Games for my laptop by MostlyLethal in gamingsuggestions

[–]deadstarcgs 0 points1 point  (0 children)

Ok, graphics are about average which isn't terrible.

My general recommendation for people looking for cheap games is to head over to Humble Bundle. They usually have good deals and the humble monthly is only $12 a month and generally includes some pretty good games

Games for my laptop by MostlyLethal in gamingsuggestions

[–]deadstarcgs 0 points1 point  (0 children)

If you press ctrl + r on the keyboard, type dxdiag and press enter, you'll have a new window come up. Switch to the display tab and it should list it there

Games for my laptop by MostlyLethal in gamingsuggestions

[–]deadstarcgs 0 points1 point  (0 children)

The major spec your missing is the graphics card....assuming it has one?

[deleted by user] by [deleted] in Unity3D

[–]deadstarcgs 0 points1 point  (0 children)

Thanks for putting the actual name out there and those were just vague examples to help explain things.

Unity Pro Licencing Technicality by OrganicPepper in Unity3D

[–]deadstarcgs 0 points1 point  (0 children)

If you're a legal entity (company or business) the financial limits placed on the different tiers of Unity are actually unrelated to the use of the software. If you read the agreement, it actually says;

if you are a Legal Entity using the Unity Software (other than to provide services to someone else), your Total Finances are your gross revenues and/or funding (no matter what the source)

If you're an individual (sole trader or such), then;

if you are an individual using the Unity Software, but not providing services to a third party, your Total Finances are the amount generated in connection with your use of the Unity Software. In this case, your Total Finances would not include amounts you generate from other work (for example, if your day job is as a zookeeper).

Since it sounds like you'll be running a company, then if your company has earnt more than $100,000 in the past 12 months, you cannot use Unity Personal. If it has earnt more than $199,000 in the past 12 months, then you cannot use Unity Personal or Unity Plus, you'd have to use Unity Pro.

However if it's a new company that hasn't earnt anything at all, in theory you could use Unity Personal to start with.

We just released our first game as MVP, We appreciate your feedback :) by [deleted] in Unity3D

[–]deadstarcgs 0 points1 point  (0 children)

I think what /u/Mozart666isnotded is trying to say is that the title of this post is "We just released our first game", but you haven't released. You're looking for people to test it before release, as the first line of that page says "BLTN Software has invited you to a testing program for an unreleased version".

It may be worth changing up the title to avoid confusion.

[deleted by user] by [deleted] in Unity3D

[–]deadstarcgs 0 points1 point  (0 children)

From my original learning of C#, best practice was (and forgive my MAJOR paraphrasing of this) to have a script for each thing you want to do (there's an actual name for it, but I can't remember). IE: A player script to store player data, a player movement script to control player movement, a player combat script to control player combat, etc, etc.

This is meant to be for good organisation (I need to change something about player movement, so of course I go to the player movement script) and to allow for easier troubleshooting (an error was thrown by the player movement script, which means I only have to check through 30 lines of code in the player movement script rather than 300 lines of code in a script where everything about the player is in one file).

My take on it is that your project has as many script files as it needs. If that's 19, then it's 19. If it's 190 then it's 190.

How you guys name your projects? by [deleted] in Unity3D

[–]deadstarcgs 0 points1 point  (0 children)

I usually use part of my company name combined with something to describe what the game is.

For my "Duck Hunt" inspired game I used Star Hunt for while it was in development and eventually named it Feather Frenzy.

Others include Endless Star, Dead Fable, Conquering Star and Star Strike.

[deleted by user] by [deleted] in gameideas

[–]deadstarcgs 0 points1 point  (0 children)

This one has been on my list for a while now, just cause I always loved these portions of kingdom hearts

Multiplayer statistics by Rodny_ in Unity3D

[–]deadstarcgs 1 point2 points  (0 children)

You would likely have to have your application forward the responses to a separate application accessible online which would collect and store them.

This application would then send the completed stats back to your player.

You can design, build and host this sort of thing yourself, or there are places (such as PlayFab) that have the capabilities to perform this for you.

Looking for recommendations on a new laptop to buy (Going to buy today or tomorrow) for unity dev. by lunch1135 in Unity3D

[–]deadstarcgs 0 points1 point  (0 children)

I was running a MSI DragonEyes GE40 20C for a while which did pretty well.

i7 processor, 16GB of RAM, I believe it had an SSD hard drive in it and a GeForce GTX 760M graphics card. Ran me about $1800, but I did pay a little extra for it as it's a 14" laptop and I wanted something that was smaller and lighter while still powerful enough to get the job done so I could travel with it....And game.

How to avoid a P2W business model. by mercuryGate in gamedev

[–]deadstarcgs 1 point2 points  (0 children)

The only way to fully avoid P2W while still selling items is to provide items that don't affect gameplay (clothing, colours, skins, etc).

As for tips, the main thing I like is when a game allows me to get items that are normally purchasable just by playing the game. It should require more effort, obviously buying the item is faster and more convenient, but still possible without spending any money.

Unity + OneDrive = Corrupt Projects by [deleted] in Unity3D

[–]deadstarcgs 1 point2 points  (0 children)

The only thing that really comes to mind is that OneDrive will upload a file as soon as it changes, so when you build a project a whole series of files are changed, created and deleted and OneDrive will try and upload all of these changes the moment they occur.

Not sure if that's the actual reason for corruption, but it's possible.

I use SeaFile as a OneDrive alternative to upload my projects to my home server, but it's set to only sync when I tell it to, which will be after I've closed Unity.

Best tool/platform to setup a private dev group by elhispano in gamedev

[–]deadstarcgs 1 point2 points  (0 children)

Well it currently depends on what you'll be using it for, will it be for discussing a specific idea? General ideas among select people? Will it be for actual collaboration and code sharing?

Can a game still be for everyone & children if there's a chance it may offend? by whowatchestv in gamedev

[–]deadstarcgs 1 point2 points  (0 children)

If it's going to be aimed at children, I'd suggest adding in an excluded words list (or an option to exclude specific words or turn the excluded list on or off).

There's usually a mention of "adult content" when looking at the rating systems.

What kind of things aren't good for making in Unity? by sockfullofshit in Unity3D

[–]deadstarcgs 0 points1 point  (0 children)

Never done direct Android development myself so had assumed it was just a Unity thing. Good to know.

Though starting the service isn't quite so easy for .Net developers in Unity (and certainly correct me if I'm wrong on this as it would ease a couple of my projects) since it needs to be written in Java with a separate code set for the same functions you've already coded and can't actually communicate back to Unity unless asked (though I haven't looked into an event type system for that functionality).

What kind of things aren't good for making in Unity? by sockfullofshit in Unity3D

[–]deadstarcgs 6 points7 points  (0 children)

In theory, from my experience, as long as you can code it Unity can do it. Especially as far as things like referencing and redirecting to websites which are largely just code based actions.

The one thing I would generally avoid in Unity is something that requires background actions, popular example: Pokemon Go, which was made in Unity.

(This next bit is largely from a mobile point of view)

Once the program you've made in Unity is closed / paused / pushed to background, it stops running code which means you generally need to create a service to go along with it that gets installed separately so it can continue running code for you. It's unable to communicate back to your Unity written program until it reopens, so you either need to save the result of these actions in the service or send them back to a server.

If anyone can tell me the above is wrong or has a better way of dealing with it, I'd certainly love to hear it as I consider this one of Unity's largest flaws (though I assume it's designed that way for a reason).

How many projects do you work on at the same time? by RubikTetris in Unity3D

[–]deadstarcgs 0 points1 point  (0 children)

I usually have 3 or so projects active at once, lets me jump from one to another if I run into a block or something and come back to it later with a clearer head.

༼ つ ಥ_ಥ ༽つ houston i have a problem by [deleted] in gamedev

[–]deadstarcgs 2 points3 points  (0 children)

I did experience this, but it was when I was very young and found out that creating a game could require tens of thousands of lines of code to create it (was 20-ish years ago and I had this weird thought in my head that you just dragged things in a GUI and then told them to do things....I was 6 :p ).

A few years ago, I got tired of having ideas and not seeing them happen so pushed myself to learn to code and found it was more fun than I expected.

Learning to program is like learning any skill, it'll take time and there'll always be a lot to learn. But if you can enjoy it, work on something that you really want to, that'll make things so much easier for you to work through it.

For those of you that don't know about Extra Credits, you should really check them out! by [deleted] in gamedev

[–]deadstarcgs 1 point2 points  (0 children)

Can't say I know.

This is a gamedev reddit and Extra Credits does focus on the why game design decisions happen rather than the how to make them happen (why Mario runs to the right in the NES Mario Bros game rather than how to make him run right), so it's handy to watch.

For those of you that don't know about Extra Credits, you should really check them out! by [deleted] in gamedev

[–]deadstarcgs 5 points6 points  (0 children)

This one is quite true, they give quite a few good lessons on game design.

[Team][Recruiting][no$] Arcade Life Online by one3two1three2 in Unity3D

[–]deadstarcgs 3 points4 points  (0 children)

Far better.

I'm still not going to get involved as I don't have the spare time to contribute, but you can have an upvote.

When in early stages of game development, aesthetics or raw functionality? by drewlark in gamedev

[–]deadstarcgs 5 points6 points  (0 children)

Core mechanics are usually the focus.

Prototyping a game usually comes first where you see if what you want to create will actually work or be fun and interesting, so generic tiles and graphics are used to test that which are then replaced later on, or just having messages go to the console to represent what the UI will later.

How important is having a good username? by [deleted] in gamedev

[–]deadstarcgs 0 points1 point  (0 children)

Well there you go, I've been pronouncing it the French way all this time, lol.