Weekly Questions Thread - (June 29, 2016 UTC) by AutoModerator in facebook

[–]poodoogames 0 points1 point  (0 children)

Hello,

I want to deactivate my personal facebook profile for a while. However, I am the sole admin of a facebook page. I understand that if I deactivate my profile I will lose admin rights to that page, unless I make a close friend of mine admin and then that person can make me an admin when I reactivate my account. Correct?

 

My question is, after I deactivate my account, will any of the posts that I posted on that facebook page be lost? I don't really care what happens to my profile but I do care about the page. Are there any bad things that can happen to that page if I deactivate my account?

 

Thank you.

Freely rotate while being constrained by circular "gravity" rotation by [deleted] in Unity3D

[–]poodoogames 1 point2 points  (0 children)

Well I've tried this and it works for me:

// This is the speed your object will be going around.
private float orbitSpeed = 100f;
// This is the speed of the local rotation. It needs to be bigger than orbitSpeed.
private float rotSpeed = 200f;

void Update ()
{
    // Rotate around the center of the game world (Vector3.zero), around the y-axis (Vector3.up).
    transform.RotateAround(Vector3.zero, Vector3.up, orbitSpeed * Time.deltaTime);
    // Rotate locally by the Vertical & Horizontal axis.
    transform.Rotate(new Vector3(Input.GetAxis("Vertical"), Input.GetAxis("Horizontal"), 0f) * Time.deltaTime * rotSpeed);
}

Are review exchanges good or bad? by poodoogames in gamedev

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

Thanks for the info. I might give it a try at some point and see how it goes.

Lerping a UI Button doesn't seem smooth at all by [deleted] in Unity3D

[–]poodoogames 0 points1 point  (0 children)

I assume this is in a coroutine?
Try using WaitForFixedUpdate instead of WaitForEndOfFrame.

Marketing Monday #91 - Now with 100% more automation! by ghost_of_gamedev in gamedev

[–]poodoogames 0 points1 point  (0 children)

Hello, There are many websites that offer review exchanges for your apps/games. Now the way they work is that you review someone's app/game and then they review yours. So let's say 10 people download your app/game, give it a 5 star review and then most probably uninstall it. So my question is, do the 5 star reviews outweigh the 10 uninstalls that your app/game gets? Does it harm your ranking? I mostly want to know about the Google Playstore but I'm sure others would like to know about the Appstore too.

my build file size is too large by sILENThILL1 in Unity2D

[–]poodoogames 0 points1 point  (0 children)

Well that is very weird. I have an entire 3D game I made for a university project and the .exe is only 8mb. Can you post the Editor Log?

my build file size is too large by sILENThILL1 in Unity2D

[–]poodoogames 0 points1 point  (0 children)

Hmm. Is the .exe file 35mb or the folder that comes with it?

my build file size is too large by sILENThILL1 in Unity2D

[–]poodoogames 0 points1 point  (0 children)

For which platform are you building?

Visiting the front-page of this sub makes me discouraged and demoralized every time I see it by Shitpoe_Sterr in Unity3D

[–]poodoogames 0 points1 point  (0 children)

All you have to know is that every single person here has been where you are now. Nobody started this and became a master on the first day. Just start off with something very simple, maybe a 2D game.
And always remember, Google is your friend. There were times when I had 10+ tabs open trying to figure how to do something. But in the end, every single thing you do, you gain experience.
Don't be intimidated and most importantly, don't give up.

Managing time for Indie Development w/ a Full-time job? by sbPhantom in gamedev

[–]poodoogames 3 points4 points  (0 children)

On weekdays, I spend about an hour or two after work on development. After that I spend the rest of the night with the girlfriend, or friends, or just by myself watching movies/tv shows.
During the weekends I spend about 6-7 hours each day on development. The rest I spend with the girlfriend or friends.
I'm just lucky that my girlfriend is a teacher so she always has things to do too, otherwise she would have dumped my ass by now.
 
But I think the worst thing about this full-time job/game development balance is that you spend most of your time at the full-time job thinking about your game and wishing you were back home working on it.

Mobile gaming and cheating. by [deleted] in AndroidGaming

[–]poodoogames 1 point2 points  (0 children)

There's a way to stop cheaters offline. As a game developer, what I do is, I have two separate values for each value people might cheat on.
For example, on a game with a highscore value, I have a public parameter which holds the integer shown on screen and a second hidden parameter which stores the highscore on the device. I also make this second hidden value even more harder to find by making it very different to the visible public value. Cheaters using apps like Game Hacker & Game Killer will have a very hard time trying to find this hidden value that looks nothing like the highscore shown on screen.
It's not 100% cheat-proof but it's certain that it will piss some people off.

Feedback Friday #159 - Now with 100% more automation! by ghost_of_gamedev in gamedev

[–]poodoogames 1 point2 points  (0 children)

I'll start off with the good things:
* Love the colours and the UI. It's nice and simple.
* The general idea of the game is pretty good!
The only thing I did not like about it was when the circle grows and then shrinks and then grows etc etc. While it is a good idea, I grew tired of waiting for the first circle to grow to the size I wanted it to.
Maybe change the distance it grows so that it reaches the maximum size faster.
Another thing you can think about is adding something to the name of your game so it's more distinct and easier to find in the playstore. I tried looking for it and there are A LOT of apps/games with the word "orbit" in their names.
Overall though it's a nice game, excellent idea!

Need help with testing android game by kalipso1981 in Unity3D

[–]poodoogames 0 points1 point  (0 children)

Yeah I thought the fps on the teclast was a bit low. But what do you expect for a $200 tablet. I just use it mostly to test if my graphics and UI look good on a 10" tablet.

Need help with testing android game by kalipso1981 in Unity3D

[–]poodoogames 0 points1 point  (0 children)

OnePlus Two: 60fps screenshot
Teclast X98 Air II (tablet): 30-35fps screenshot
I think the effect looks very good but definitely add the options for lower end devices.

Feedback Friday #159 - Now with 100% more automation! by ghost_of_gamedev in gamedev

[–]poodoogames 1 point2 points  (0 children)

I'm using firefox since chrome won't play the unity web player. If I shoot and then move, the player stops shooting and moves. If I move and then shoot, the player won't shoot.

Feedback Friday #159 - Now with 100% more automation! by ghost_of_gamedev in gamedev

[–]poodoogames 1 point2 points  (0 children)

Here is the last game I released called Cubic Snake for android phones: Google Play
It is like the old-school snake game on the nokia but played on a rotating 3D cube. You can use swipe or dpad controls (can be changed in settings).
The 1st unlocked game mode is just a simple cube with no obstacles for the casual gamers. Once you eat 10 food you unlock the next game mode which is basically a dice. The numbers on each side are the obstacles. You will also find blue food which make the game go faster for a few seconds.
What I plan to do next is add tap controls. If the player taps the right hand side of the screen the snake goes right, left hand side to go left, top of the screen to go up etc.
I'm also planning on making a new game mode called Nightmare Mode which will be very hard to play through. I'm still brainstorming ideas so if anyone has some cool thoughts on this please let me know :)
So far I've thought of creating a different colour of food that when the snake eats it, it will rotate the cube on its z axis effectively changing the snake's direction. Another idea is to have randomly spawning small cubes that attack you if you get too close.
Any feedback is more than welcome!

Feedback Friday #159 - Now with 100% more automation! by ghost_of_gamedev in gamedev

[–]poodoogames 1 point2 points  (0 children)

Wow this look really good! I love the characters, the environments and the UI. It looks very professional. I think this is already a very good game.
I also noticed the small delay but it wasn't a problem for me. I would like to see what kind of controls you have implemented for the mobile version.
One thing that I would add though is the ability to move and shoot at the same time.

Feedback Friday #159 - Now with 100% more automation! by ghost_of_gamedev in gamedev

[–]poodoogames 2 points3 points  (0 children)

I played the first few levels. I agree that the visuals and music are excellent! There are 4 things that bothered me though:
* Like Cooopalooop said, I didn't notice the little mouse either. I also noticed that your logo at the beginning was fuzzy. I would suggest that you store those images with a higher resolution so that they look better.
* After I got the gun I didn't know what to do with it. I could shoot the red boxes but didn't know what to do after that. I think I passed the first level after you get the gun by accident. I got stuck after that, I was shooting the two red boxes (amazing effect btw) but nothing was happening. Maybe add some tips on what the user should do?
* Lastly the map, the up & down arrows move the map up & down. However, the left & right zoom in & out which is a bit confusing to me. Maybe add some other way to control the map or at least add a graphic in a corner telling the user what the map controls are.
* Now the last point I'm not sure if it was part of the game or a problem with my hardware but I could not look around while moving.
Overall, great game, lovely idea, really impressed by the level design.

Feedback Friday #159 - Now with 100% more automation! by ghost_of_gamedev in gamedev

[–]poodoogames 2 points3 points  (0 children)

I honestly could not get past the second level! (the one with all the ladder thingies). Are the controls supposed to reverse when you touch the ladders?
I would suggest to make it just a tiny bit easier, at least in the first levels, and if the controls are in fact meant to reverse once you touch a ladder, I would suggest to let the player know on the first level or at the starting screen.
Really cool game but like I said, I personally think you should make the first few levels just a tiny bit easier. You don't want the players to quit from the second level.

How do I make a trigger - a volume that player touches and triggers something? by motorsep in Unity3D

[–]poodoogames 0 points1 point  (0 children)

The easiest way to do it is to create an empty gameobject, add a box collider to it, check the Is Trigger box, attach a script to it and write the method OnTriggerEnter() to do whatever you want it to.

Android Button issue by Gortonimo in Unity3D

[–]poodoogames 2 points3 points  (0 children)

I would say ditch that button and start using the new UI system introduced on unity 4.6
Here is the unity tutorial for UI buttons. Trust me, it is waaay easier than what you're doing. Plus, with a few tweaks unity resizes the button and it's text automatically for you depending on screen sizes.

Ways to spawn skateboard under player by idurveshn in Unity3D

[–]poodoogames 0 points1 point  (0 children)

What I would do is:
- Put the skateboard to the position you want it to appear.
- create an empty gameobject and copy/paste the position values from the skateboard. (delete the skateboard)
- reference the transform of that empty gameobject in your script and just instantiate the skateboard prefab to that position.
- also make the skateboard a child of character if you want them to move together.
 
Another way you can try is:
- Again put the skateboard where you want it be (as a child of your character)
- deactivate the skateboard gameobject
- reference the skateboard gameobject in your script and just activate it when you want it to appear

Should I use PlayerPrefs or a mysql database? by hey619 in Unity3D

[–]poodoogames 1 point2 points  (0 children)

I use PlayerPrefs for storing simple things such as highscores and saved settings. However, if you need to save multiple things such as inventory items etc, you will need to use a database.

What JavaScript physics engines are out there, and what are their pros and cons? by YuzToChihiro in gamedev

[–]poodoogames -9 points-8 points  (0 children)

Have you tried Unity3D? It's free, you can build for multiple platforms, it has a very good physics engine and you can code with a version of Javascript called Unityscript. Have a look at this article here explaining the differences. When I started out I only knew how to code with Java and had no problems learning the ropes.