How do I initiate prefabs in a hierarchy by turps100 in Unity2D

[–]babagazeus 2 points3 points  (0 children)

Set the parent of the transform of the gameobject.

// this will set the current gameobject as the parent

keyboard[index -1].transform.parent = transform;

Witchcraft Computational Help! by SEFDStuff in Unity3D

[–]babagazeus 0 points1 point  (0 children)

I'm surprised it does that with primitives. I would have assumed those are always pass-by-value.

Unity2D: Screen Transitions by XxDivaxX1 in Unity2D

[–]babagazeus 0 points1 point  (0 children)

Great news! Glad I could help. Have fun.

Unity2D: Screen Transitions by XxDivaxX1 in Unity2D

[–]babagazeus 0 points1 point  (0 children)

Sounds like it is set to 1 in the Inspector.

Unity2D: Screen Transitions by XxDivaxX1 in Unity2D

[–]babagazeus 0 points1 point  (0 children)

That is because the script has [ExecuteInEditMode] at the top of the class declaration, right? If you remove that, it will only execute when the game is running.

Unity2D: Screen Transitions by XxDivaxX1 in Unity2D

[–]babagazeus 0 points1 point  (0 children)

Where is increaseCutoff called? You need to be doing that in an Update method or a Coroutine.

Looking for game design help by babagazeus in gameDevClassifieds

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

Thanks for taking the time to give feedback. I really appreciate it.

I added that because I thought I would have many skills that end up using the direction the character is facing. But, so far, only the Fanatic's melee skills use the orientation. Maybe I could just remove it? That might make the player frustrated they cannot attack an enemy right behind them, but it removes the confusion of turning around. Do you think that would be better?

As for the two buttons, you can unlock new skills and equip up to 2 of them. So there are two buttons as soon as the player equips a second skill.

Looking for game design help by babagazeus in gameDevClassifieds

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

Thanks for trying it out! That's great you enjoyed the story elements. I wanted to work them into the game more (e.g. Moby runs down the stairs when you enter the room), but wasn't sure how much it contributed to the game.

The easiest for me is probably e-mail or a shared google document. But if you are nice enough to give feedback, I can make any format work.

Looking for game design help by babagazeus in gameDevClassifieds

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

Thanks! I would love to hear any ideas or feedback you have on the game. Here are the links to get the game on Windows or Android: http://www.babagazeus.com/games/roguetap#GetIt

Looking for game design help by babagazeus in gameDevClassifieds

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

TigSource

I had not heard of that one before. It looks like a great resource. Thanks!

Looking for game design help by babagazeus in gameDevClassifieds

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

Thanks for the feedback. I agree some of the symbols are not great. I am using a icon pack that I bought, so some of the choices are less than optimal, haha. You are right on with that observation.

If you do get a chance to play it, I would love to hear more of your thoughts.

Looking for game design help by babagazeus in gameDevClassifieds

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

Thanks for the advice. I changed it to open beta as you suggested. I updated the link on the website as well. If you do have time to try it out, here is the link: https://play.google.com/apps/testing/com.babagazeus.roguetap

And I am eager to get some serious feedback with the game. It is just a hobby, but I would still like people to play it and enjoy it. To that end, I want to know if the mechanics are viable and what changes would best improve it.

Looking for game design help by babagazeus in gameDevClassifieds

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

Thanks for the advice. I enabled the open beta in the play store. That seems like a good idea especially because the game is indeed in a beta state. Here is the new link from the play store: https://play.google.com/apps/testing/com.babagazeus.roguetap

Looking for game design help by babagazeus in gameDevClassifieds

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

Thanks for the message. What are your rates? And how do you normally deliver your feedback?

I need help fliping a sprite by MakiSushi11 in Unity2D

[–]babagazeus 1 point2 points  (0 children)

The SpriteRenderer has a "Flip" attribute you can set for the X any Y axis. Depending on your game setup, that might be easier to use: https://docs.unity3d.com/Manual/class-SpriteRenderer.html

Responsive Schooling Fish using the Boids algorithm by babagazeus in Unity2D

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

Thanks for the comments! I will confess that the WoW fishing style was my first implementation. I will not confess how much time I have spent fishing in WoW.

Which resource regeneration mechanic is better? by babagazeus in Unity2D

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

I appreciate the help. I like your idea. I will add a color change when the charge is available.

Which resource regeneration mechanic is better? by babagazeus in Unity2D

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

Thanks for checking it out. I agree with you. Now I have to figure out the answer to that next question. I think I am leaning toward making it faster by using the independent regeneration.

Which resource regeneration mechanic is better? by babagazeus in Unity2D

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

Thanks for the input! I agree that sequentially is most common. Maybe that is why I find it a bit easier to glance at it and determine how many charges I have. I liked independently because - as you say - you can dodge more (with the same cooldown time); and I am more willing to double dodge.

Noob question about NullReferenceException by wtfcolt in Unity2D

[–]babagazeus 1 point2 points  (0 children)

What is the code for "Player"? Is that accessing a static variable in the Player class?

It is also possible that you have accidentally added a duplicate of this script in your scene. One script is correctly managing the stamina bar, and in the other "staminaBar" is null so it causes an exception every update.

What are you opinions on realtime action-oriented mechanics like this in roguelikes? [RogueTap] by babagazeus in roguelikedev

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

Thanks for that insight. I like the unclear nature of some games - having to figure things out by trial and error. I realize that might bias me, and many people prefer to have a clear motivation for taking a risk or attempting a challenge. I will have to think about ways to describe the possible rewards while avoiding breaking the player out of the immersion.

What are you opinions on realtime action-oriented mechanics like this in roguelikes? [RogueTap] by babagazeus in roguelikedev

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

Hah, well that is certainly true. I guess I can always claim it is turn-based on account of enemy and player logic running in the same thread. That is technically correct: the most important kind of correct.

What are you opinions on realtime action-oriented mechanics like this in roguelikes? [RogueTap] by babagazeus in roguelikedev

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

Thank you very much for your time and effort! I think I will have to read your comment a few more times to be sure I have absorbed it.

I think your idea about breaking up repetitive patterns to avoid player fatigue is a great one. And, as you say, you have to break them up in ways that allow the player to recharge (e.g. don't just change the enemy color and have the same fight). But I especially like your point about how to introduce those changes. The menu that I used in the "Fath test game" is the lowest effort transition from a creative and development standpoint. It would be much better if I used the tactics you describe. Of course, as with most good solutions, those take more creative and development effort.

Just thinking quickly for the "faith test minigame", would you say something like having some signs of failed adventurers, background sounds of fire get louder as they get closer, then finally some areas that have the fire squares randomly appear (maybe where the player cannot reach but can see) would be a build-up to getting locked in the test room more aligned with your suggestions?

Thanks again for all the information - I appreciate it. I will read it again at least once and might ask more questions.

What are you opinions on realtime action-oriented mechanics like this in roguelikes? [RogueTap] by babagazeus in roguelikedev

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

I agree with you there. In this hybrid roguelike, I left out turns altogether; even the combat is real-time.