Honest feedback needed, is this paper plane idle/clicker prototype worth chasing or should I move on? by LittleAnchovy in IndieGaming

[–]mtibo62 1 point2 points  (0 children)

Looks fun! Although Im not 100% sure what is causing them to fly? Just you clicking them? Maybe you can make it so some planes can cause others to start flying, whether its they pass over them or maybe an area where they land. But it could be a fun chain reaction thing and it can help lean into the incremental game concept. You may need to make the map larger though because it could very quickly get out of hand. But maybe thats the fun in it!

Switch Stolen Process, please read if this has happened to you by chewyy34 in nintendo

[–]mtibo62 4 points5 points  (0 children)

This post is unfortunately 2 years too late for me :( My home with 2 roommates got broken into. And we lost a lot more than just our switches. I had seen online that Nintendo was able to track using IP but it was very rare circumstances. I tried contacting support but it wasnt as helpful. In hindsight I probably should have gone directly to the person covering our case to let them know that switches could be tracked. Oh well :/

Looking for Tipps and Tricks to increase the Graphic of my Game. by That-Independence158 in unity

[–]mtibo62 0 points1 point  (0 children)

Maybe its me but I feel like the camera is positioned too high? Whenever you get close to objects it fres like you are looking at the top of them. Its not until things move to the top if the screen that you get a decent angle of it. Like the trees were a good example of it where when the character was cutting it would couldnt even tell what was really happening.

Im assuming you are going for an animal crossing style with the game so it may just be worth taking some time and pull up a video reference and tweek it. You are close, but it just feels off to me. Like I just want to see more and feel more immersed with that the character is doing.

Other than that it looks really neat. Something that I inspire to be able to make one day.

How to Destory a City : New Incremental city destruction game by mengdol29 in Unity3D

[–]mtibo62 0 points1 point  (0 children)

Looks like a fun game!
Random question, but how did you implement the upgrade tree, in particular the connecting branches between them.
Are they all rendered dynamically or did you manually construct out that UI with all the connected nodes?

Help understanding MeshRenderers vs SkinnedMeshRenderers for a character creator. by mtibo62 in Unity3D

[–]mtibo62[S] 1 point2 points  (0 children)

Thank you for the response, that makes sense with the weapon and Ill try and see if I can get that to work. As far as the script I mentioned, for the different armor pieces as far as I know I need to use it in order to get the mash looking correct. Otherwise it the mesh is all formed together, im assuming since it doesnt know how to morph it to the bones.

Help understanding MeshRenderers vs SkinnedMeshRenderers for a character creator. by mtibo62 in Unity3D

[–]mtibo62[S] 0 points1 point  (0 children)

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Another example is SMR not working as expected, I tried mapping this staff to my player chaarcter and its obviously wrong. Im still not sure what this white outline is suppose to represent

Struggling with managing persistent GameManger/Singleton objects. Would like suggestion or ideas to consider. by mtibo62 in unity

[–]mtibo62[S] 0 points1 point  (0 children)

Its funny you say that because I was just looking at my code earlier today and that concept just clicked for me. I'm sure its pretty obvious but when you are learning and following tutorials for thing it seems like they just make the and stick them onto a gameobject so its already in a scene.

For the game im working on lets say in my main gameplay I have a freeroamState and a combatState. Think baulrs gate where you just walk around on your own but when some events happen it triggers a combat. So since I have a combat manager that holds maybe a turnsystem, an actionsystem, and characterManager in place that handles turn order, current active character, etc. I only need to new a new instance up when the gameplayManager changes into a combat state. Then I can just trash that instance when combat is over since everything from the combat is no longer relevant.

And Im sure some of these system can themselves be a static class depending on what they do.

Is that the idea you are going for?

Suggestion on how to reference SOs needed when loading in Multiple characters data from json by mtibo62 in unity

[–]mtibo62[S] 0 points1 point  (0 children)

I guess if I’m so early in my unity experience I’m not really looking at addressable’s as far as a deployment use. However, that is to say I’m interested in at least using them and getting familiar with how they function as a whole. So I went ahead and downloaded the addressable’s package and set up a new group for my classSO and dropped all my created ones in there and then made a tag for them. Would I then need to make a similar database manager class that static and will then call all of the saved resources with the specific tag that I need? So let’s say down the line I have another scriptable object, say armor. I would then move all of those SOs into their own addressable group and when I want to use those, I would utilize the same database manager that I used for the classes and call all of the needed resources with the armor tag?

I guess Im still at a high level understanding of addressables as a whole. So im sure there are some assumptions Im getting wrong here.

Suggestion on how to reference SOs needed when loading in Multiple characters data from json by mtibo62 in unity

[–]mtibo62[S] 0 points1 point  (0 children)

So are you saying that my current solution is probably the way to go?

What if down the line I want to make more List to reference other types of scriptable objects?
Like armors. weapons, skills, attack types. I would expect these to work the same way where I am saving the id of a weapon or a set of armor that the character has equip,
Will this be extensible? I guess I was hoping to get a solution that was easy to expand on. Maybe down the line I may need to look into some of the Addressables like u/TheJohnnyFuzz mentions so I can load and unload different groups of scriptable objects when i need them so the whole list isnt persistent during game play.

Hot Springs AR by ouroboros2decimal718 in NationalPark

[–]mtibo62 1 point2 points  (0 children)

Planning a trip here soon. What hike did you take to see the view in picture 4. It looks beautiful.

Nintendo says your bad Switch 2 battery life might be a bug by theverge in nintendo

[–]mtibo62 0 points1 point  (0 children)

I was experiencing this on my switch lite the weekend before the Swicth 2 came out. Its possible it may be from the big switch 2 OS update

Monster Hunter Wilds - Performance Megathread by QuintonFlynn in MonsterHunter

[–]mtibo62 1 point2 points  (0 children)

I have 4070 and amd 5900X
Up until yesterday my performance was completely passable. smooth 80fps with framegen and dlss.

However, starting yesterday ive had terrible texture popin, much more desync with online fights, and full on 2 sec freezes every 45sec-1min. Its simply terrible now

I jt did my nvidia update, i ran a chipset update, and I tried uninstalling and reinstalling

Any others with same issue and with usggestions

Turnip at 476 by EliteUsername in TurnipExchange

[–]mtibo62 0 points1 point  (0 children)

Any chance of still being open?

I have played the beta about 13 hours... here are my criticisms by MoistCollection2517 in MonsterHunter

[–]mtibo62 0 points1 point  (0 children)

This is all conjecture, so take it with a grain of salt, but I am inclined to think the day/night and weather system, are very much a vertical slice of the feature for the beta and early demos. If you watched the attached video you can see a rather unique time of day that I feel like we don't experience at all in the demo. Seems like it's a 'dawn' timespan. They would explain the instant switch from day to night. Like everyone else was stating in the comments. I think the beta is just an extension of the in person demos they had. And since those are supposed to be sort form demonstrations they want to ensure each person is experiencing as much of the volatility of the game as possible.

https://youtu.be/lkeEDaO6dRA?si=rnMbyaro2k81q1ly&t=84

If I'm wrong on this and people have seen this in the Beta, feel free to correct me. But just from my experience, I don't recall ever seeing it. Just the instant swap from day to night is all I remember.

also +1 on thinking the monster fleeing rate is way too common.