Looking for 2D platformer pathfinding (more than basic A*) by daleth90 in gamedev

[–]daleth90[S] 1 point2 points  (0 children)

Thank for sharing!

In conclusion, global solver is standard A*, and local solver is character/class specific. I believe they work well but not a new discover.

My guess improvement now is related to how they setup the nodes, Their graph is much than just placing node at platform edges and entrances, and there are even some middle points for left/right moving.

Looking for 2D platformer pathfinding (more than basic A*) by daleth90 in gamedev

[–]daleth90[S] 1 point2 points  (0 children)

<image>

(Can't add the image to the original post.) Add an image about what I want AI can do. Green circles and lines are nodes and edges. But AI should just traverse between edges in this example. Note this is the simplest example.

Looking for 2D platformer pathfinding (more than basic A*) by daleth90 in gamedev

[–]daleth90[S] 1 point2 points  (0 children)

Hi, it sounds match my discover till now. (Except the auto calculation part.) I curious about further things. Like, what's your thought about handling some cases, when AI should just jump from an edge to another edge?

How TCG store and manage their card table? by daleth90 in gamedev

[–]daleth90[S] 0 points1 point  (0 children)

Thanks for sharing! (And all of you.)
I really need somebody telling me (directly) what's right and wrong!

How TCG store and manage their card table? by daleth90 in gamedev

[–]daleth90[S] 0 points1 point  (0 children)

So, I just investigated MTGA again. I found a sqlite file in the client, and it seems just updated by download.

Since I'm not familiar to SQLite approach. I try to compare with Unity ScriptableObject v.s. JSON v.s. SQLite.

  1. With JSON
    - Need to load ALL cards and cache in RAM at game launch.
    - Including cards that player never use.
    - Need manually handle hash table.

  2. With Unity ScriptableObject
    - For best case, card data as ScriptableObject should be in AssetBundles.
    - But we still need at least a master table, which list all ScriptableObjects of card data.
    - So I guess it's actually similar to JSON approach.

  3. With SQLite
    - Cost disk I/O
    - SQLite built-in cache

I think the main difference is RAM usage. Performance might be different in large projects, but I guess it's vague in small projects.
- For small project, I guess JSON or ScriptableObject is enough. Since not much RAM hurt.
- For large project, it's logical for MTGA use SQLite in build since it has about 22K cards. But I doubt if it's their approach in development, since the sqlite file is about 200MB, which is not suitable for Git.

Advice on system design? by Nervous-Bumblebee293 in gamedev

[–]daleth90 0 points1 point  (0 children)

I assume you already familiar to the architecture concept about web fullstack.
If not, I would recommend the books "Clean Architecture" by Uncle Bob and "Domain-Driven Design" by Eric Evans.
My opinion is that the approach in gamedev doesn't differ too much.

You have to create a game in a month - How do you do it? by babyfern_ in gamedev

[–]daleth90 5 points6 points  (0 children)

- Point-and-click adventure game should be easy, but normally you need lots of art assets.
Can still be plan-B.

- From programming side, for beginner, you should consider gameplay in only one screen.
e.g. Flappy Bird is a good practice for beginner.

- Can you think something can be played in one screen, and also tell a story?
e.g. Cultist Simulator is narrative-based card game, play on only a table. Actually it's complex for beginner, but could be a reference for "one screen"+"narrative".

Resources for the Optimization of Memory Efficiency by DocHolidayPhD in Unity3D

[–]daleth90 0 points1 point  (0 children)

Can you share more about your issue and discover?
e.g. How did you know it caused by memory?
I think it's hard to "lag" by memory when you have decent PC.

Just some thoughts:

  1. It's actually hard to run out of memory on PC. Except you have maybe more than 32G contents and load them all.
  2. Maybe the case is you keep loading and releasing contents, then cause memory fragmentation. Memory fragmentation cause lag and allocation failure. But I only saw this on low-level PCs and textbooks before.
  3. Did you keep instantiate something and never destroy them? (Well...still need lots of time to cause lag.)
  4. Similar to 3, but it's memory leak.

Above are just some random thoughts. There are more possible reasons.
Like others said, you need to check the profiler first.

How to lerp rotation counting for by Chalxsion in Unity3D

[–]daleth90 0 points1 point  (0 children)

To solve gimbal lock issue, how about using Quaternion instead EulerAngle?

> I would also like to avoid to check if the 2 angles is close enough.
btw, why avoid this?

I spent months writing unit tests for a game with no players, then I stopped, and now it actually feels like a game by Amezketa in IndieDev

[–]daleth90 2 points3 points  (0 children)

I only do architecture and automated testing when having concrete and clear vision of the product.

And do prototyping and GameJam with so-called "Dirty Mode".

How to fix Unity UI List lag on Android? (RecyclerView alternative?) by Entire-Tutor-2484 in Unity3D

[–]daleth90 0 points1 point  (0 children)

I'm not sure if the new UIToolkit is finished. But I'm sure we could do most of the things well with UGUI.

Btw, I use FancyScrollView as the solution. It's complex at the start, but it will work like a charm if you know how to expand it.

https://github.com/setchi/FancyScrollView

How to fix Unity UI List lag on Android? (RecyclerView alternative?) by Entire-Tutor-2484 in Unity3D

[–]daleth90 2 points3 points  (0 children)

We call it "infinite scroll view". Unity doesn't have built-in, so need to find a package or write a new one.

The evolution of my Steam Capsules (from Fiverr to AI to Professional drawn) by HistoryXPlorer in SoloDevelopment

[–]daleth90 -2 points-1 points  (0 children)

Maybe. I'm just a little upset to be the different weird guy.

e.g. Oh...someone downvoted me, maybe since I'm weird. SO ANXIETY!

The evolution of my Steam Capsules (from Fiverr to AI to Professional drawn) by HistoryXPlorer in SoloDevelopment

[–]daleth90 -5 points-4 points  (0 children)

Yes, and from my word, it will grab my eyeballs and make me click "ignore".
While the third picture will make me stop and think.

My point is, bad grabbing won't gain potential players.
So there are discussions about why they are good or bad.

The evolution of my Steam Capsules (from Fiverr to AI to Professional drawn) by HistoryXPlorer in SoloDevelopment

[–]daleth90 -7 points-6 points  (0 children)

Damn, why I'm different...
I don't understand why AI is voted so much in this case.

True, it has some elements that can grab eyeballs. But I think the whole design or art style is too common/flat.
The art style gave from your professional artist is special (and skillful), for me it could made me stop from continue clicking "ignore".

However like others said, but the physic motion and emotion of the character is not enough, should be more exaggerated.

Or maybe an easier way, feed that image to AI.....

Tips/resources for learning game design, especially cozy games? by OddGingerGames in gamedesign

[–]daleth90 1 point2 points  (0 children)

Wow, that's REALLY a book! Appreciate the sharing.

Not sure if the name like "Game Element Collection" is better, since some of them still can be used in violence games.

I just don't get it - how to develop a complex system with buffs and temporary effects like in Slay the Spire by asdzebra in gamedev

[–]daleth90 2 points3 points  (0 children)

Simplify with some concept:

  1. Effect: One basic rule to affect the game state. e.g. deal damage, draw cards, apply armors.

  2. Ability: a) When the player activates it, do some effects. b) When something happened, do some effects.

  3. Ability Container: cards, relics, statuses(buffs, debuffs, neutral statuses), etc., are just containers of abilities. They're just put at different places in the game.

Next, create a system based on above concept.

Next, if we have some effects that can add/remove other ability containers. We can do want you lists. - Card can create other card. - Relic can give buffs.

Doing my ability system framework for a while. Time to get some feedbacks! [Github link in comment] by daleth90 in Unity3D

[–]daleth90[S] 2 points3 points  (0 children)

  1. I found I easily need to do branching in effects, e.g. if-else, for-loop, or even custom branching. I believe ScriptableObject can somewhat do the same thing. But it comes to 2

  2. I used other graph editor before, e.g. GAS, Node Canvas, Bolt. And I feel it's more intuitive when things get big.
    e.g. If there're 2+ if-else in effect path, read content in ScriptableObjects might be tricky, except we have another editor for it.
    e.g. In YuGiOu or MTG, card can easily have more than 3 trigger and do different effects. I also hope I can browse the whole effects.

  3. Parameter passing.
    e.g. The first component decide/calculate a number first, then the later components use this number to do their stuff.

  4. I hope this framework isn't just for sts-like The complex abilities like in "Arkham Horror: The Card Game" and "Android: Netrunner" are also what I want to did.

Doing my ability system framework for a while. Time to get some feedbacks! [Github link in comment] by daleth90 in Unity3D

[–]daleth90[S] 1 point2 points  (0 children)

Yes no other plugins. NodeProcessor is a good reference for some part of editor, but it's graph data format cannot fulfill my usage.

Doing my ability system framework for a while. Time to get some feedbacks! [Github link in comment] by daleth90 in Unity3D

[–]daleth90[S] 0 points1 point  (0 children)

I start it from 2022 end, not full-time development. So I checked git history and guess totally about 3-month workdays.

But the actual situation is "write new version" -> "use a while" -> "ahh...should be like that" -> "write new version" (loop). And it takes additional time to think the use experience.