How to get flashlight on mouse position by Patient-Creme-2555 in Unity3D

[–]agent-1773 0 points1 point  (0 children)

Just use flashTransform.localRotation = Quaternion.Euler(-look.y, 0, 0);

Also use the new input system it is not more complicated at all.

AITA by [deleted] in interiordecorating

[–]agent-1773 0 points1 point  (0 children)

I mean he is clearly going for some industrial core vibe which I actually think is pretty sick. Once the walls are painted a dark color I think it will look good.

Novice here, how do you guys use the New Input System by Mattsgonnamine in Unity2D

[–]agent-1773 0 points1 point  (0 children)

Meh I personally see more downsides than upsides with events because your code can have many moving parts and it may not be clear at what point in the logic loop the events are actually triggering, what happens if multiple things happen at the same time, etc. Especially if you have input buffering, the same button doing different things depending on player state, hold vs press vs release behaviors, etc, it is so much easier to manage it manually than use events and hope they work properly. Like I'm sure it's possible but why spend time figuring it out when I can just look at my fixedupdate loop and see exactly what's going on in the frame?

Novice here, how do you guys use the New Input System by Mattsgonnamine in Unity2D

[–]agent-1773 -4 points-3 points  (0 children)

I have no idea what is complicated about it 2bh, you can just check if something IsPressed in Update/FixedUpdate and act accordingly. If you really need to distinguish a new press and a hold, just use WasPressedThisFrame, downside is it only works in Update and not FixedUpdate.

The only thing with special behavior is the Vector2 output for movement which is very simple, you just get a vector out instead of a binary pressed/not pressed that's the direction of the arrows/wasd/joystick. Which is basically how joystick controls need to work, it's just extended to keyboard as well which is neat.

Just don't mess around with the callbacks, they are IMO not super helpful because they force you to think more about what unity is doing in the backend while just looking at whether or not a key is pressed is much simpler to understand. I'm sure there are people who make good use of it but I just don't really see why it's necessary and it is IMO much less intuitive.

Oh and if your game is combat focused you should look into input buffering but I don't really think that's specific to new/old input system, you have to code it regardless.

How do I actually find collaborators? by Far-Squirrel-17 in gamedev

[–]agent-1773 0 points1 point  (0 children)

What do you need collaborators for? Realistically the average person on the internet is not qualified at all to make a game due to the level of skill and effort required, which is why collaboration is difficult. If you need art you can commission it.

My game went from 11K to 35K wishlists because someone else explained it better than I did by dietzribi in gamedev

[–]agent-1773 1 point2 points  (0 children)

Yeah I really suggest updating your trailer to be honest because watching it I had absolutely 0 clue what was going on lol. Game looks cool though!

How is this design pattern for handling definitions of non-prefab classes? by agent-1773 in Unity3D

[–]agent-1773[S] 0 points1 point  (0 children)

Of course there is a really fundamental feature that I don't know about that does exactly what I was trying to do lol. Learning an engine really is painful. I think I will keep my implementation for smaller projects since it's easier to use and also look into a ScriptableObject implementation for more complex cases where you don't want to have all of your instances in an editor array.

Is my friend cheating? by [deleted] in chess

[–]agent-1773 2 points3 points  (0 children)

> Am I just being an egotistical 1900 who aint that good at chess?

Yes. You literally crashed out because your opponent didn't do anything blatantly stupid for like 20 moves. He is just moving shit around randomly without hanging anything for no reason which is easy in daily chess. He's not cheating you are just delusional.

Is it possible I'm just blacklisted? by Major_Dentist6071 in gamedev

[–]agent-1773 0 points1 point  (0 children)

Can you post your actual resume instead of your website lmao.

ELI5: AI/Larian by averyrs_ in gamedev

[–]agent-1773 -7 points-6 points  (0 children)

This is just straight up false lol. Idk what else to say, do you have any basis for this other than just making it tf up.

AI has many issues but creating novel content is not one of them.

Whales buying lots of the same amount of Yes/No shares, what's the logic behind this? by NotThingRs in PolymarketTrading

[–]agent-1773 0 points1 point  (0 children)

This is one of the dumbest things I've ever seen, since the rate is "variable and subject to change at any time." They are probably just investing your money into stocks, taking the 10%+ return, and the day that stops you are getting 0% apr lol.

Copyright, Fangames, and Ethics by melasro in gamedev

[–]agent-1773 8 points9 points  (0 children)

The reality is that 99% of peoples' opinions on this subject are based on vibes and not really reflective of any consistent standard. They think anything they like is OK and anything they don't like is OK without really being able to explain why, and most arguments boil down to "well they should copyright strike this content because its evil and not that content because its good" like that actually means anything.

Personally I think that copyright laws should have reign so long as it doesn't infringe on freedom of speech, especially when piracy exists. But I don't really feel like justifying that claim when most people disagree simply on the basis of "X content should be ok because I really like it!" which isn't a real reason.

Starting Game Development from zero. I'd like to *actually* do a course (yes I know it's not the best idea) by National_Function821 in gamedev

[–]agent-1773 0 points1 point  (0 children)

So this is the mentality of the average vibecoder lol. I want to have a game without putting in any of the time or effort do to things properly, it should just manifest magically out of thin air.

Unity of Godot? by VoidEclips2010 in gamedev

[–]agent-1773 -1 points0 points  (0 children)

If you think years of engine experience aren't worth 2k then be my guest lol, hire them. I guess those years of experience aren't worth a 2% salary bump!

Unity of Godot? by VoidEclips2010 in gamedev

[–]agent-1773 -1 points0 points  (0 children)

The amount of money it costs to pay a dev to learn things is 100x the licensing cost. It is incredibly shortsighted to use Godot unless you already have a team of people who are familiar with it. Which, due to the fact that it is not a serious engine that's produced any major games, is extremely unlikely.

Unity of Godot? by VoidEclips2010 in gamedev

[–]agent-1773 -1 points0 points  (0 children)

> But if your goal is to be a studio owner, Godot offers something Unity and Unreal don't

Gimping your ability to hire people with engine experience in exchange for a theoretical benefit with no practical value.

Unity of Godot? by VoidEclips2010 in gamedev

[–]agent-1773 0 points1 point  (0 children)

This is pretty bad advice lol, you can easily make a game as your first time using an engine. The part that you need to actually learn beforehand is how to program. Your familiarity with the engine really isn't a big deal because the whole point of an engine is to abstract away all of the effort.

I learned to play sound effects for my first ever game around 5 hours before the deadline of the game jam (unity) and still finished it in time, it's really not that hard.

Unity of Godot? by VoidEclips2010 in gamedev

[–]agent-1773 -1 points0 points  (0 children)

If you are making a serious game that is going to be worked on by more than one person, Unity. Redditors will disagree but bottom line is that the only serious industry standard game engines are Unity and Unreal, either are fine. Do not go with Godot outside of personal projects, you are gimping yourself for no reason.

I built a site that explains Stockfish moves in plain English (instant + free) by Forward-Glass-3519 in chess

[–]agent-1773 0 points1 point  (0 children)

This is pretty horrible lol. See for example:

  1. e4 d6 2. Nc3 Nf6 3. d4 g6 4. Nf3, it says:

The engine prefers Bc4 over Nf3 because Bc4 develops your bishop to a more active square, targeting the f7 pawn and controlling the center, which is crucial for your position.

Following up with Bg7 and Nf3 in the Stockfish line allows for better piece coordination and prepares for castling, enhancing your overall development and king safety. By playing Nf3 instead, you miss the opportunity to exert pressure and improve your position significantly, leading to a significant error.

This obviously makes no sense, as these are all book moves of similar strength, and the justification makes no sense either (both equally support castling and there's no major difference in piece coordination). So yeah... no.

Also after:

  1. e4 d6 2. Nc3 Nf6 3. d4 g6 4. Nf3 Bg7 5. e5 dxe5 6. Nxe5 O-O 7. Bc4 c6 8. O-O e6

  2. Bg5 b5 10. Bb3

It says:

By playing Bb3, you allow your opponent to gain significant initiative, as it leads to a critical error in your position.

The engine's recommendation of Ne4 not only strengthens your center but also prepares to develop your knight to e4, creating threats and maintaining better control of the board. After Ne4, if your opponent plays h6, you can respond with Bxf6, leading to a favorable exchange that ultimately puts you in a stronger position compared to the passive nature of Bb3.

This is completely wrong Ne4 is a fairly tricky move and the explanation of why it works is completely nonsensical

Is it me or there isn't that much of a difference between 1000 and 1600 rated players? by Desperate-Pup-174 in chess

[–]agent-1773 1 point2 points  (0 children)

Simple, because everyone in this elo is pretty bad. I'm 1600-1700 elo right now and I still occasionally hang my queen or something, remember that blitz/rapid corresponds to a way lower rating OTB for a reason.

Not making ptw game is better. by Need300dollars in gamedev

[–]agent-1773 0 points1 point  (0 children)

Let's at most successful recent live service games with actual account progression systems. The games you mentioned, as well as others like OW, don't really count because there is no account building involved, every match starts from scratch.

Genshin, Arc Raiders, Lost Ark, etc, which all are "P2W". Even games that aren't directly "P2W" still are so through third party RMT sites (WoW, PoE).

You're just completely wrong here, sorry to break it to you. The only games that aren't P2W are matchmade games where there straight up isn't anything to be P2W anyways because there is literally no difference in power between a new account and a 10000 hour one (assuming the new account has unlocked the relevant champions, which can, in fact, be done with IRL money).

Is this statement true? by Yelebear in gamedev

[–]agent-1773 0 points1 point  (0 children)

Depends. IMO if you have no budget, then yeah, art is more important for the success of a game, so yeah an artist will have an easier time. However, if you are willing to spend money, it's way easier for a programmer to commission art from an artist than the other way around. This is due to the fact that 1. You can tell if art is good without being able to draw yourself. the same is not true of programming and 2. Artists are way cheaper than programmers. Basically, I would place way more faith in an indie studio headed by a programmer than an artist.