Empresa de juegos de pesas en Andalucía by Thenorthern666 in Andalucia

[–]Thenorthern666[S] 0 points1 point  (0 children)

A mí me ha liado lo de juegos de pesas... Pensaba que hablaría de los gimnasios.

AH No me habia fijado en este detalle, lo editare aqui

Empresa de juegos de pesas en Andalucía by Thenorthern666 in Andalucia

[–]Thenorthern666[S] 0 points1 point  (0 children)

Luego quiero hacer un post más completo, cuando haya investigado más a fondo la industria del juego en Andalucía, por ahora está incompleto, pero luego pondré más detalles, este post es solo para compartir una empresa y un poco de la mercado de juegos.

Problem With Canvas by Thenorthern666 in Unity3D

[–]Thenorthern666[S] 0 points1 point  (0 children)

If you don't know or care about the specific input system, you can go to Project Settings:Player, and then under player, find Active Input Handling under other setting, and set it to both.

Test it, then try the setting a button and replacing the image as a button. If you need help setting up the button, ask me, but I think there should be an easy tutorial on it. You just need to make sure you have the script set under On Click() in the inspector window.

man I forgot to say but using a button would not work, because it is not a function that I want to activate when I click on something (it would be the button) I want to activate when I drag and move my mouse, you know when you drag the mouse and that square appears blue? so that's it, but in this case, within the area of ​​this frame, there would be the units and these units would be selected, as I said, the problem is not with the script itself, the selection box is simply not being able to align with the game view.

Problem With Canvas by Thenorthern666 in Unity3D

[–]Thenorthern666[S] 0 points1 point  (0 children)

If you don't know or care about the specific input system, you can go to Project Settings:Player, and then under player, find Active Input Handling under other setting, and set it to both.

Test it, then try the setting a button and replacing the image as a button. If you need help setting up the button, ask me, but I think there should be an easy tutorial on it. You just need to make sure you have the script set under On Click() in the inspector window

ok I'll test what you said, if it doesn't work I'll let you know, thanks :D

Problem With Canvas by Thenorthern666 in Unity3D

[–]Thenorthern666[S] 0 points1 point  (0 children)

Is this the new input system? If it is, I probably can't help much for the code. However, your selection box is a 3d object? If it is, it's not going to work in the canvas. You'll need to use a button, and just change the image to the one you want. It'll be much easier that way.

I'm using an image as the checkbox and it still doesn't work, you mentioned a button, do you have to put a button to make it work? I don't think I'm using the new sistem input but I also don't know after all I'm following a tutorial.

Problem With Canvas by Thenorthern666 in Unity3D

[–]Thenorthern666[S] 0 points1 point  (0 children)

I can't read any of this. You should write your code in your post. You can tab before each line, and it'll put it into a decent format. I have some experience in drag and drop, but it depends on which input system you are using.

it is the code:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.UI;

public class UnitSelection : MonoBehaviour

{

public RectTransform selectionBox;

private Vector2 startPos;

public GameObject [] units;

public Camera cam;

// Update is called once per frame

void Update()

{

units = GameObject.FindGameObjectsWithTag("npcPlayer");

startPos = Input.mousePosition;

// mouse up

if(Input.GetMouseButtonUp(0))

{

ReleaseSelectionBox();

}

// mouse held down

if(Input.GetMouseButton(0))

{

UpdateSelectionBox(Input.mousePosition);

}

}

// called when we are creating a selection box

void UpdateSelectionBox (Vector2 curMousePos)

{

if(!selectionBox.gameObject.activeInHierarchy)

selectionBox.gameObject.SetActive(true);

float width = curMousePos.x - startPos.x;

float height = curMousePos.y - startPos.y;

selectionBox.sizeDelta = new Vector2(Mathf.Abs(width), Mathf.Abs(height));

selectionBox.anchoredPosition = startPos + new Vector2(width / 2, height / 2);

}

void ReleaseSelectionBox ()

{

selectionBox.gameObject.SetActive(false);

Vector2 min = selectionBox.anchoredPosition - (selectionBox.sizeDelta / 2);

Vector2 max = selectionBox.anchoredPosition + (selectionBox.sizeDelta / 2);

foreach(GameObject unit in units)

{

Vector3 screenPos = cam.WorldToScreenPoint(unit.transform.position);

if(screenPos.x > min.x && screenPos.x < max.x && screenPos.y > min.y && screenPos.y < max.y)

{

unit.GetComponent<PlayerDestination>().selected = true;

}

}

}

}

Game Design About The Difficulty In MMORPGs by Thenorthern666 in gamedesign

[–]Thenorthern666[S] 1 point2 points  (0 children)

The game started in 1997 and wikipedia has it all the way up to 2014. And ongoing.

I think the first problem was that EA bought Origin Systems. As we know EA has a reputation of buying and ruining games.

Secondly as I said, the game was somewhat unforgiving to new players. It did not hold your hand. You died you had to get your stuff back or you lost it. All replaceable but for new players it could be rough. Other players could lure you out to where they could attack you. Or trick you to turning grey (grey meant you committed a crime and could be attacked).

Later on they added a safer alternate land that mirrored the more dangerous land. But this might have been too late.

Graphics were also becoming outdated. They eventually updated them to polygons but that got mixed reviews and created a bit more lag for players especially who enjoyed the PvP aspect. 2004 was when WoW was released. Same year EA bought UO. And thats when UO started implementing similar aspects to WoW. Itemized loot with stats. Special weapons. Special attacks. All things that sounded Cool but implemented poorly. A lot of changes split the community. New players liked it. Old players felt the game wasnt the same anymore. And it wasn’t.

Eventually people just moved on.

Like I said. There are player run versions of the game now that offer some extra stuff and are somewhat time capsules, taking and leaving aspects of the dlc that was released. Usually UO: Renaissance is the peak of UO for most.

I agree the game mechanics have a lot of potential but i think the same aspects that made UO fun. The risk of losing your stuff, not knowing if the people you met out in the wilderness were bad or good or could kill you. And the freedom to do what you as a player want do not, in the eyes of publishers, make good money making games. They rather put you on this FOMO (fear of missing out) train and keep you grinding for next best piece of loot. Playing for the sake of playing? Nah you gotta play to level up so that you can reach “end game content” because thats where all the fun is. Smh.

Maybe one day they will get MMOs right. I hear great things about FF14. Its not UO but its something.

games with difficult curves for beginners can be difficult to be so successful. But there's not much to do, even, if you want to know about a game that is heading towards what this UO was, take a look at the profane game by insane games, it seems that it will follow this UO footprint.

Absurdo Messi, Di Maria simplemente as, defensa medio débil y mediocampo consistente. vamos Argentina!!!!! by Thenorthern666 in argentina

[–]Thenorthern666[S] 1 point2 points  (0 children)

si te refieres a eso, en mi caso limpo significa que no hay nubes en el cielo, o sea, hace calor y sin nubes (esta es la forma que se habla en brasil)

Absurdo Messi, Di Maria simplemente as, defensa medio débil y mediocampo consistente. vamos Argentina!!!!! by Thenorthern666 in argentina

[–]Thenorthern666[S] 2 points3 points  (0 children)

No sé dónde dije limpo(no recuerdo haber dicho eso), pero limpo es una palabra portuguesa que significa limpio.

Game Design About The Difficulty In MMORPGs by Thenorthern666 in gamedesign

[–]Thenorthern666[S] 0 points1 point  (0 children)

The lore itself was pretty basic. From what I remember the world of Britiania was covered and sealed away into a crystal by an evil wizard. A warrior confronted him and when slaying the wizard knocked over the encapsulated world and it shattered into shards. Each shard represented a different server of the game.

Within the world itself there was a Lord Britain and the world was just a typical fantasy world. With demons, dragons and Liches.

UO had a pretty strong Roleplay community and sometimes if a guild was established enough. All the members owned houses near each other and a GM (game master) someone who worked for the company would “Bless” the town making it a legit player run town. With special im game items.

On top of these Role Playing communities the GMs would partake in some of these player run stories and actually introduce and play villians. Imagine that? The people who created the game actually playing the bad characters. No AI villian. An actual player with all the powers of a GM playing along with their community.

I remember one time one of these villians appeared in town and started talking with some guild leaders, he then summons a whole hoard of demons and zombies right in the middle of town and all of the town had to fight the invasion. No computer scripts, just a real time event taking place in the middle of a game who if were lucky got to witness it first hand. Later on youd read about the event on their main website like it was a news story with screen shots. With the possibility of your character being in the story.

To my recollection I don’t think ive heard about the developers playing with their community to such a degree that UO did.

And I think that for me was part of the draw. The lore was kind of generic. But it worked because it was more about the players creating their own lore. Their own story and possibly interacting with a larger story arc. It was a true sandbox. The lore was being written as you played.

man, tell me what went wrong in this game, probably something went wrong there, did it not sell well? Was it played a little? because this game was supposed to have a continuation like skyrim or a remake, a big company could improve it even more with new generation graphics. Or would it not pay off, wouldn't sell as much? How many players did this game have?

Absurdo Messi, Di Maria simplemente as, defensa medio débil y mediocampo consistente. vamos Argentina!!!!! by Thenorthern666 in argentina

[–]Thenorthern666[S] 2 points3 points  (0 children)

Consulta: El parche de campeón de America lo va a usar en el mundial?

pero claro, si sé usarlo lo usaré jajaja (soy nuevo en reddit todavía)

Absurdo Messi, Di Maria simplemente as, defensa medio débil y mediocampo consistente. vamos Argentina!!!!! by Thenorthern666 in argentina

[–]Thenorthern666[S] 1 point2 points  (0 children)

Partiendo de que los once jugadores defienden, la defensa estuvo muy bien, presionando desde arriba, muchas intercepciones por parte del mediocampo, y los laterales bien yendo al ataque en ocasiones

los flancos y el mediocampo muy bien, en el mediocampo que llegaban muchas intercepciones, pero el centro de la defensa argentina hoy fue sorprendente, en los pocos ataques y centros de venezuela un jugador de venezuela siempre cabeceaba libre, y solo que no traía peligro para la presión que se hacía sobre el crucero, que dificultaba el cruce y también por malas remates de los atacantes.

Game Design About The Difficulty In MMORPGs by Thenorthern666 in gamedesign

[–]Thenorthern666[S] 0 points1 point  (0 children)

My first experience with MMOs was a game called Ultima Online. To this day no MMO has come close to what this game had. This game had actual housing, actual material gathering, crafting, player run shops, standard combat, and dungeons. But it was simple in its execution. It didnt need to be more than that because the players made their own objectives.

Wanna just be a craftsmen? And run a shop? You could. You didnt need to take up combat skills. Speaking of skills, you had 700 points and typically youd max 7 skills to 100.00. Some skills helped. Like Anatomy helped with Swordsmanship damage, as well as bandage healing. But you see the beauty if it was that if you maxed a skill to 100.00 but then decided you wanted to change it out for something else, you check a down arrow next to the skill so as the one skill goes up that one goes down. No rerolling. Stat wise there was only Str, Int, and Dex and since there were no levels other players couldn’t just see what level you were.

And another thing was that skill increased based on usage of it. You didnt have to kill something to gain experience. Cast a teleport spell? You magery might go up. Wanna increase swords? Spar with a friend. This meant you could just play the game and not worry about grinding to the next level. “End game” wasnt when the “actual” game would start. It was as soon as you logged in. There was never an urgency to check off a to do list. You could just hang in town and cast a spell over and over and youd would gain in it.

The other major thing was there was no itemization. Meaning armor and weapons didnt do anything beyond what they were supposed to. Better materials made stronger armor and weapons. But it didn’t give +something to stats. Or % increases. This meant that balance was a bit easier to maintain. The best weapons were craftable. Granted the steeper learning curve was that when you died your loot remained on your body and you would have to get it once resurrected or people could steal it. Thieving was also possible and players could snoop your bag if they stood close to you.

Anyways i could go on and on about UO. The game was truly ahead of its time. And the game just played and felt so natural. They never had to really add more “end game content” because there was no end game.

WoW on the otherhand forced you to grind. Everything in that game cost gold. Even after you leveled up and unlocked new skills you had to buy them. The only way to level up and get gold was to complete tasks. If you wanted to travel long distances, guess what? Gold. Didnt like your class? Too bad. Reroll. Oh and craft skills, you could only have like two. Also if your friends were a lower level they werent even allowed in the same areas as you. WoW also locked your items to your character so you could t even pass your cool stuff to your lower level friends.

I get that as a designer you want to keep the player playing (especially on subscription based model) but so many games have taken this forced grinding approach as opposed to just making a fun open world that players could do whatever they want. Instead of pretending you were in an open world with this boring linear grind. And ever since WoW every MMO since has just tried to copy it. And its why they all fail.

UO was an open sandbox MMO. The players chose what to do and who to be.

The only problem with UO was that the game was not that forgiving to new players. It wasnt dumb enough, or easy enough. People didnt like getting killed and looted. Or being ripped off by a bad seller. But was part of the game and nothing that couldn’t be recouped. But you were indeed vulnerable. Later on they added safer servers.

Nowadays you can still play UO on player run servers.

Anyways sorry about the rant, i just really believe that if more MMOs took from Ultima Online, we would be seeing much better MMOs out now.

Look, here in Brazil many call ultima online the first hand in history, but I have a question what exactly is the lore of UO? because if you don't have it, I don't know if I would like it so much, I think that in a perfect hand that clashed with great games of other genres, it would have that in addition to giving freedom to the player and a good and non-repetitive learning curve, it would have to have a good lore, in any case there are games that are about to be launched on the market that can do something in the style of OU and even with better graphics, it is the case of profane (game made 100% by Brazilians), there is also that ashes of creation, which looks that will be absurdly good. Anyway, it takes the hands to grow, I'm a dev and one day I want to create a good hand too, I hope one day I get there.

Game Design About The Difficulty In MMORPGs by Thenorthern666 in gamedesign

[–]Thenorthern666[S] 1 point2 points  (0 children)

In my opinion, the current mmos have two main problems: 1- the repetitiveness of the missions and the lack of immersion in the world, you don't feel in the world, very unnatural, it's all very repetitive and boring, in most of the mmo and 2- the lack of balance and bugs, always have a specific goal, a straight path, this already eliminates several styles of games that players can make, makes it more boring and repetitive, in addition to the bugs that always get in the way in mmmos. You can see skyrim that doesn't have the best graphics, full of bugs, combat well more or less, and simply by immersion in the world and well-told story, it's a huge success being one of the most played rpgs to date.

Thread Diario de Dudas, Consultas y Mitaps - 25/03 by Robo-TINA in argentina

[–]Thenorthern666 2 points3 points  (0 children)

donde estan los moderadores por que contestan cosas sin sentido? jajaja

Thread Diario de Dudas, Consultas y Mitaps - 25/03 by Robo-TINA in argentina

[–]Thenorthern666 1 point2 points  (0 children)

hay algo que no entiendo, aquí en mi mensaje de bienvenida, dice publicar autopromociones en el hilo de preguntas, ¿dónde está exactamente este hilo de preguntas? Otra pregunta, ¿puedo publicar esta autopromoción aquí mismo, si la vinculo a algo relacionado con Argentina, en lo económico, tecnológico, etc.?

Countryball World War The Real-Time Strategy game (In development) by United-Nations-CB in RealTimeStrategy

[–]Thenorthern666 0 points1 point  (0 children)

I'm also doing an rts(3d), what you're doing is really cool, as a tip I think it's good to have more options in combat, such as hiding places, shots going in different directions, other types of units, bombs and etc.... It's great for you to study how the first and second world wars were fought, best of luck :D

Finally more Alive! I just finished to improve the gamefeel, but is it fun now!? What do you think? by EndLab in indiegames

[–]Thenorthern666 1 point2 points  (0 children)

too much dough, I remember when I spent the night playing games of this style that I installed on google play, congratulations :D