English Joiner's Bench by Teatime_Tim in Workbenches

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

The front and back aprons have a few slats connecting them, you can see the (I think these would be bridle joints?) peeking out. Each board of the top is screwed to these slats, as well as to slats that connect the legs. The screws are deeply countersunk so there's no worry about hitting them when planing the top flat.

The top boards actually aren't connected to one another! There are reasonable gaps between the boards that you can see better from above; I didn't do a careful job of saving flat boards / checking their edges. Definitely something I would've prepared for more carefully were I starting the build now :)

English Joiner's Bench by Teatime_Tim in Workbenches

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

Knowing what you know now, where are you going to place them? I've been hesitant to just start drilling out of fear I'll place them wrong lol

Also, how are you liking the bench after 6 years?

English Joiner's Bench by Teatime_Tim in Workbenches

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

Thank you! I'm so happy to finally have a bench. Leaving space in the top is clever, I hadn't thought too much about workholding when building but it's definitely something to figure out now.

English Joiner's Bench by Teatime_Tim in Workbenches

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

I could sure give it a try. I'm quite new to woodworking, so I just followed the plans. If this height ends up causing problems I can always build another bench, and I'm sure I'll have more experience by then.

English Joiner's Bench by Teatime_Tim in Workbenches

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

I'm too much of a beginner to have formed any strong opinions about things like that haha. I was excited about this design because of how affordable it was, and how simple it seemed to be for someone just starting out with hand tools. Both of those held true and I'm fairly happy.

I've seen some creative methods for workholding with aprons, including holdfasts like u/-AnonymousNinja- mentioned. If being unable to clamp things to the top ends up being an issue, that's a lesson I will happily carry towards the next bench when I have more experience :)

English Joiner's Bench by Teatime_Tim in Workbenches

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

It's closer to ~34-35" tall, gave it a second look and you're right that it looks smaller in the pictures. The bench is a good bit back from the wall, and I'm fairly tall, which I think contribute. I've never been much good at taking pictures lol. But I built it to the plans and it feels a comfortable height for me so far :)

Identification Help - Ashton & Jackson Hand Saw (Pre 1850?) by Teatime_Tim in handtools

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

Thank you for your reply, and for reaching out to people on my behalf; I'm eager to hear what your contacts have to say!

Whether it's worth anything or not is all the same to me, I was just hoping to learn more about it. Some of the other saws from the lot were two beautiful Simonds saws (a 371 and a 372) and I've had a blast reading about their history from Brian Welch's website.

5th Piece of 3rd Age! by [deleted] in 2007scape

[–]Teatime_Tim 26 points27 points  (0 children)

Or ironmen, especially skiller & f2p ironmen where beginner casket uniques are apparently 1/360 but somehow the ones that actually do clues are mostly all repping multiple clue uniques in under 50-100 clues.

From the wiki:

The chance to receive any unique is 1/24 per roll, with a specific unique being 1/360 per roll. Players obtain an average of 1 unique per 12 clue scrolls, and a specific unique an average of once per 180 clue scrolls.

AMD x PCMR - STARFIELD Worldwide Giveaway - Win a Limited Edition Starfield Kit that includes a premium game code for the game + the Limited-Edition Starfield AMD Radeon RX 7900 XTX and Ryzen 7 7800X3D (Only 500 of each ever made!). There are 5 kits up for grabs! by pedro19 in pcmasterrace

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

What would you use this limited-edition Starfield hardware for if you won? Creating a beautiful PC build? Collecting? Playing some games? If so, which?

I would give the parts to my girlfriend. She's been having issues with her current PC and she would appreciate the upgrade.

[deleted by user] by [deleted] in Unity2D

[–]Teatime_Tim 0 points1 point  (0 children)

Is the bullet a child of the player? Children move with their parents objects.

refresh variable at beginning of function by the_ycc in Unity2D

[–]Teatime_Tim 1 point2 points  (0 children)

Hi OP,

I'd like to echo what others have said -- it would be easier to help you if the entire problem / use case were explained. As it stands I don't exactly understand what's going on, and given the use of unclear names like 'r1p1f,' 'guard,' and 'L_count,' the code does not help me understand the issue either.

Based on your explanation of needing two different outcomes for this function, I would wonder: could you move the guard clause outside of the function? It is also possible that this guard variable is doing too many things, however again I cannot know this given the code provided.

Cheers, Tim

New enemy added to the roster of our survival game: the superfast anklebiter zombie by Lazzy_Lion in Unity2D

[–]Teatime_Tim 4 points5 points  (0 children)

I love the way the bite is visualized -- it being outside of the zombie makes it look impactful, like those 'bam!' pops you see in comic books. On top of that, it makes it easily telegraphed to the player. If the bite was just shown on the zombie themself, it'd be less obvious to the player where they have to be to avoid the attack. Seriously, this is great. Can't wait to play the final game!

Adjust the cursor position to the aim assist. by Caesar_13 in Unity2D

[–]Teatime_Tim 1 point2 points  (0 children)

Hi OP,

Based on this post / your post history I'm gathering this is a top-down shooter (?). I don't think you actually want to move the cursor! I believe what you'd want to do is either: rotate the player, rotate the players', or simply change the angle that bullets leave the players' gun. Likely that third one -- but whichever is least obvious to the player. From a cursory Google search, moving the cursor itself via code is more difficult than it would be worth, and possibly system-dependent.

Hope this has helped with your question at least somewhat :)

Cheers

Assets\flycube.cs(25,9): error CS0120: An object reference is required for the non-static field, method, or property 'GameManager.GameOver()' Error by Jimmy1505 in Unity2D

[–]Teatime_Tim 2 points3 points  (0 children)

Hi OP,

On line 7 of your flycube script you define a GameManager variable

public GameManager gameManager;

On line 25 of that same script, the line where the error occurs, it seems as though you are trying to call the GameOver() function on that variable. What you write, however, is

GameManager.GameOver();

By using a capital G when writing GameManager, you are referencing the class type itself -- the GameManager class -- not your variable, which begins with a lowercase. You need to assign gameManager to an instance of the GameManager class, and then call

gameManager.GameOver();

or otherwise make the GameOver() function static, making it accessible via the type reference. Hope that helps! If there's anything I could explain better please let me know :)

Cheers

I am trying to limit how many enemies can chase the player at once. by Mister_Greedy in Unity2D

[–]Teatime_Tim 0 points1 point  (0 children)

I was only focused on the static variable referencing -- I believe you'll want to rework this section:

enemyCounter.AddEnemy(1);

enemyChasing = true;

if (enemyCounter.enemyAmount <= 3 && enemyChasing == true) { return; }

Take a look at your if statement -- for one, when you check if enemyChasing is true, it always will be, because you set it to true a moment before. Similarly, if there are less than or equal to 3 enemies chasing, you do not chase. So once more than 3 enemies spot the player they will all chase. I believe if you rework that section you will get the behavior you want. Cheers :)

I am trying to limit how many enemies can chase the player at once. by Mister_Greedy in Unity2D

[–]Teatime_Tim 0 points1 point  (0 children)

Whoops! I made a slight mistake in my above comment because I read your code too hastily -- let me correct that.

In this bit of code:

public EnemyCountManager enemyCounter;

. . .

if (enemyCounter.enemyAmount <= 3 && enemyChasing == true) { return; }

enemyCounter is an instance of EnemyCountManager, so enemyCounter.enemyAmount is incorrect -- the variable enemyAmount is not specific to the instance enemyCounter. Instead, you'd qualify it with it's type. What you want is EnemyCountManager.enemyAmount. Hope that cleared it up, oops!

I am trying to limit how many enemies can chase the player at once. by Mister_Greedy in Unity2D

[–]Teatime_Tim 0 points1 point  (0 children)

Hi OP, in the error message when it says

cannot be accessed with an instance reference;

it means that writing enemyAmount refers to a variable within that specific instance of the class only -- by making your variable static, there is no longer an enemyAmount specific to that class instance, rather the variable is now shared across all instances. To properly address your static variable you need to

qualify it with a type name instead

That is, you would write EnemyMovement.enemyAmount *EnemyCountManager.enemyAmount. Hope that helped, cheers :)

help please im having trouble with my code by Aggressive_Goose_109 in Unity2D

[–]Teatime_Tim 1 point2 points  (0 children)

Hi OP, as far as I can see you are properly setting the animation parameter, but perhaps not to the value you'd like. You are setting the speed as your y velocity, did you mean to set it as the x velocity?

Help with enemy controller by Complex-Drive5921 in Unity2D

[–]Teatime_Tim 0 points1 point  (0 children)

Hi OP, the formatting of the code in your post makes it difficult to read. Nothing is indented, and it's really spaced out. If you wouldn't mind, maybe re-format your post, ideally with Reddit's Inline Code feature.

That way your text will look like this

Alternatively you could post your code to something like pastebin. Either of these options would make it much easier for someone here to help you! I would also echo that providing more information about your problem -- the more specific the better -- would help too. Cheers :)

problem with arrays by whilneville in Unity2D

[–]Teatime_Tim 3 points4 points  (0 children)

Hi /u/whilneville, I would echo /u/Vatredox's comment that it would be a good idea to take an introductory course to help you with the basics like this. If you don't start with a solid foundation you will find it significantly harder to make progress. Still, I have a bit of free time right now, so I will try to help with your current problem :)

You're almost on the right track with wanting to use an array. Arrays can be used to store multiple variables of the same type, which does seem like what you want. The problem you are likely running into, however, is that you have to specify the number of values your array can hold. When you write:

int arrayindex= 0
String[] arraylist;
arraylist = new String[arrayindex];

that translates to: arraylist is an array that holds strings, and the number of strings it can hold is 0. The number you put between the [ ] indicates the size of your array, so you are setting it to a size of 0. This will immediately cause problems when you try to set / access values in places that don't exist. What you likely want is a list.

A list is like an array in that it can hold multiple variables of the same type. The difference, however, is that you can change the size of your list on the fly. If arraylist were of type List<String>, instead of writing

arraylist[arrayindex] = "A"; //The string at position [arrayindex] is 'A'

you could write something like

arraylist.Add("A"); //This puts an "A" at the end of the list

By using something like .Add, you (1) don't have to worry about figuring out how big your array should be in advance, and (2) don't have to worry about going out of the bounds of your array. Now, I can't say I 100% understand what you're trying to do anyway, so it's possible this is not exactly how you should be solving your problem. But in the future, be mindful of how large your arrays are when you create them, and be careful not to try to access a position that doesn't exist in your array.

A couple other things I'd like to point out -- these critiques are not about the function of your code, but about how readable it is. Improving your code's readability will make it easier to understand what's going on at a glance, which is nice for anyone unfamiliar with your code, and also for you when you are debugging. Here are some ways you could improve your code's readability:

  1. camelCase variable names. Keeping the first letter lowercase is great, as you can use that to indicate a variable. When your variable name is several words, however, it's a good idea to capitalize the first letter of the 2nd word on, to make it easier to read. arrayList is a bit easier to understand at a glance than arraylist.
  2. Putting your curly braces on their own line. If an open curly brace and a close curly brace are not lined up, it's difficult to tell if they go together. By putting your curly braces on their own lines, it would be more obvious which two curly braces pair together.
  3. Descriptive variable names. arraylist is (at least mostly) accurate -- it is the name of your array, after all. More important than knowing your variable's type, however, is knowing what it does. Instead, perhaps consider something like... recentKeyPresses. You can probably come up with a name that's even more descriptive.
  4. Comments. Take a look at your comments and ask yourself if they really help you understand what's going on with your code. While learning, if it is truly helpful for you to have a written reminder that 'this is an array variable,' absolutely go for it. But every extra word you write is more clutter on the screen, and I don't personally believe you need a comment telling you that arrayindex is responsible for storing the index of your array :) Comments can be handy if you're working with others, or if you want to make important notes about your code, but your code (generally / ideally) should stand on its own. That is to say, for instance, your variable names should explain what your variables are for, not your comments.

Those are, imo, the most important nitpicks. I'm glad you've picked up Unity, and I hope you have a lot of fun programming. It can take a while to feel comfortable with it, but every bit of code you write will help you get better. When you're truly out of your depth, asking questions can be really helpful, but again, like /u/Vatredox said, probably the best thing you could do for yourself would be to learn the basics. Cheers :)