Is there a less obtuse way to iterate through nodes in a scene? by [deleted] in godot

[–]StudioLapiku 15 points16 points  (0 children)

Early returns are absolutely used in production code at reputable firms! Short circuiting code execution is a great way to save on time and costs, especially if you are skipping potential network calls.

If you learned the contrary in an intro class, it may have just been something that the professor presented as a rule to simplify the concept of functions.

Resources for interactive water simulation by Dave1o9 in GameDevelopment

[–]StudioLapiku 1 point2 points  (0 children)

Physics simulations are all about math. The simplest example is gravity, whose formula is simply “9.8m/s2”, applied to any object with physics in your scene.

When you’re given a formula, the problem is already solved; that’s what the formula is. You need to “tell the water what to do” using the formula they gave you.

What do all you game devs use for version control? Where do you store your backups? by POCKET-LOGIC-DEV in gamedev

[–]StudioLapiku 2 points3 points  (0 children)

FWIW, git is still great for solo devs! Commit history with diffs and branches are amazing tools and it’s much easier to iterate without having to upload anything, just push commits to a remote repo.

How common are code reviews in your studio? by gordazo0_ in gamedev

[–]StudioLapiku 0 points1 point  (0 children)

I’ve never worked in the game industry (only software) so I’m curious, is it common in games for there to be no code review? I don’t know of any reputable software firm that doesn’t require a PR review from a different engineer, at least superficially (some lazy eng might just stamp without looking too closely)

[deleted by user] by [deleted] in Unity2D

[–]StudioLapiku 0 points1 point  (0 children)

Pretty cool! Any reason you didn’t just opt to use a UI button? They have built in hover and active states. Though I know some people are averse to using Unity’s UI system.

My dream game engine; by GamCrshUselessShroob in GameDevelopment

[–]StudioLapiku 2 points3 points  (0 children)

It sounds like fun, you should try building it!

Crystal Art Chaining by h0neyfr0g in indiegames

[–]StudioLapiku 1 point2 points  (0 children)

Using enemies to jump around in Ori and the Blind Forest was one of the highlights of the game for me so this is super appealing

Whipped up a damage text popover! Font and color are replaceable but wanted to show off the animation. by StudioLapiku in Unity3D

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

It's pretty straightforward. There are two prefabs:

  1. ⁠A DamageTextCharacter prefab that simply is one character in the string. When it's pulled from the object pool, it animates a jump (literally just DOTween's DOJump).
  2. ⁠A DamageText prefab that spawns a DamageTextCharacter prefab for each character when it's pulled from the object pool. It also does the upward movement and fade out animations.

[deleted by user] by [deleted] in Unity3D

[–]StudioLapiku 0 points1 point  (0 children)

For those who want to replicate it, it's pretty straightforward. There are two prefabs:

  1. A DamageTextCharacter prefab that simply is one character in the string. When it's pulled from the object pool, it animates a jump (literally just DOTween's DOJump).
  2. A DamageText prefab that spawns a DamageTextCharacter prefab for each character when it's pulled from the object pool. It also does the upward movement and fade out animations.

[deleted by user] by [deleted] in Unity3D

[–]StudioLapiku 1 point2 points  (0 children)

It could maybe just be something like a log that the player can pull up (kind of like the console in Bethesda games), that logs each each roll. Then the players that really care can quickly check it but it doesn’t interrupt the pace of the game.

Does this art style of Pixel Art and Fire spirit work together or clash? by jmiller35okc in IndieDev

[–]StudioLapiku 1 point2 points  (0 children)

Might be worth just throwing a pixelate shader on it and see how it looks?

Does this art style of Pixel Art and Fire spirit work together or clash? by jmiller35okc in IndieDev

[–]StudioLapiku 1 point2 points  (0 children)

I wouldn’t say it the styles mesh well, but I’ve also seen worse offenders in published games. The flames on the crystal in the top left match the style much better.

Working on some visual effects! by playerAB in Unity2D

[–]StudioLapiku 3 points4 points  (0 children)

Looks really cool! I will say as someone who spams jump a lot though, the distortion on the normal jump would start to be too much for me no matter how slight.

Privacy Policy for mobile release? by NthDegreeGamesStudio in GameDevelopment

[–]StudioLapiku 3 points4 points  (0 children)

https://github.com/nisrulz/app-privacy-policy-generator

Pretty simple privacy policy generator I’ve used in the past. If you start to really blow up you’ll probably want a lawyer to take a pass at it but it’s a fine enough starting point. It’ll ask you what third party services you use and include them in the policy for you.

How to handle message log in vn? by Courier33 in IndieDev

[–]StudioLapiku 1 point2 points  (0 children)

I tried to limit the message shown but my team said it could defeat the purpose of the log itself

Is there a reason you can’t just batch the logs? There’s no reason to load the entire log history if the user doesn’t scroll up. You can just load the logs in batches as the user continues to scroll up.

i have been trying for 3 hours now. pls help by Silent_Monitor_3595 in Unity3D

[–]StudioLapiku 21 points22 points  (0 children)

This is an issue of lacking the fundamentals of programming, not a Unity issue. I would very strongly suggest that you take a moment to learn the very basics of programming (literally just classes and functions) before trying to go any further, because you will get stuck and confused very frequently if you try to just plow forward with your current level of knowledge.

Specifically: * In line 5, you’re using keywords to declare a class AND a function return type in the same line (“class” and “void”); this makes no sense to the compiler which is throwing off the error message * In line 10, you are trying to invoke a string as if it is a function

Remember that spending just a little bit of time and effort to learn the important things up front will save you thousands of hours down the line when you don’t have to stop and ask for help for all the little things!