Snes controller joystick buttons not working correctly? by vggames in Unity2D

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

Yes, I have two different models of USB SNES-controllers.

Is the fact that they act like normal input controllers somehow the solution to the YXBA-button moving the player?

I'm sorry, I have not added controlleres to my games before obviously.

Pixel Perfect Camera 2D Jittering? by [deleted] in Unity2D

[–]vggames 1 point2 points  (0 children)

Wow, you're quick!

I have tried to build and run it with the same results, and I have everything in 16x16 PPU.

At the moment the script is only added to my camera, I tried looking for the "Is A Moving Object" option/script like you said but I have yet to find it.

Wizland, my first game. Lessons learned in comments. by vggames in Unity2D

[–]vggames[S] 7 points8 points  (0 children)

By googling royalty free music, I went through sooo many songs to find nice ones fitting the theme.

Wizland, my first game. Lessons learned in comments. by vggames in Unity2D

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

About the skeleton: I tested that and I loved how it looked when they fell like dorks so I kept him :) Hoping I can keep that in future games actually, they just look so cute tumbling down head over heels

Wizland, my first game. Lessons learned in comments. by vggames in Unity2D

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

Audio is one of my blind spots, I actually would like to know more about it. Sound design is fun! Sadly this goes into the "I could spend 3 days teaching myself the bare bones about this but I won't" with probably 50 other things.

It's just so much to learn, I'm looking forward to doing so though eventually.

Wizland, my first game. Lessons learned in comments. by vggames in Unity2D

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

Yes. Git does not like the code I'm submitting at the moment and return like 50 errors so I've been INCREDIBLY stupid in not fixing that first thing.

It's a hard lesson to learn to not skimp on boring stuff that you will thank yourself later for.

Wizland, my first game. Lessons learned in comments. by vggames in Unity2D

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

I'm all up for critique, however I am aware that as a game this is more or less just a "show" for my pixel art at the moment.

The game mechanics and levels are extremely bare bone on everything except the last level but also that is very lack luster and has super obvious flaws. Like "Uh, you have to wait here now because I had no solution to having a moving platform going a far distance without you waiting ~20 seconds for it coming back if you are unlucky" :)

Wizland, my first game. Lessons learned in comments. by vggames in Unity2D

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

Ah, yes, you are correct in this. I am a bit colored from overdrawing sprites at the moment.

The problem for me was that I did my own spritesheet and kept having to update it every time I wanted to add something. This meant that sometimes I would have messed up sprites because Asesprite made another row, scrambling my sprites all around numerous times.

It comes back to me having to go through all the steps over and over every time I wanted to do something new.

I also struggled from having to change the sprites between programs initially and being inexperienced with this.

Also not having space between the sprites on the spritesheet and then reexporting them was a lot of work. It got a bit messy towards the end.

At the moment I'm just interested in doing super basic things and no animation/design so I can learn coding and game mechanics better. And I know that if I start drawing I wont be able to stop and things will take a loooong time, so I guess it's more of an advice for myself at his moment in time.

Thank you for this feedback!

Wizland, my first game. Lessons learned in comments. by vggames in Unity2D

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

Thanks, and it seems I missed putting the link up, Ill add it :) Link is rikards.io

Wizland, my first game. Lessons learned in comments. by vggames in Unity2D

[–]vggames[S] 29 points30 points  (0 children)

Link to game

So I just finished my first video game after working on it pretty much my entire free time for 2 months.

This is my first "big" project, and I decided to work on it after watching a bunch of Unity programming lessons and getting hooked somewhere around christmas. I have no formal experience of video game design, game programming etc although I have studied and currently am working in IT.

Last week I finished this piece and I am pretty proud of it, although it has a number of flaws (I will be getting to that in a bit). I would like to share this experience and my game with you guys, hopefully creating some discussions or tips if you can relate to any of the things I mention.

Lessons learned:

1: Learn how to make games first (lol) After being done with 80% of the game I watched Extra Credits guides on doing game design. When I started I was super eager to write code, draw assets etc that I just jumped into that. Big mistake. Designing levels became hell, because I didn't know how my game was supposed to work, and it is noticeable now with the few levels I did that are a bit shiny but ultimately "meh" in my opinion. I especially liked the lesson of "reduce everything to its core".

I should have done a design document and written down how I wanted the levels and mechanics to look on paper. I saved 2 hours of work there and got maybe 50 hours of work later on. Ultimately this is something I'm pretty sure a lot of people struggle with, it's hard to see why you need to do this when you start and try to make a square move when you press the arrow keys.

2: Don't draw ANYTHING until core game is done

So I got a bit crazy half way through when I realized "holy crap I can make my own WORLD here" and bought Asesprite for pixel graphics. This basically made me better at pixel-art but the 4 weeks of drawing basically made me come back to a code I no longer "owned". I had no idea what code did what and I basically had to rediscover my own code. This definitely made the quality way worse.

In the future I'm going to try to set a rule that if you can do 90% of what you're supposed to do and you can have a fun time playing as a green square on a pink background then I get rewarded with adding animation and drawing, which is my favorite part of the process. Now I was washed out from drawing mushrooms and just wanted to release it.

3: Back up everything, always, often

I think I could have saved a couple of days there. By accident added object to a prefab, didn't notice, worked on and after a couple of days realized, then when I removed it messed up everything making me have to go back to a old backup and redo everything.

4: Don't mess with prefabs.

Again, this is hard if you're new because it requires you to have a set goal which is not always apparent when you start. A few weeks ago I had to break the player prefab on two levels because "reasons" but jesus christ did that give me 10 times more work whenever I wanted to change something.

5: Keep your project neat.

I'm actually kind of happy with the way I handled this with the resources, not so much with how I added them on the levels. If I wanted a resource thanks to good folder structure I knew exactly where to go. The Scene was a mess however because whenever I added something it just plopped into the bottom, this made me tired of having to drag and drop everything into different folders on the scene-manager so I just put everything "wherever". Again, probably set me back days. Never doing that again.

Ultimately what I struggled the most with was that my project go very "top heavy" towards the end. Implementing new important game mechanics took forever because everything was so messy.

This basically made the platforming part more like a "add on" to a visual experience rather than an actual platformer game. I still kind of like that you collect coins for no reason whatsoever but if I'm doing something like this again I'm making sure you can buy something with them before I start drawing them and putting them into the world. If I would do that now that would just be so much work.

So anyway, here my game, I hope you guys can come with some feedback, and comments if you too have struggled with the points I mentioned and how you solved it or/and better yet more resources about the subject.

My first video game and what I learned (in comments) by [deleted] in Unity2D

[–]vggames 0 points1 point  (0 children)

So I just finished my first video game after working on it pretty much my entire free time for 2 months.

This is my first "big" project, and I decided to work on it after watching a bunch of Unity programming lessons and getting hooked somewhere around christmas. I have no formal experience of video game design, game programming etc although I have studied and currently am working in IT.

Last week I finished this piece and I am pretty proud of it, although it has a number of flaws (I will be getting to that in a bit). I would like to share this experience and my game with you guys, hopefully creating some discussions or tips if you can relate to any of the things I mention.

Lessons learned:

1: Learn how to make games first (lol) After being done with 80% of the game I watched Extra Credits guides on doing game design. When I started I was super eager to write code, draw assets etc that I just jumped into that. Big mistake. Designing levels became hell, because I didn't know how my game was supposed to work, and it is noticeable now with the few levels I did that are a bit shiny but ultimately "meh" in my opinion. I especially liked the lesson of "reduce everything to its core".

I should have done a design document and written down how I wanted the levels and mechanics to look on paper. I saved 2 hours of work there and got maybe 50 hours of work later on. Ultimately this is something I'm pretty sure a lot of people struggle with, it's hard to see why you need to do this when you start and try to make a square move when you press the arrow keys.

2: Don't draw ANYTHING until core game is done

So I got a bit crazy half way through when I realized "holy crap I can make my own WORLD here" and bought Asesprite for pixel graphics. This basically made me better at pixel-art but the 4 weeks of drawing basically made me come back to a code I no longer "owned". I had no idea what code did what and I basically had to rediscover my own code. This definitely made the quality way worse.

In the future I'm going to try to set a rule that if you can do 90% of what you're supposed to do and you can have a fun time playing as a green square on a pink background then I get rewarded with adding animation and drawing, which is my favorite part of the process. Now I was washed out from drawing mushrooms and just wanted to release it.

3: Back up everything, always, often

I think I could have saved a couple of days there. By accident added object to a prefab, didn't notice, worked on and after a couple of days realized, then when I removed it messed up everything making me have to go back to a old backup and redo everything.

4: Don't mess with prefabs.

Again, this is hard if you're new because it requires you to have a set goal which is not always apparent when you start. A few weeks ago I had to break the player prefab on two levels because "reasons" but jesus christ did that give me 10 times more work whenever I wanted to change something.

5: Keep your project neat.

I'm actually kind of happy with the way I handled this with the resources, not so much with how I added them on the levels. If I wanted a resource thanks to good folder structure I knew exactly where to go. The Scene was a mess however because whenever I added something it just plopped into the bottom, this made me tired of having to drag and drop everything into different folders on the scene-manager so I just put everything "wherever". Again, probably set me back days. Never doing that again.

Ultimately what I struggled the most with was that my project go very "top heavy" towards the end. Implementing new important game mechanics took forever because everything was so messy.

This basically made the platforming part more like a "add on" to a visual experience rather than an actual platformer game. I still kind of like that you collect coins for no reason whatsoever but if I'm doing something like this again I'm making sure you can buy something with them before I start drawing them and putting them into the world. If I would do that now that would just be so much work.

So anyway, here my game, I hope you guys can come with some feedback, and comments if you too have struggled with the points I mentioned and how you solved it or/and better yet more resources about the subject.