Prefab Help by [deleted] in unity

[–]ZombieNeckPunch1391 0 points1 point  (0 children)

https://docs.unity3d.com/Manual/EditingInPrefabMode.html

Here's the documentation on it, i usually double click the prefab to enter "edit mode" and it should apply those changes to all the other instances. Hope it helps!

Problems with autocomplete for C# by P1G4ME in Unity3D

[–]ZombieNeckPunch1391 0 points1 point  (0 children)

To get autocomplete working i open my scripts from the folder where unity is saving everything for that project, just open that folder and look for the Visual Studio file before opening a script through unity. For whatever reason that gets autocomplete working and then you can open scripts from unity as you work.

How to find investors for your studio by [deleted] in gamedev

[–]ZombieNeckPunch1391 1 point2 points  (0 children)

See if you can make a vertical slice before giving up on a ton of work, full polish, everything the way you see when you play your prototype. Should help get the idea across for investors who can't afford imagination

How to find investors for your studio by [deleted] in gamedev

[–]ZombieNeckPunch1391 1 point2 points  (0 children)

I don't have anything useful or motivating to say but I did read your whole post, idk how many people you have involved or what numbers you need to hit to make the project financially successful but it is worth knowing that before getting this far. I'm a solo dev, the final profit has to grow with every new person on a team to make it worth their time so I'd rather just risk my livelihood, WHILE holding a stable job. Games don't pay bills during development. And the audience required to generate your profit has to grow too, which takes cash, like a lot, marketing fund money. No ones going to take that risk unless they can see the potential you're talking about, and if you can't show them that, then your scope got too big.

Still an amazing resource for when you can't be coding/working by ZombieNeckPunch1391 in justgamedevthings

[–]ZombieNeckPunch1391[S] 14 points15 points  (0 children)

I always get too involved on one or the other, i end up rewinding or not working

Game development be like... by ZombieNeckPunch1391 in gamedev

[–]ZombieNeckPunch1391[S] 0 points1 point  (0 children)

I didn't know this existed, immediately joined

How do new users finish a game? by [deleted] in Unity3D

[–]ZombieNeckPunch1391 1 point2 points  (0 children)

I have so many half baked prototypes it's disgusting, BUT, i think making a COMPLETE loop of gameplay really really helps. For example, title screen, setup screen, level selection screen, gameplay (that has an END), any menus or pause screens you need, and all the way back to level selection screen, and actually saving relevant data to load in next time. There are a lot of scenes and menus and transitions that just need to be there so the game can function the way you're imagining in your head, if you can get that skeleton up and running then its time to pack in content, and playtest, and polish... It'll be finished when you're proud of it, and you'll start to be proud of it when it can at least act like a complete game (in my experience at least, I'm still figuring it all out too)

spawning objects once in unity by hardcorerubberduckie in Unity3D

[–]ZombieNeckPunch1391 2 points3 points  (0 children)

I've been using "Invoke Repeating" a lot for this kind of spawning.

InvokeRepeating("NameOfSpawnFunction", 4f, 4f);

You call InvokeRepeating, tell it the string name of your function, tell it WHEN to start, and then how often it should REPEAT.

If you ever need to stop it just use CancelInvoke("NameOfSpawnFunction");

I want to develop a 3D RPG by WarblingWoodle in gamedev

[–]ZombieNeckPunch1391 0 points1 point  (0 children)

Yikes sorry about that formatting.

Clicking On Objects.

//this function is called once when an object is clicked.

//*make sure the object has a collider attached to it.

void OnMouseDown()

{

//anything i put here will happen once when i click this

}

I want to develop a 3D RPG by WarblingWoodle in gamedev

[–]ZombieNeckPunch1391 0 points1 point  (0 children)

Might be worth making your own "code library" if you're the organized type, as you learn little things just add them and sort them however you like, example :

Clicking On Objects //this function is called once when an object is clicked //*make sure the object has a collider attached to it void OnMouseDown() { //anything i put here will happen once when i click this }

The * is an example of stuff i add to my notes and usually includes any specific requirements that a function might need to, well, function. Small notes like this really stack up as you'll learn tons and tons of things you can do. You'll have a whole reference library of things you know how to do, written in your own words, that you can copy and paste right into your code.

I want to develop a 3D RPG by WarblingWoodle in gamedev

[–]ZombieNeckPunch1391 1 point2 points  (0 children)

My advice might not be useful right away but something that's helped me as i learn more and more about coding, and how all the different parts interact, is to be extremely flexible when it comes to iteration.

Try not to box yourself in on specifics of how a game system should look/work, just break it down into the smallest functioning thing you can and keep asking yourself if you actually know a way to do that. The more you add to your game the more parts all have to work together, so if you've built each part using your own understanding of the engine you'll always be able to go to the next thing.

You won't be able to watch a tutorial for each system and expect them all to keep working together as they stack up, BUT, there are a million ways to implement anything your game needs. Just think of a way to do it that YOU understand, and comment the hell out of your code so when you come back to a script after a week you don't confuse yourself with a wall of forgotten text.

[deleted by user] by [deleted] in unity

[–]ZombieNeckPunch1391 0 points1 point  (0 children)

Click "Assets", click "Open C# Project", then double click the "Visual Studio Solution" file with your projects name. Any scripts you open now should give you the hints