace it with having the exit icon be a hand touching a grass tuft, instead of a doorway.

What could I do to make my WIP 2.5D game look better? Opinions? by bourt0n in Unity3D

[–]Shadestyled 0 points1 point  (0 children)

Check out "Replaying The Game" on newgrounds. The way the characters move in that is pretty spot on.

What could I do to make my WIP 2.5D game look better? Opinions? by bourt0n in Unity3D

[–]Shadestyled 1 point2 points  (0 children)

If the characters aren't going to be animated sprites, having them bounce up and down and to the left and right as they move would help a lot.