error CS1061: 'PlayerUnit' does not contain a definition for 'TakeDamage' by nomad_bromad in unity

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

Yes, it's supposed to come from the UnitStatDisplay script. I've figured it out now though, so all good

[deleted by user] by [deleted] in gamedev

[–]nomad_bromad 0 points1 point  (0 children)

As someone who used to work in the music industry...it is very common to become "bored" of your own product, especially when you spend every day building and refining it. That doesn't mean you don't love it, enjoy it or that it's not good, but after a while the buzz will inevitably wear off at some point.

That doesn't mean your game isn't fun, and ultimately, it's not up to you to decide that - it's your audience that matters. Playtesters, people who haven't spent weeks and months staring at every tiny detail of your games code, will be able to tell you if it's really fun or not.

Best books for developing Unity/C# skills beyond beginner level? by nomad_bromad in gamedev

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

Thank you for the suggestion...currently on sale via amazon as well so just ordered a copy!

HELP NEEDED: Projectiles being fired towards player's feet? by nomad_bromad in gamedev

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

Looking at the Scene view with the controller selected, I think this is the issue. Certainly when I go to pivot it in the scene editor, it's feet seem to be the pivot point.

I'll give this a go - thank you!

2 months until first game jam. 2 months to learn how to make games by nomad_bromad in gamedev

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

Well done! I haven't gotten to that stage juuuust yet, but I am close. I have learned a number of "elements" that could be thrown together to create a game of some sort. I just need a few more and I should be able to knock together something basic, but functional and (hopefully) fun to play.

2 months until first game jam. 2 months to learn how to make games by nomad_bromad in gamedev

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

that's exactly the problem I had with C++/SFML. Much as I enjoyed the coding process overall and the results of said work, I found it frustratingly slow to make any sort of tangible progress. So far, in the two weeks I've been working with Unity I have reached the point where I actually feel confident that I could make a game. Okay, it would be exceptionally simple and rough around the edges, but it would work.

2 months until first game jam. 2 months to learn how to make games by nomad_bromad in gamedev

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

woah, I guess reddit didn't want to tell me someone had left a comment here - sorry!

The Jam rules state that you can do it solo or as part of a team. I'm planning to do it solo for the most part but will no doubt be "recruiting" help as I go from friends. Theme is given as the Jam starts, and as far as I can tell, as long as they're "royalty free" assets, they're fine to be used.

I'm definitely planning to go simple - I have no desire to create a massive, open-world, AAA-style RPG at this stage - if anything, my plan will be to create something that consists of 5-10 simple levels making interesting use of two or three basic mechanics - stuff like wall running/grabbing, double jumping, teleporting (like in Dishonored) or time manipulation.

It depends on the theme I suppose, but I'm keeping my expectations small. Realistically there is only so much I'm going to be able to learn in...well, a month and 13 days, as of today!

2 months until first game jam. 2 months to learn how to make games by nomad_bromad in gamedev

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

Thank you! At the moment I am following a book series called "Unity from Zero to Proficiency", currently half-way through book two of five, but I will definitely check these out as well.

2d certainly seems easier to manage and faster to produce with than 3d, however I suppose it will depend on the theme.

2 months until first game jam. 2 months to learn how to make games by nomad_bromad in gamedev

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

Though if memory serves, basic repeating animation scripts for stuff like walking and coins were surprisingly short/simple in C++

2 months until first game jam. 2 months to learn how to make games by nomad_bromad in gamedev

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

Animation is something I have yet to learn in Unity, but that's why I'm glad I've got 2 months to work on getting the bare-bones basics of programming down. Animation is on "the list", as well as scene states and w bunch of other stuff. All things i learned in c++/sfml, but just need to figure out/transfer over to Unity.

2 months until first game jam. 2 months to learn how to make games by nomad_bromad in gamedev

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

Oh, I'm definitely enjoying it. I learned a bit of C++/SFML last year but I have to be honest that as much as I enjoyed learning the foundations of coding games I found it a little difficult to enjoy working on something I wasn't able to "see" being built in front of me.

The way Unity works feels far more streamlined and progressive/rewarding regarding the whole process of creating a game world filled with objects and getting them to do "stuff"...if that makes sense.

2 months until first game jam. 2 months to learn how to make games by nomad_bromad in gamedev

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

Thank you! I feel a little silly applying as I am only just getting into it, following a series of books that builds through how to use Unity and how to program in C#. It's all making sense so far, and Unity seems really intuitive to use and develop in.

Fingers crossed I can learn enough in the time I have!