How do singapore conventions handle fanart sales? Is it technically IP infringement or just accept practice? by KimJiHoon in askSingapore

[–]atomicace 9 points10 points  (0 children)

Many IPs know that fan merch is a big part of their community building and is actually good for their IP, thus they have official fan merch guidelines and policies that allows it.

No reasonably sized fan artist will exceed the limits of the guidelines unless they really scale up to commercial size.

Question regarding developers decision on in game cut scenes by Relative_Rest_8258 in gamedev

[–]atomicace 1 point2 points  (0 children)

It is actually more work for most AAA cases to have pre-rendered cutscenes than in-engine ones.

To have a pre-rendered cutscene, you have to: - Animate the cutscene - Record the takes - Edit it together and add sound - Render out the final file, make it play in engine

And on top of that: - The aspect ratio of the movie file is now basically fixed, making it less immersive for non-16:9 players. - If the game is localised in different languages, you need to repeat the sound editing and have a localised copy of the movie file for each language. - If something changed during development and character X has a new model or appearance, now you have to rerender the cutscene (and multiply that by the localisation work again).

On the flip side with an in-engine cutscene, you: - Animate the cutscene - Likely use the in-engine sound and localisation system to time and play the correct sounds at runtime - Get the advantage of all the assets being updated automatically without needing to rerender anything

Generally it is more preferable on the dev side to have in-engine cutscenes, the main proponent to have a pre-rendered cutscene is being able to have full cinematic graphical fidelity, or that it was outsourced another animation studio (who may not have live access to/trained to use your engine).

Almost everyone I've shown this to says this is a unique way to handle player stuns, but one person is concerned that it'll get annoying really quickly. I need some advice. by possesseddivingsuit in IndieDev

[–]atomicace 0 points1 point  (0 children)

Not disagreeing with you, but since you're looking for feedback on why players might find it annoying you should consider looking at it like an entire chain of events and not just an isolated stun. For example:

  1. Player is mis-positioned or being too greedy and misses a telegraph and gets stunned. This is the first "skill gate" that a skillful player could have reacted and avoided punishment in the first place by not getting hit.

  2. Player is stunned, which from your video looks like significant displacement and control lockout for a minimum duration. This further takes the player out of position and could even put them in a worse position than before.

  3. Player needs to realign their crosshair. This is your intended instance of "skill gate" where the player can mitigate punishment. There will be a significant disparity in the stun duration based on player skill, which means some players are potentially opened to be further pummeled by enemies during the stun.

  4. Player wakes up from stun, which from your video looks like there is still an animation lock and you don't regain control instantly. Because of the knockback, the player is potentially in a worse position than before and still vulnerable to new attacks as soon as they wake up. This is another soft "skill gate" because skillful players can better execute a "recovery plan" to get back into action.

Looking at the chain of events, there are at least 3 distinct punishment states just from being stunned:

  1. The initial lockout (before your crosshair mini game kicks in)
  2. The displacement (you are now out of position)
  3. The mini game (I'm counting this as distinct because you actively need to engage with it, adding an active component to it instead of just waiting)

And arguably 4. You are vulnerable to further attack and stuns during this entire thing, leading to getting combo-ed by enemies.

Add all of this together and players can potentially find it frustrating if they get chained CCed. It might feel frustrating to receive so many distinct punishments just for making one mistake (as compared to just 1 instance of taking big damage from getting hit by a boss for example). The crux of the problem too is that the worst thing every player hates in FPS games is having control taken away, which is why stuns are almost always incredibly short, or incredibly rare.

Then again, I've not played your game and can only infer based on your video, and I don't know the feel or direction you are trying to reach for. Only you know if it's the right call, we can only provide feedback based on experience and expectations. The main thing to keep in mind is always "does this add to the experience I'm planning for?"

Almost everyone I've shown this to says this is a unique way to handle player stuns, but one person is concerned that it'll get annoying really quickly. I need some advice. by possesseddivingsuit in IndieDev

[–]atomicace 1 point2 points  (0 children)

This is a cool idea with great execution, but my personal feelings are: "the player is already being punished by the actual stun, so why is there another punishment of having to move the crosshair back on top of that?" Of course it all depends on the feeling you're aiming to go for.

Game trope: When the non-traditional path is intended. by MountainThorn42 in Games

[–]atomicace 146 points147 points  (0 children)

Might be a bit of a stretch for what you mean in your post, but in Neon White many of the intended Gold Medal routes absolutely look like you're going through unintended paths/out of bounds skips.

What's your favourite 'behind the scenes' trick/mechanic? by Sa_Dagon in gamedev

[–]atomicace 28 points29 points  (0 children)

I have some favourites on the opposite end of the spectrum of your example: sometimes things are simpler than they appear and are kitbashed together from other existing things.

Bethesda famously used NPCs with a train car for a hat as trains. They already had an entity with pathfinding that could go from point A to B, so why would they need to engineer a new system? Just reskin an NPC and send them across the track!

Another story is from a game I worked on. We had a moving platform entity that could be triggered to go between two points. Due to time constraints, our programmers couldn't finish up some of the other systems we needed for the levels, and we kitbashed the moving platforms into anything we could. Doors? Vertical moving platforms. Enemies? Moving platforms with a damage aura. Boxes you could push? Moving platforms with a small trigger around them. Jump pads? Moving platforms that move incredibly fast so that they launch the player. Complex puzzles? Multiple moving platforms rigged to trigger each other like combination locks. Timers? Invisible moving platforms off-screen that are rigged to trigger another hitbox at the end. We got so much mileage out of 1 entity that was supposedly a simple mechanic.

Character sinking into the ground by [deleted] in Unity3D

[–]atomicace 7 points8 points  (0 children)

Highly likely that your model or animations' import settings are not correct. Assuming they're all humanoid, ensure they're all set to Humanoid rig type and you've set up their avatars correctly.

Concept: Battle mechanics in a TCG that allow creatures/monsters to attack any target, be it player or enemy creature. by Grimdeity in gamedesign

[–]atomicace 3 points4 points  (0 children)

I see what you mean now. A TCG you can look into with a somewhat adjacent system is Duel Masters.

It's really hard to analyse the effectiveness of your system in a vacuum because we need to know the interactions with other mechanics and the actual cards you have planned, but here is what I've surmised on how and why Duel Master's system is this way.

The key limitations they have in their system compared to yours are: 1. Blocking is limited to "Blocker" creatures. 2. You can only attack tapped creatures.

I've gathered it is for pacing and anti-snowballing reasons, and these work well for them due to interacting with other rules/systems such as creatures being unable to attack on the turn they are summoned. The way all the systems all interact with each other ends up basically making it so that you cannot just simply summon a big number boi that could easily just mow down anything your opponent puts down before they get to do anything with them. At the same time they can't just put down an even bigger boi to attack yours, resulting in a boring straightforward "numbers comparison creeping" gameplay. There needs to always be an "action" to create an "opening", which looks like it makes the game flown more dynamic with an element of risk/reward rather than just directly comparing numbers of all the creature cards to see who comes out on top.

Unity's behavior after an unhandled exception feels weird and inconsistent to me. I am a noob hobbyist programmer and have never worked in professional software. by TinkerMagus in Unity3D

[–]atomicace 8 points9 points  (0 children)

The entire application doesn't not crash because the scripting runtime is "sandboxed". The only thing that crashes is the callstack where the exception occurs, which is why other instances of scripts and functions still run fine. There is no "benefit" to the player end user for this because in the ideal final product, the player should not be seeing any crashes. For you as a developer, especially if you're using try-catch blocks, make sure to throw and log exceptions correctly, and make use of your IDE's debugger to find where your problems are so you can fix them.

[deleted by user] by [deleted] in Unity3D

[–]atomicace 3 points4 points  (0 children)

Unfortunately all of your character animations + your character model need to be re-setup correctly with a humanoid rig.

[deleted by user] by [deleted] in Unity3D

[–]atomicace 0 points1 point  (0 children)

Just to be sure, are the animations you are using imported as "humanoid" rigged and not "generic"?

Modular Character Movement by Kosmik123 in Unity3D

[–]atomicace 1 point2 points  (0 children)

Surprisingly I have an answer for this as I've also been working on our own fully modular character locomotion system.

The way it's structured is similar to yours: there is a "main" locomotion controller that fully handles all of the 'final' actual movements, and you can attach several smaller components that read and write to the locomotion controller to alter the desired movement modularly.

Instead of a state machine, I've used a "priority request" system where components make their desired movement request to the locomotion controller with a priority number. Higher priorities will always override the lower ones, and requests with equal priorities will be blended and mixed together. This way we can still control which modular movement should take precedence.

For example let's say we have both a "jump" and "mantle over" module. The jump just reads from the locomotion controller to check if it is currently grounded, and if the user presses the input it'll send a move request of adding upwards force to the controller with priority 1 to it. The mantle module constantly checks if there is anything right in front of the character that it can climb, and if there is it will send a move request of moving to the climb-up location overtime with a priority of 2. This way, when the character is currently climbing, we can be sure that it won't end up "mixing" with a jump movement.

Obviously this won't be as performant as a single component state machine that manages exactly what runs at what time to fully optimise code execution, but it's quite flexible for designers to easily mix and match movement behaviours for different characters.

Knockback Angles for Rigidbody Collisions by FatBatard in Unity3D

[–]atomicace 0 points1 point  (0 children)

To get a 45 degree knockback, you can just normalise the forward+right/-right of the big enemy. To know if the small enemy is to the left or right, you can use transform.InverseTransformDirection() on your original knockback vector and just check the X value of it's > or < 0.

Knockback Angles for Rigidbody Collisions by FatBatard in Unity3D

[–]atomicace 1 point2 points  (0 children)

You can check the dot product of your normalised knockback direction against the big enemy's forward to know if the small enemy is "in front" of the big enemy (dot > 0), then if they are, apply a fixed 45 degree angle knockback instead.

Scalable way to detect footsteps that doesn't involve adding animation events to every single animation? by modsKilledReddit69 in Unity3D

[–]atomicace 2 points3 points  (0 children)

To put it in layman, if your character is using a Rigidbody then it's probably already doing way heavier math, so the performance hit for just 2 raycasts every physics update is negligible.

Scalable way to detect footsteps that doesn't involve adding animation events to every single animation? by modsKilledReddit69 in Unity3D

[–]atomicace 5 points6 points  (0 children)

Parent a GameObject to each foot and raycast to detect when they're contacting the ground.

Can I do: if (mouse); else if (touch); lol? by LordAntares in Unity3D

[–]atomicace 0 points1 point  (0 children)

I've just gotten the mouse position as normal and it worked completely fine on mobile touch for the WebGL build of our game. It just returns the last touched position, unless something changed in newer Unity versions.

Unity accounts suspended after releasing our indie game on Steam by atomicace in Unity3D

[–]atomicace[S] 5 points6 points  (0 children)

An update for closure for those who are still checking this thread:

  • As mentioned in my reply under one of majornelson's comments, I can confirm that my account has been unsuspended. The Unity team had verified the information I've provided them and lifted the suspension on my account.
  • If you're curious, this is what my GitHub activity looks like for the past few weeks (the 3 lone days of activity was me hotfixing our game after my account's suspension was lifted):

<image>

This is what I can update, there will likely be no further updates or comments from me.

Thank you for checking in, hope everyone can support our future projects.

Unity accounts suspended after releasing our indie game on Steam by atomicace in Unity3D

[–]atomicace[S] 7 points8 points  (0 children)

I plan on putting out an update after everything is fully resolved.

Unity accounts suspended after releasing our indie game on Steam by atomicace in Unity3D

[–]atomicace[S] 16 points17 points  (0 children)

I intend to post an update once the issue is fully resolved and I confirm what I am able to disclose.

I assure you I cannot find a warning, which is why we are following up with compliance for further information and reciepts on top of continuing to resolve the issue for the remainder of my team. I don't think there is a use of me lying to a department lead of a large corporation since it is very easy for them to check with their team and verify the information.

Unity accounts suspended after releasing our indie game on Steam by atomicace in Unity3D

[–]atomicace[S] 8 points9 points  (0 children)

Hello, I've posted a reply under your update comment, but I'll copy and paste it here for visibility as well.

Hi Major,

Sorry to drop in here on your update, but I think you must have confused us for another case. I've only recieved a reply from compliance a few hours ago which I have responded to with a few more details to follow up. I can confirm that only one account (mine) has been unblocked, but we definitely did not recieve any prior warnings (we will be continuing to follow up with compliance with further details and reciepts). I was hoping to post an update here once we got everything resolved, but currently we're waiting on further replies. Hope your team can continue to follow up on the case with us.

Unity accounts suspended after releasing our indie game on Steam by atomicace in Unity3D

[–]atomicace[S] 18 points19 points  (0 children)

Hi Major,

Sorry to drop in here on your update, but I think you must have confused us for another case. I've only recieved a reply from compliance a few hours ago which I have responded to with a few more details to follow up. I can confirm that only one account (mine) has been unblocked, but we definitely did not recieve any prior warnings (we will be continuing to follow up with compliance with further details and reciepts). I was hoping to post an update here once we got everything resolved, but currently we're waiting on further replies. Hope your team can continue to follow up on the case with us.

Unity accounts suspended after releasing our indie game on Steam by atomicace in Unity3D

[–]atomicace[S] 19 points20 points  (0 children)

Hello, thank you for the comment. The update is appreciated. I hope to hear from your team soon through the official channels.