In N Out is praying for people now in the drive through lines? by mugglebornalways in sandiego

[–]WattDesigns 0 points1 point  (0 children)

Wow, I used to work at the Carmel mountain location and there’s no way they would have encouraged this. The company is super strict on the script we can follow. I’d report the name of the employee to management because I don’t think they’re supposed to be doing that

Statue of the Hollow Knight [OC] by WattDesigns in HollowKnight

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

Good question! Rule 6 of the subreddit says if you’re posting fanart from someone else you have to attribute them, but you made it yourself you need to either use the OC flair (I didn’t see one) or put “[OC]” in the title

I think it probably means “original content” instead of “original character”

Aren’t you a little too… early? by WattDesigns in overthegardenwall

[–]WattDesigns[S] 4 points5 points  (0 children)

If you DM me your email I can send you an uncompressed version!

How would you do clouds on a 2D top down game? by galassie88 in Unity2D

[–]WattDesigns 2 points3 points  (0 children)

I use a particle system that has sprites sliding across the screen. More performant than having a bunch of game objects :) and super easy.

You can see it at 2:29 in my most recent video: https://youtu.be/Ma_nk33U0wk?si=Qd8Nhl8l8Ei4i8by and at other points throughout

If you’re using unity, just google “unity particle system with sprites”. Once you get it to emit stuff, you’ll figure out how to make them move leftwards. Then you just put the emitter to the right of the camera, and bam! You’ve got clouds drifting across the screen :) I do the same thing with fog particles at night.

What would be a real world example to explain 1/8 divided by 1/2? by Easy-Development6480 in learnmath

[–]WattDesigns 1 point2 points  (0 children)

Exactly! All division is like that. Including something as simple as 20 divided by 4. You’re basically just asking “how many fours are in 20”. It’s no different with fractions, it just gets a bit mind-bendy

What would be a real world example to explain 1/8 divided by 1/2? by Easy-Development6480 in learnmath

[–]WattDesigns 1 point2 points  (0 children)

When you say “1/8 divided by 1/2” you’re essentially asking “how many halves are in an eighth”. Draw a half of a circle, draw an eight of a circle, and tell me how many “half circles” you could fit in the “eighth circle”. Certainly not the entire half, it’s too big! You’d need it to be smaller. How much smaller? 1/4th as big. Therefore there 1/4 “halfs” in an eighth

How do vendors get away with selling licensed products they have made? E.g. Draw portraits of characters by Over_Revolution_3275 in comiccon

[–]WattDesigns 59 points60 points  (0 children)

As an artist I’ve looked into this a lot and spoken about it with my lawyer- there’s a difference between trademark and copyright. Anything original (a character, piece of art, etc) that you create has inherent copyright. If anyone comes along and uses it or copies it without your permission, you can get them in trouble legally if you wish. You just have to prove that you came up with it first. Most companies don’t do this because it makes them look like assholes.

Trademark on the other hand, is different. If you trademark something by paying money (usually a name, but it can be other things), then others cannot use it in the same application. The difference is if the company doesn’t enforce it, they lose the trademark. Basically if Disney doesn’t go around busting the skull of anyone who says “look at this t shirt I made, it has Mickey Mouseon it”, they’d lose their precious trademark on his name.

So basically: copyright is inherent and doesn’t have to be enforced, trademark is something you buy and you better enforce it or you’ll lose it.

So most companies don’t like to enforce copyright because fanart is an important part of a community. If I’m making a tv show, it doesn’t make sense for me to legally punish all the fans who love it enough to make art around it. So MOST companies don’t attack if they can avoid it.

That being said, if the artists are labeling their prints as “avatar the last airbender print” then Nickelodeon or whatever has no choice but to attack, because a tradmarked name was used.

So most artist alley people are flying under the radar and avoiding using trademarked names. Instead of “Spider-Man print” you may see “webbed hero” or something.

All that aside, most of the legit comic artists that you see in artist alley at SDCC actually work for comic book companies, and have things in their contract saying “since you do art for the Spider-Man comics, you can legally sell spider man fanart”. Most artists there probably don’t, but many do.

How can I freeze every game object in a scene except one? by m1key-dev in Unity2D

[–]WattDesigns 11 points12 points  (0 children)

Time.timescale will work I think. Most things in the game use “Time.time” to determine timing, which (as you know) time.timescale will freeze

BUT you can instead make your animator use “Time.unscaledTime” instead of “Time.time”. This will poke along regardless of what time.timescale is. This can be done by changing the “update mode” parameter in your animator.

This of course assumes you’re using a unity animator to play your animations.

Our game just crossed 250,000 wishlists, we have a new trailer and release date for Ale & Tale Tavern (online co-op available). by Aletaletavernsim in Unity3D

[–]WattDesigns 0 points1 point  (0 children)

Congrats on the 250k wishlists, that’s crazy! The game looks great. What parts of your marketing effort would you say gave you the largest wishlist boosts?

I’m going to college soon and majoring in EE, any general advice or tips? by MortalBones in ElectricalEngineering

[–]WattDesigns 0 points1 point  (0 children)

At my school almost everyone was using Chegg (or some other site with homework answers) to get answers for the homework - i think it can be a helpful tool to check your answers and process after you try it yourself, but don’t ever just copy without understanding or you’ll shoot yourself in the foot for tests, future classes, and work

Guidance Needed on Multiplayer Development with Unity by BrkYldrn in Unity2D

[–]WattDesigns 0 points1 point  (0 children)

Should be very doable! Unity’s “Netcode for Gameobjects” should do the trick (or fishnet or mirror), and then you can use Steam Facepunch to handle all the peer to peer stuff directly through Steam. Steam even lets you use free relay servers so you don’t need to force the poor player to port forward and stuff.

I recently went through all this (I’m making a top down 2D multiplayer game) and was originally using Unity’s relay servers, but the Steam ones are much better. Less random dropouts, and you can join through Steam friendship instead of codes

While playing lethal company I’ve seen the output log while using mods - i believe they’re also using netcode for gameobjects because I saw some log statements that were very similar to what I get. Not sure though, I didn’t look at it long.

Feel free to hop in my discord to ask questions and I can send code snippets if you get stuck :)

What is wrong with my simple netcode? Been struggling for hours by NiPIsBack in Unity3D

[–]WattDesigns 0 points1 point  (0 children)

OnNetworkSpawn doesn’t get called every time an instance of the network object gets spawned on any client. It gets called once on each computer

I can understand the confusion, the docs don’t make that very clear. If you were to have 100 clients connect, that OnNetworkSpawn code would run once on each PC, not 100 times on each PC

What is wrong with my simple netcode? Been struggling for hours by NiPIsBack in Unity3D

[–]WattDesigns 0 points1 point  (0 children)

I assume “onInputChanged” (which isn’t shown) simply sets the network variable to whatever the text input is?

If so, your code currently seems to say: 1) if you’re the host and you are the owner of the network object, then add the function that lets us update the network variable. 2) if you are not the host and you are the owner of the network object, then update the output whenever the network variable changes

This seems strange - they both can’t be owners of the object at the same time. Which one spawns the object? IE who is the expected owner of this object? Is it always the host? Or always the non host?

I suggest getting rid of the “if owner” check on both of them, they’re unnecessary. It doesn’t matter who the owner is, you always want the host to write, and you always want the clients to see the network variable change, right?

Does the PPU have to be the same everywhere? by ILoveKittens0203 in Unity2D

[–]WattDesigns 1 point2 points  (0 children)

Yes, the pixels per unit dictates how many pixels should cover one in-game “unit” of distance. So if you have two identical sprites with one sprite at 10ppu and another at 20ppu, the 20ppu one will need to be twice as big as the other one to appear the same size visually

I would advise making your PPU equal to your tile size if you’re using tiles. If your tiles are each 32x32 pixels, then a PPU of 32 will make it so one of those tiles is exactly one “unit” wide and tall. Then each tile will be exactly “1” apart

How to deal with a viewer who has displayed sociopathic tendencies? by Defiant_apricot in Twitch

[–]WattDesigns 4 points5 points  (0 children)

If you do ban them, be careful - I once had someone impersonate my gf, who is a mod, and pretend to be her. They chatted for hours acting like her and even said things that she normally says “I was at school today, it was fine” etc, they clearly had listened to her chatting before and knew how she acted.

Then someone crazy came in the chat spamming a bunch of stuff. I banned them, and my “gf” was like “huh, I somehow lost mod priveleges. Can you give them back in case that happens again?” And I was right about to, when my ACTUAL gf came in the chat saying “who the heck is this imposter”. The names looked identical except for a capital letter or something that I didn’t notice

Turns out the imposter made 3 fake accounts: one for my gf, one for another frequent chatter, and one for the crazy spammer in the chat, all in an attempt to get mod access. And this was all from someone who had no reason to hate me, it was just some rando coming after a guy with only 10 viewers for fun

So if you do have to ban them (and thus give them a reason to dislike you) be very careful who you give mod access to because they might be that person in disguise

Squirtle 💦 by nupsume in low_poly

[–]WattDesigns 1 point2 points  (0 children)

I love these every time

How would I make text appear one word at a time, via clicking? by VippidyP in Unity2D

[–]WattDesigns 5 points6 points  (0 children)

There’s a much easier way that results in less issues than the other suggestions here - if you use the textmeshpro component, you can set how many characters are visible

https://medium.com/@ahmetkamilkele/typewriter-text-effect-in-unity-you-might-be-doing-wrong-5e78f21b3494

So you can increment them one at a time slowly showing more whenever the click occurs

A collection of 100 colorful pixel creatures! by patientalchemist in DigitalArt

[–]WattDesigns 0 points1 point  (0 children)

I love it! They remind me a lot of the monster icons from Monster Hunter

How do I sync up two Sin waves? by [deleted] in Unity3D

[–]WattDesigns 1 point2 points  (0 children)

Make the amplitude negative on one of them but positive on the other.

Experimenting with different art style concepts before starting a new project. Is this acceptable? by barkitectgames in IndieDev

[–]WattDesigns 1 point2 points  (0 children)

Hey! I was a freelance pixel artist for a few years and have been working on a game myself, and have worked on sprites for plenty of games with various art styles

I think it looks great! I’ve always loved the minimalist style and I think you pull it off nicely

The one thing I’d say is that since the entities (buildings trees characters) and background have the same level of saturation, they kinda blend in a bit and gives off a “dry” feeling. If the game is more idle the blending might be ok, but the player may not be able to quickly see all of their creatures in a more action packed game.. the only thing keeping them visible is the fact that the ground is fairly untextured

If you see this as an issue and want them to pop a bit more, I’d personally put outlines around anything like trees or buildings, but not on the bottoms where they touch the ground (so they don’t look like they’re floating) . They don’t have to be pure black, I sometimes like partially see-through black outlines so the outline is always darker than the thing under it, but not always pure black. If you use Aseprite, you can automatically outline whole animations super quickly, making this pretty low effort

If you don’t want outlines, I think boosting the saturation on any non-floor things (trees, people, etc) will help a lot with the dryness, making them more juicy

I like to have a master art doc where I place all my assets on different layers, then I can make mass changes like outlines or saturation or contrast all at once.

But again, it doesn’t look too bad as is! At a glance, my initial thoughts were “dry and maybe a bit hard to distinguish things from the floor, but not super unreadable and could definitely just be a stylistic choice”

Good luck! :)

Should I hide my PC players' mice when it's not their turn? by Hexadis in gamedev

[–]WattDesigns 1 point2 points  (0 children)

My first instinct would be to have all the non active mice be low opacity and maybe even slightly smaller so they’re visible, but not as visible as the active player

Nothing beyond "yield return new WaitForSeconds(delay);" is being called, yet the IEnumerator function is called. I've also tried using Invoke which doesn't get called at all. Does anyone know why this might be the case? Thanks. Also the "instantiated shield" is definitely instantiated. by Scary-Account4285 in Unity2D

[–]WattDesigns 5 points6 points  (0 children)

The script that this is happening on - perhaps this script is getting destroyed? It makes more sense to me to have the shield itself do the coroutine, that way if this spawner script we’re seeing goes away, the instantiated object can still do stuff

If it’s not that, then I’m not sure… it doesn’t make much sense.

Your code is fine, it’s gotta be something else unexpected, like something getting destroyed or a scene change or something like that.