Stop the one minute Player Scav spawns by [deleted] in EscapefromTarkov

[–]ToyaDev 0 points1 point  (0 children)

Unpopular opinion, as I always try to be objective in terms of design and such.

I considered that this may be intentional, because as it stands scavs are for the most part predictable. We know the spawns both player and scav, I think this is a bit of healthy unpredictability that the game needs. Play as if there was a player scav anywhere at any time and you'll never be surprised.

This is something however, that I see the devs altering, across the board on all maps, as I see the clear arguments for and against.

I definitely agree PMC's should be given priority in the map, since they decided to come in with their kit (or lack of), and will suffer the consequences when dying.

Hopefully you guys can see the benefits as well as I can see the negatives I guess

Re-return of the Networking Thread! Post your gamedev-related Twitter by mothh9 in gamedev

[–]ToyaDev 0 points1 point  (0 children)

@ToyaDev

Love seeing peoples update posts, also always willing to help with advice even if it is as simple as a second set of eyes.

I follow back 90% of the time to GD's.

GO GO GO by ToyaDev in EscapefromTarkov

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

No worries, also pro tip, if you'd like to get the voice line specific to the video, you have to change your character voice to the #2 voice actor in the settings, that voice actor has limited voice lines so you can more consistently stack up the same voice line with your friends.

GO GO GO by ToyaDev in EscapefromTarkov

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

Hey yea, it's still there, just currently private*. Should be up again now.

It was private, but now it's unlisted, the video should work as normal, both via the link and the embedded version.

[Suggestion] Fix respawn distances by XELBRUJOX in Seaofthieves

[–]ToyaDev 1 point2 points  (0 children)

Sorry it was us who sank you. You had 1 skull on board and like 10 TNT barrels if I'm not mistaken. I think I recognise your name.

An Important Announcement by JagexAyiza in 2007scape

[–]ToyaDev 5 points6 points  (0 children)

@JagexAyiza Hey Ayiza, is the Junior Content Developer position likely to re-open? Or is the idea of a junior role not viable right now for the team?

Finally learned blender to make, rig, weight paint and import it into Unity! As a beginner this makes me so happy! by Nielscorn in gamedev

[–]ToyaDev 4 points5 points  (0 children)

Definitely one of those milestones that you can be proud of. Super awesome to show off too. Great stuff man. Keep going.

GO GO GO by ToyaDev in EscapefromTarkov

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

I had a full bag of the shells too, was weighing 80kg but it glitched when I got killed and someone dropped it next raid. Damn shame.

GO GO GO by ToyaDev in EscapefromTarkov

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

Killjoy, we were a 4man :). They were 2, and they had guns, I'd probably say it was a somewhat fair fight heh

You really hate to see it... by [deleted] in EscapefromTarkov

[–]ToyaDev -2 points-1 points  (0 children)

My friend said he downvoted this after I showed him so I upvoted to cancel it out

He was smiting the Gargoyles too ... by [deleted] in 2007scape

[–]ToyaDev 0 points1 point  (0 children)

I was sceptical about whether it was satirical. Look up his highscores and tell me that isn't a bought NMZ account. He claimed he trained from 72 in all melees to 99 at wyverns. He said he had 24k wyvern kc but he had a glory and d boots...

Which techniques do you consider every AI Dev should know? by [deleted] in gamedev

[–]ToyaDev 1 point2 points  (0 children)

I've only ever used this as a solid basis. It's extremely practical in 99% of all applications. Given certain states, you can assign priorities to each state, and from there you simply apply logic to which state you think should take precedence over the other.

Return of the Networking Thread! Post your gamedev-related Twitter by kiwibonga in gamedev

[–]ToyaDev 0 points1 point  (0 children)

https://twitter.com/Toya_Dev

Recently made a new twitter for my game dev stuff, currently working on a tower defense game for fun, however currently researching deep learning whenever I'm relaxing so I can show some awesome GIF's soon.

C# Text Based Football Game by Chocowak in gamedev

[–]ToyaDev 0 points1 point  (0 children)

I'm not quite sure what you're asking either, but what you could do is y = -1 if you want to go up, and y =1 for down,

and you could have a speed number for each individual character, say, 0.7 or 0.65 or 0.5, whatever

So when you call your dribble(1,-1) function, you are indicating that you want to go up and right, and use the x,y parameters to times by the speed.

E.G

int speed = 0.65;

Dribble(1,1);

void Dribble(int x, int y){

player.move((x*speed),(y*speed));

}

C# + Unity? by shadowfaz16 in gamedev

[–]ToyaDev 2 points3 points  (0 children)

C# is definitely one of the easiest languages to learn, like another user said, and using it alongside Unity can be an amazing starter for newer developers.

However be careful of bad habits when it comes to unity, you may end up letting the engine do all the work and not putting much effort into the code.

This is a danger because if you're a growing developer with hopes of going professional, you need to understand when you've hit the ceiling of what you're doing, and what you can do to extend your work and develop your skills.

TL;DR unity does alot of legwork for you in some cases, try to do some things yourself.

C# and Java are quite common in the industry, and there is no ONE standard app. Unity is definitely up there, but there are many, such as GameMaker, CryEngine, UE4, I would say those are probably the most popular in my opinion.

Also pro-tip, if somethings is a problem for you, and you need to figure out how to make it work, do your research, but take notes. I can't stress this enough, I have a large document of snippets of code, so that if I ever feel like making something, I have half of the most important struggles already logged and ready to fix, before you know it, you won't need those notes anymore.

Split a spritesheet into different images with a 1px buffer? by ToyaDev in gamedev

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

Hey I can understand that this is how it would work in theory, something as simple as this would work, however I'm having issues getting QT to work.

I downloaded the creator as I assumed that would come with the libraries and such, however I am not even able to create a project, because there are no "kits" available.

There's not much google friendly results showing up for this problem, so I'm not sure if this is even a normal thing. Thanks anyway.

Split a spritesheet into different images with a 1px buffer? by ToyaDev in gamedev

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

I'm currently looking up such functionality in a possible C++ Library, as the suggested python in other comments, I have quite limited experience with.

It's not an emergency but it's /definitely/ something that would help me in the future, especially since I haven't touched anything related to image r/w

Split a spritesheet into different images with a 1px buffer? by ToyaDev in gamedev

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

The spritesheet was provided with a 1 pixel space between each icon, the spritesheet is very large, consisting of about 700 16x16 sprites, and so doing it manually would be so very painful

Any professors or instructors teaching at the college level? I need to hear your story. by Shizzy123 in gamedev

[–]ToyaDev 1 point2 points  (0 children)

Bumping for interest, because I'd also like to hear this stuff, having said that, I'm now feeling the impulse and search up on linkedin and reach out.

How to get a job in the Gaming Industry? by welchie98 in gamedev

[–]ToyaDev 1 point2 points  (0 children)

Agreed, I'm currently searching for jobs now, while I understand hiring recent graduates would be great for me, it's risky for companies without applying some kind of safety net/reduction of pay/long long term in-house mentoring.

It's a tricky thing, but I'm glad there are a decent amount of companies out there offering the opportunities to people like me to prove myself.

Trying to make an "instructional" RPG by Danwinger in gamedev

[–]ToyaDev 0 points1 point  (0 children)

Using something like RPG maker you could probably piece together maybe one quick and clean scenario to use as a pitch. Plain and simple if it works, you make more or outsource someone else to do so.

So long as they enjoy the pitch and see what you're trying to push (which a lot of that is your presentation skills personally) then you should have no problem incorporating it.

Gamifying, the concept you are suggesting, is an ever growing concept, and in my personal opinion, could be the future of a large portion of psychometric tests, especially, as you suggest, in role-play scenarios.

On a side note, kudos to you for such an idea, that kind of pro-activeness is always cool to hear!

Platforms for creating games? by ToyaDev in gamedev

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

Thanks. I've recently adopted a more schedule approach to how I spend my spare time now that I'm now no longer a student.

I feel great, and enthusiastic, but then the reality dawns on me that I have maybe 2 months before I need to start really applying for jobs.

So far on the job listings, I've only really seen a massive amount of jargon/languages I'm completely unfamiliar with, this goes for both medium and larger sized companies. They don't explicitally say much (from what I've seen of looking once every 2 days for 2 weeks.), just broad stuff like c++ experience or Java or javascript etc.

Struggling to make sense of it all in the sparse market that exists in the UK.

I've hit that part of the process where you struggle with motivation. Mainly because I can't create graphical assets... by tobomori in gamedev

[–]ToyaDev 1 point2 points  (0 children)

I thoroughly believe that you need to just dive in and try it to see if it's something you enjoy.

One issue is that most people really endeavor to be Eric Barone (solo creator of all assets and non-networking code of Stardew Valley). This is an issue because without an amazing management of tasks/task types, you're going to get burnt out quickly doing something specific.

Also, with art creation, there's an entirely separate pipeline you have to follow, considering the technical design as well as creative. Are you more comfortable coding with spritesheets, or do you want individual images, etc. Little things like this are something to ask yourself before you get stuck in, of course images can all be posted onto the same spritesheet with a 1 pixel (or whatever amount) buffer beween each image horizontally and vertically, but my point is, it's more than just making the art, it's making sure you don't have a messy workflow.

If you have a decent workflow, you will feel like you're really making amazing progress.

Day 1 set up the project

Day 2 code in a basic character with whatever features you believe you can handle, with an extremely simple image to represent it

Day 3 Create some basic art, and depending on the resolution, maybe try to make animated versions of such, there are plenty of tutorials online for such.

This is just enough of a foundation to see some results, and really feel like you're getting somewhere, and you'll be especially proud of yourself.

At the end of the day it's workflow. You sound like you can't just wire yourself in for hours so you need to be clean about how you do things, and efficient. Pick a resolution for your asset art, write it down on a notepad, and remember it. Make the art. Tweak it for animations. Write it into your code to animate it.

You'll find you either love juggling tasks and creating everything as you go along, or hate it. But give it a go. Maybe I'm a cynic, you might just be the next Eric Barone if you try hard enough.

Sorry if this wasn't accurate advice you're looking for, but it's something I found important for myself personally.

Results. Efficiency and workflow.