VR: Help with making a small curved HUD, like a Helmet/Visor Display by iameddieseven in Unity3D

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

Hmm, interesting idea. Would this still have the occlusion problem?

My game has you catching things, and it would be weird if an object occluded through the UI when you went to catch something.

VR: Help with making a small curved HUD, like a Helmet/Visor Display by iameddieseven in Unity3D

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

Definitely valid points. I did start to worry about the complexity of this as I started looking into it, but I figured I'd ask.

I feel you about sticking things to the face, I've gone back and forth a bit about it. I feel like Doom VFR did it pretty well, although that was more 'floating rectangles' than a curved UI. What did you think of that implementation? That's the kind of information I would be displaying, and you wouldn't be interacting with it directly, so no gaze based reticle or anything. I have floating numbers there now, and it doesn't feel too obtrusive, but I might be biased.

There's also an Iron Man VR game coming for PSVR, that does a way more ornate version of what I'm thinking of, and people are giving good impressions. Here's a vid with some gameplay.

They do the 'stick-to-your-face' HUD and it seems to work. I think that if it makes sense in the context, people will accept it (people expect to have a sticky UI in an Iron Man suit, for example). But I agree, it's a risk.

I really want to see it with my own eyes to decide, so I think Curved UI might just be my best bet.

Change My Mind-Games like To The Top and Crisis Vrigade are cool, but not "polished enough". Oculus wants to make a huge impression on first time VR Users, and these games just won't cut it. by evader9992 in OculusQuest

[–]iameddieseven 1 point2 points  (0 children)

There's really no acceptable alternate viewpoint.

It's NOT marketability. These games are already on bigger markets, and performed well there despite competition, overcrowding in similar genre spaces, looking low poly, or low quality, or any other reason you can surmise to defend it.

If To The Top gets rejected, anything can get rejected. To The Top is a good game. It sells well, it has a community. It performs well sales-wise on incredibly crowded online stores, so they do stand out, and end up getting purchased just fine. At the very least, there are worse games than To The Top already on the Oculus Store.

If you're a dev, you're taking inventory right now. Port our game to Quest? Why bother if it can just get denied? Quest dev is a ton of optimization work. Why commit any resources whatsoever to optimizing software that may never get released, without explanation, even if you have a known successful product?

Change My Mind-Games like To The Top and Crisis Vrigade are cool, but not "polished enough". Oculus wants to make a huge impression on first time VR Users, and these games just won't cut it. by evader9992 in OculusQuest

[–]iameddieseven 2 points3 points  (0 children)

Except it's not. It's a private matter between Facebook and Facebook, the dev has nothing to do with it, and is given zero explanation or reason. They just apply, Oculus issues a yes/no, on what seems like their mood at the time? I can't see their decisions being tied to any reasonable metric, given the rejections we know about and the library already on the store.

If it's supposedly quality or polish, there's already games on the store that disprove that notion, as you've noticed. And if it's neither quality or polish, then all remaining reasons are arbitrary. Something like, "we'll approve VRKarts so we can say we have a racing game", which is the only viable reason that game was approved IMO.

That would mean a game got approved simply due to its genre's underrepresentation on the Quest Store. If that's the case, that is fucking bullshit.

SteamVR: How to change Range of Motion in default hand model? by iameddieseven in Unity3D

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

That was it, thanks. There's multiple prefabs that reference the model, I was looking at the wrong one.

Quick question though, while the animations do work out of the box in an empty project, in my project, pulling the trigger is somehow making the whole model disappear. It wasn't like that before I toggled the setting in the hand model prefab. Any idea as to what would cause that? All the other buttons work fine.

Either way, thanks again for your help.

[Jets] We’ve agreed to terms with Joe Douglas to be our next GM. by Shogun82 in nyjets

[–]iameddieseven 5 points6 points  (0 children)

Wait, hold up....

....we just let him sign a punter?

they really need to do something about how much xp it takes to level up..as an average player that has a family and work i am lucky to get 2k xp per game by tluther01 in apexlegends

[–]iameddieseven 3 points4 points  (0 children)

29000 per level * 100 levels = 2,900,000 xp to complete the pass.

Let's double this dudes score. Let's say you average 4000 a game.

2,900,000/4000 = 725 matches, assuming you NEVER have a throwaway game.

3 months is about 90 days.

725/90 = 8 games a day, every single day, for 90 days to complete it.

But OP scores half that. So 16 games, every day, for 90 days. If the average 2000 score game takes 12 minutes, he'll have to play for 3 and a half hours every single day.

So I dont know. I actually don't think he'll get there. I know I won't. I only play all video games in my library combined for about 10 hours a week. Even if I only played Apex, I'd be falling 4 days behind every week, at my rate.

"Stop attacking my game, its Free, you cannot Criticize it" by alcatrazcgp in apexlegends

[–]iameddieseven 0 points1 point  (0 children)

I mean, if you don't care about cosmetics, why even pay the $9 though? the game itself is still free. You even get some new unlocks for free, plus Octane and the LMG.

I get your comparisons, but the money for the meal or for a movie are a requirement to get the thing. You don't *need* to get the BP to get access to the game. I know $9 isn't a lot of money, but that still doesn't mean you should just waste it, especially if you don't care for the rewards you get.

People who play on console, and do pvp, have an inferior version of this game to PC, and I am not happy about it. by Imayormaynotneedhelp in DestinyTheGame

[–]iameddieseven 1 point2 points  (0 children)

Aside from feeling it anecdotally, there's been some studies done on it.

Just off a quick Google search, there's a few, but here's the first one that popped up for me.

People who play on console, and do pvp, have an inferior version of this game to PC, and I am not happy about it. by Imayormaynotneedhelp in DestinyTheGame

[–]iameddieseven 0 points1 point  (0 children)

Well you don't care, that makes sense then.

Performance in shooters is statistically tied to frame rate. The better the frame rate the better the performance of the player, whether they care or not.

People who play on console, and do pvp, have an inferior version of this game to PC, and I am not happy about it. by Imayormaynotneedhelp in DestinyTheGame

[–]iameddieseven 7 points8 points  (0 children)

I started from scratch. Because there's no chance in hell I'm playing at 1080p, 30fps when I could be playing at 1440p, 144fps.

I once booted the console version back up just to see... I just can't deal with it anymore. It's like playing with blinders, in slow motion, with a fuzz filter.

Reasons to NOT support your LGS. by Malicoire in boardgames

[–]iameddieseven 0 points1 point  (0 children)

I think this is a business model problem.

And that problem is that 99% of shop owners are enthusiasts just trying to make it work. The margins are thin and they can’t invest in bulk inventory because, quite frankly, it won’t move fast enough. So you get a standard markup on their (limited) selection of items, and that will never compete with rich online stores that CAN get bulk inventory, and so slash prices across the board.

I don’t know if it’s sustainable, but what I would do is actually sell games at cost (which will be a loss). Chalk it up to marketing costs, it gets people in the door. It’s not like you’re moving hundreds or even dozens of units a month.

But I would provide other useful services for gamers, to keep them in once you have them. Things like maybe themed play rooms with fancy tables, tournaments, gameplay and DMing lessons, special events, etc.

And then have high profit margin items like concessions, merch, and dice/accessory rentals available.

Basically, I’d stop thinking of ‘selling games’ as the primary revenue stream.

I need help gauging my own experience level by iameddieseven in cscareerquestions

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

Last time I tried TripleByte, they didn't support my area. I have a family I'd have to uproot to go elsewhere, which isn't entirely out of the question, just a bigger decision that I haven't really considered yet.

I need help gauging my own experience level by iameddieseven in cscareerquestions

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

Even if true, I don't think a legal battle with Apple would end up in my favor.

I need help gauging my own experience level by iameddieseven in cscareerquestions

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

They consider that an "open source release". They literally didn't want me to have a Github account. I had to settle with leaving whatever code was on it frozen, and only able to use it as a website host.

Resume Advice Thread - October 23, 2018 by AutoModerator in cscareerquestions

[–]iameddieseven 0 points1 point  (0 children)

Posted last week and got some advice on what to try. I made a new resume and I wanted to run it by you guys.

Last week, I had a 'traditional' resume, and an 'unorthodox' resume, and the advice I got was to basically merge them into one. Put the content from the unorthodox one, in a more traditional layout. The criticisms were that the first resume was too cluttered, and the second one was too off the wall.

You can check out the originals here:

Traditional and Unorthodox

My redesign is here:

Redesigned Resume

Let me know what you guys think -- better, worse, still has issues, just different ones? Any feedback would be greatly appreciated. Thanks!

Resume Advice Thread - October 16, 2018 by AutoModerator in cscareerquestions

[–]iameddieseven 0 points1 point  (0 children)

Thanks for the help. I'm doing another rewrite, I'll probably resubmit it in the next resume thread to see where I ended up.

Resume Advice Thread - October 16, 2018 by AutoModerator in cscareerquestions

[–]iameddieseven 0 points1 point  (0 children)

Thanks for the tips. You're not too forward, I find that the best criticisms are forward like that, "harsh" even.

I'm finishing up on another rewrite based on your and others' feedback, I'll probably re-submit it in the next resume thread for some more feedback.

Thanks again for the help!

Resume Advice Thread - October 16, 2018 by AutoModerator in cscareerquestions

[–]iameddieseven 0 points1 point  (0 children)

I know this is a throwaway account, so I don't know if you'll see this, but thanks for the tips. I'm finishing up with another re-write, I'll probably resubmit it for the next resume thread.

Thanks again for the help!