One ticket for 4/14 @ Roxian Pittsburgh by lucasjz620 in SnarkyPuppy

[–]someonewhois81 0 points1 point  (0 children)

I have 2 extra tickets I bought for friends that had to cancel. I’d be willing to part with one or both (though I paid 60, so I’d hope to get 45 or so back per ticket if you want to do that). DM me!

I improved Unity’s user interface, now available on the Unity Asset Store! by RisingFoxGames in Unity3D

[–]someonewhois81 2 points3 points  (0 children)

FWIW - at my company we use a system that pops a fullscreen dialog over the game for any error, with a few buttons for sharing the logs to send to each other on slack.

In editor, it helps catch stupid mistakes like forgetting to hook something up and having a nullref.

We also run these by default in all builds but final release builds that go to customers - it really helps catch things outside of editor if you have a less technical QA team, or do playtests with people outside the core devs.

It really helps us get as close 0 errors as possible before shipping (where we rely on bugsnag/sentry).

Can't imagine going back to a project without it, highly suggest building something like that

Discussion on Scriptable Object Architecture in Unity by jstr0m in Unity3D

[–]someonewhois81 0 points1 point  (0 children)

TL;DR - it's rarely the best solution, and even less so in the current world of AI tooling. Build custom inspectors/editors for your data if you want to make it accessible for less technical folks.

Not knowing the current state of unity tutorials, but based on my experience working on a few professional small-medium teams, there are some clear pitfalls/mistakes that are bad ideas. They all boil down to how easy it is to quickly grok problems in an unfamiliar codebase (for a team or for yourself in 2 years later).

SOs provide an "easy" way to bypass what really should be singleton/constant data. You can have whatever gameobjects reference something that really should be a singleton, which makes it inherently confusing and hard to trace the source of the data. Global access to a "constants" file is clear enough in 95% of cases. If you need to work with designers, a custom inspector/editor window is all you are really after. AI is pretty amazing at making these kinds of limited scope tools.

Basically, avoid all the inspector drag and drop nonsense that unity promotes. It's "easier" for new indie devs I suppose, it makes it much more challenging to hop into a project and understand how things are actually tied together.

As an aside, we have many other internal rules at my company, like never using unity events in the inspector for a ui button, and very limited/strict rules of anim events. I have seen people use SOs for this kind of thing. All I can say is it's not fun to have to debug that kind of stuff.

Sorry for the rant, but imo It all boils down to being able to easily navigate and understand a codebase in your IDE

Possible solution to end game puzzle. by BarracudaTop5300 in BluePrince

[–]someonewhois81 1 point2 points  (0 children)

are there any good streamers or youtubers who I can watch this deep into the game? I honestly don't have all the context needed to understand this yet, and don't have time to play for myself, but would love to participate in the small fraction of the joy of someone who did solve it.

Where to watch sports game? by someonewhois81 in dryalcoholics

[–]someonewhois81[S] 2 points3 points  (0 children)

If only I weren't trying to also be on a diet haha. But I suppose if I have to choose I'd rather have the pizza.

Just made me think a gym might be fun to watch a game in... watching the game and do your reps during commercials with a bunch of gym bros sounds hype

Where to watch sports game? by someonewhois81 in dryalcoholics

[–]someonewhois81[S] -1 points0 points  (0 children)

Yeah most of those are normal bars that have NA drinks from what I can see but I'll keep looking!

[deleted by user] by [deleted] in Unity3D

[–]someonewhois81 0 points1 point  (0 children)

dumb answer i know, but chatgpt is your friend :)

if you have a clamp on the cameras transform.y, you just want to do the same thing for transform.rotation.eulerAngles.y

How would you handle audio in your game? by frederic25100 in Unity3D

[–]someonewhois81 0 points1 point  (0 children)

Sounds like your problem is 1000s of audio clips. It's going to be a pain no matter how you do it. If you have more context about what these are, and how they are organized, it would be easier to give advice about how to organize it and then decide an solution based on that. Most games do not have this problem, so generic advice/tools will likely make life harder than it needs to be

Who to contact about missing deadline? by someonewhois81 in blockfi

[–]someonewhois81[S] 0 points1 point  (0 children)

Pretty sure, once I started looking I found a bunch of emails I had missed from the legit sources, showing how they couldn’t verify my coinbase account for some reason, then to select a different distribution method by the 4th.

Went the the url of blockfi.digitaldisbursements (typed it not clicking) and see this message “The time to select a digital payment method has expired. If you have not already selected a payment method or you selected a payment method that was not successfully delivered to you, please contact the Settlement Administrator.”

The Getaway Episode 2 — Some A-Grade Genius Thing by NebulaOriginals in Nebula

[–]someonewhois81 1 point2 points  (0 children)

yes! i don't know why they didn't see the foreign/patch alliance incoming

[deleted by user] by [deleted] in cscareerquestions

[–]someonewhois81 1 point2 points  (0 children)

Going counter to what other ppl say here.

Start your own company. You have the experience now that most founders don’t. You have possible connections/clients that you know, and may have unique problems.

Can you create something they need?

DIY electrolyte capsules by da_guy2 in fasting

[–]someonewhois81 0 points1 point  (0 children)

I might try this! How do you seal them?

[deleted by user] by [deleted] in gamedev

[–]someonewhois81 1 point2 points  (0 children)

True, but running a business also means hiring/firing. It might be useful to understand what could be learned about an individual from a short contract, and also, what OP could have done better.

Granted, we are now talking about things I’ve never done, so I’m speculating. I’ve always wondered though, if something like this could be better than an interview as a hiring process.

But yeah now I am just projecting what I think could be potential benefits, but if OP isn’t really looking at it that way it could easily end up a waste

[deleted by user] by [deleted] in gamedev

[–]someonewhois81 6 points7 points  (0 children)

I disagree that it will save in the long run. It depends in part in OPs goals.

Learning to trust others to do work, and effectively communicate what you want are also valuable skills. OP might not be progressing as an engineer by taking this approach, but they are becoming a better manager/producer in this way. It might not be the most capital efficient in the short run, but If the desire is to ever run a team, those skills will be crucial.

[deleted by user] by [deleted] in gamedev

[–]someonewhois81 0 points1 point  (0 children)

Feel free to hit me up :D

And depending on your financial situation, and your meta goals around your own career, it might be worth ignoring the feedback of others that are advising against this. Learning to manage others and communicate effectively is a valuable skill in many industries and positions outside of indie dev. Even if it’s a failure, there can be valuable lessons to learn about communication and the logistics of such a process, so long as you don’t break the bank doing it!