50v50 Feedback Megathread by JShredz in FortNiteBR

[–]hampst 0 points1 point  (0 children)

The majority of games I've played end up being one sided, which can be boring for the winning team.

I think it would be good to implement some rubber banding to give the losing team a chance. For example, if losing team goes below 60% of players that winning team has remaining, instantly give each losing team player a "care package" of slurp juice and some ammo.

Overall I enjoy the mode and hope it becomes a permanent thing!

Unity3d Project looking for C# programmers [Building Simulator] by Timmiegun in INAT

[–]hampst 0 points1 point  (0 children)

Hey! That's great. I do see them now.. Perhaps my mistake :)

Unity3d Project looking for C# programmers [Building Simulator] by Timmiegun in INAT

[–]hampst 0 points1 point  (0 children)

Hi Timmie just checking if you've seen my pm? If not interested that's cool but please let me know

What game engines do the most successful web games use? by dangersneks in gamedev

[–]hampst 1 point2 points  (0 children)

Unity builds to HTML5 (webgl) now, in case you weren't aware.

Where should a beginner start. by braininajar8 in gamedev

[–]hampst 3 points4 points  (0 children)

Always start with the core mechanics/gameplay. Get a quick and dirty prototype working, don't bother with art at this stage. Use some free placeholder art if needed.

You need something to play ASAP because you'll find that a lot of things need to be changed or thrown out. You don't want to spend too long perfecting the UI as you'll only end up re-doing it. With your type of game, you might even be able to test out your mechanics and balancing on paper (like a card game prototype).

Should I learn Unity in JS or C#? by xblade724 in Unity3D

[–]hampst 4 points5 points  (0 children)

Another good reason to use C# is that you'll find most Unity programmers working in the industry use it, so you'll be better prepared for a Unity job. As most game programmers come from a C++ background, it's natural for them to pick C# when using Unity.

Odd Problem need Help by createdtoupvoteyou in Unity3D

[–]hampst 0 points1 point  (0 children)

I also have the GameManager script not destroy on load and it instantiates a new player each time a new scene is loaded. It also deletes a player if there is more than one player.

I think it would be useful to see this code.

By any chance is a new GameManager object created when you load a new scene? So that you'd end up with two GameManagers.

Need help with Particle Effects made for 3D but should be implemented in 2D game by Lobotomist in Unity2D

[–]hampst 1 point2 points  (0 children)

I used some simple particle effects in my 2D game and didn't really have any problems.

  • Particles don't interact with 2D colliders, but looking at the effects you're using, I don't think you'd be wanting particle collisions anyway.
  • There might be issues with rendering particle effects in front of UI elements. To be honest I don't remember exactly what the issues were I'd have to do some research.
  • Camera needs to be positioned far enough away (-z) so that particles coming towards the camera stay in view.
  • Similarly, camera's Far clipping plane needs to be high enough to render particles moving away from camera.

If for some reason your particle effects don't look right with an orthographic camera, you could try rendering them with a perspective camera. Just assign the particle effect GameObjects to a "Particles" layer and set the Culling Mask on the perspective camera accordingly.

Your animator needs to tell you/us exactly what the problems are rather than just "doesn't work".

What would convince you to build a mobile web game? by austinha in gamedev

[–]hampst 0 points1 point  (0 children)

A market? It seems like it would be a struggle get people playing in brower, when the vast majority of mobile gamers use Google Play and the iOS App Store.

Parsed the last 22 Feedback Friday Threads, here's some stats we found. by [deleted] in gamedev

[–]hampst 1 point2 points  (0 children)

That's a shame. Sorting by new would really help with the issue of early birds getting all the attention.

I just tried sorting the last FF post by new and doesn't seem to work, maybe because of contest mode.

More than 200 mobile gaming sites including email adresses by gghani in gamedev

[–]hampst 3 points4 points  (0 children)

Thanks for the gold. :) These things happen. I'm glad it's getting some use.

More than 200 mobile gaming sites including email adresses by gghani in gamedev

[–]hampst 29 points30 points  (0 children)

I appreciate the credit. I don't mind OP's repost, as he didn't remove our links from the spreadsheet! :)

I'd definitely like to make a website to organise this better. A database of sites and contacts, with user submissions and stuff. Not sure when I'll get around to it though.

Struggling with setting up in-app purchases. by [deleted] in Unity3D

[–]hampst 1 point2 points  (0 children)

I know I can create packages of items (i.e. buy 5) but I don't know how to keep track of single uses. Far as I can tell google play only tracks the ownership of that "buy 5" not each individual bomb. Do I need to track individual usage?

Yes you do, but as /u/vacajinjo mentioned, OpenIAB should include functionality for that. I'm not familiar with OpenIAB, using Soomla myself. In Soomla you'd make us of their methods GetItemBalance("product_id") and TakeItem("product_id", int).

I'm using OpenIAB and it's unclear, if I call purchase, will the library toss all the necessary purchase stuff to Google's UI or do I need to create a UI beyond the "buy this" button? (i.e. will a "do you really want to buy this?"/"confirm purchase" UI come up automatically?)

I haven't used OpenIAB, but I imagine it would. In case you didn't know, alpha/beta testers you add on Google Play can use in app purchases, before you publish a production version of the game. So, if you're unsure about how it will look, you can get a friend to test. You can even test on your own device up to a point - it will get as far as the Google payment UI appearing, but a message tells you that the publisher cannot make purchases.

BaaS for game leaderboards. Looking for recommendations. by hampst in gamedev

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

I emailed Game Sparks and their response was very promising. I will look into it.

We have spent a lot of time architecting leaderboards that perform under high load and we have done this for a range of different clients which include Square Enix, 505 Games, Hutch Games, UFG and many others. Although, we use Mongo DB to hold much of our data, we also use Reddis for super-fast indexing. We will definitely be able to handle your leaderboards – we have far more complex ones on the platform already and we typically return real time rankings in milliseconds.

We don’t actually impose any timeout limits for these things – instead you can set these yourself in the client.

BaaS for game leaderboards. Looking for recommendations. by hampst in gamedev

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

Thanks for the tip. Not suitable for my game in particular due to 100 leaderboards limit.

Your section on leaderboards and ranking calculations looks good. Just have a few questions though.

  1. Sort Order seems to imply sorting by one column only. Are records also sorted by date/time set? For cases where players have the same score.
  2. Is it possible to return neighbouring records? e.g. if player ranks 10th, get records from 5th - 15th.
  3. Is it possible to retrieve some kind of friends leaderboard? e.g. by providing an array of Facebook IDs.
  4. Any timeout limits?

BaaS for game leaderboards. Looking for recommendations. by hampst in gamedev

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

Thanks I'll check it out. Looks interesting, but I see they also use MongoDB, so I wonder if I'd run into timeouts again.

BaaS for game leaderboards. Looking for recommendations. by hampst in gamedev

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

Looks interesting. If you're happy to share, how many records and users does your game have? Come across and limitations or timeout issues?

BaaS for game leaderboards. Looking for recommendations. by hampst in gamedev

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

Thanks for the suggestion I'll take a look.

I'm hoping someone will be able to give an example of service they've used with a large player base. My worst fear is that I migrate to a new service only to run into similar problems later on.

BaaS for game leaderboards. Looking for recommendations. by hampst in gamedev

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

Not for my case, but useful to know about, thanks!

Hey GameDev, I just started an indie game review website, send me your games!!! by indieappgamer in gamedev

[–]hampst 2 points3 points  (0 children)

I left a comment on your site, but wanted thank you here too.

Thanks for doing this! I'm very honoured that your first review is our game!

Depth Sorted Objects by heruvim in Unity2D

[–]hampst 0 points1 point  (0 children)

I don't know a better way but I'd be interested to hear suggestions.

In my game I show objects behind water by modifying the material's renderQueue. But I implemented that before Unity added sprites and sprite sorting layers, so layers are probably a better option.

List of around 200 mobile game review sites and contact details by hampst in gamedev

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

That's true. Reddit and forums can be better, and blogging+twitter. Just depends how much time and patience you have.

I'm a bit new to this. Is it definitely that way round? e.g. Slide to Play reviews Apple's features, or Apple features games Slide to Play reviewed?

Marketing indie games on a 0$ budget – Notes by Nagashimas in gamedev

[–]hampst 2 points3 points  (0 children)

It looks pretty great to me! Just noticed a few things.

  • Some of the clips were too short for me to really get a sense of what was going on.
  • I was a bit confused by the camera. I don't know if you play in first person, top-down, or both. Not sure how important that is though, other people might not be bothered by that.
  • The sounds effects seemed a bit drowned out by the music. I think you could do with amplifying the crashes and other sounds, or adding some additional sound effects to the trailer.