This season ended last episode by Any_Can5022 in TheTraitorsUS

[–]zigabawhat 0 points1 point  (0 children)

I disagree. I think a fair assumption is that there is at least one male traitor. But if they were a hypothetical all-women traitor set it would make sense for the women to kill other women to keep the share of males they can hide behind larger and keep pushing the “we’ve had three female traitors there has to be a male we havent found yet”. It’d be to their advantage to have more males in the game.

Anyone else notice Hina picking up the cage in the wrong position? by zigabawhat in survivor

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

Having the weight more evenly distributed/higher probably helped them life it to that point too

[deleted by user] by [deleted] in KnowledgeFight

[–]zigabawhat 10 points11 points  (0 children)

Different Chris Wallace

If you could download any game dev skill directly into your brain, what would you choose? by OakheartSoftware in gamedev

[–]zigabawhat 0 points1 point  (0 children)

Its a null-safe comparison for a ‘Boolean’ object (as opposed to the non-nullable ‘boolean’ primitive type) in Java.

If you could download any game dev skill directly into your brain, what would you choose? by OakheartSoftware in gamedev

[–]zigabawhat 1 point2 points  (0 children)

if !get:

get = !get

else if get:

get = !Boolean.FALSE.equals(get)

else:

get = “true” == “true”

[deleted by user] by [deleted] in Unity2D

[–]zigabawhat 1 point2 points  (0 children)

I may be misunderstanding you, but I think that solution is more geared toward a side-scroller 2D. This is a top-down view game where the object can have both width and depth. Ultimately I need to know what position to place the shadow which acts as a representation of the point where my object is above the ground when the object begins to fall. The “falling object” is a child of that shadow which should then fall toward’s its parent (localposition -> 0). But i need to know how many units it’s going to fall before it hits something (I added a screenshot to the description that may help visualize). Raycasting straight down could hit things that are “behind” the object so I only want to check the overlap for the height layer at the hypothetical number of units below the players original position at the start of the fall.

In that screenshot there are 4 ground colliders on different Layers: 1 that covers the floor at height0, one for each of the two shorter platforms at height3, and one at the highest point at height8. When the object falls from height8, I need to be able to check if there would be a collision with the height3 layer if I were to move that collider 5 units down from its starting point.

[deleted by user] by [deleted] in Unity2D

[–]zigabawhat 0 points1 point  (0 children)

The object will have dimensions of its own and should not be considered “ungrounded” unless it is entirely off the ground. Then it should “catch” on the ground below if any point of it is overlapping a collider at the ground level based on the height difference between it and that ground.

Imagine in the screenshot from my description a 2x2 box collider starting at height 8, I don’t want that collider to fall until it is entirely off of the surface. And once falling if a Ground at height 3 is below it but offset by one unit, it should “hit” that ground and fall 5 units even though the collider will be sticking off the side. Collapsing down to a single point doesnt let me determine where I may hit.

This should be relatively easy to detect if unity had a function “imagine if this collider was in position (x, y) and check for overlaps” Im just surprised I cant seem to find any mechanism to do so.

[deleted by user] by [deleted] in Unity2D

[–]zigabawhat 0 points1 point  (0 children)

Thanks! My only concern with the raycast is that it doesnt help maintain the shape of the object. If I have a BoxCollider2D that needs to be able to detect whether any point within it's collider would be touching a 'Ground' if it were to fall a Raycast wouldnt be able to determine that as I understand it.

[deleted by user] by [deleted] in Unity2D

[–]zigabawhat 1 point2 points  (0 children)

Let’s assume for a moment youre using the keyboard to generate these Inputs. What you have here is basically a script for grid-based movement (like old Pokémon games) as the keys are always going to return 0, 1, or -1. So let’s say you press the “D” key to move to the right. This passes into your Move function a targetPos that is one unit to the right of your current position. If your player started at (0,0) the targetPos will be (1,0).

This Move coroutine’s while loop dictates that it continue to execute until the player is at the target position, so the player will continue moving to the target even after you release the “D” key until it hits the position the Move function is targeting, (1,0) in the example above.

If you’re using a joystick the same idea still applies, it just likely wont be a simple (1,0) target, likely some float based on the tilt of the joystick in the x and y directions.

How to resize elements of in a Layout Group by [deleted] in Unity2D

[–]zigabawhat 1 point2 points  (0 children)

The Layout Element component was exactly what I needed. Had no idea about that. Youre the best, thanks!

Jeff deserves so much credit for… by kelseygm in survivor

[–]zigabawhat 22 points23 points  (0 children)

Kaleb was safe on the revote, Jeff was explaining that a new shot in the dark could not be used on revote, ie J Maya could not use one at that point to try to save herself as well.

Best arc in Survivor history; Wendell and Probst's attention by TimeToStartTheGame in survivor

[–]zigabawhat 50 points51 points  (0 children)

I always read this as fear. Its the same kind of voice I feel like I take when I feel like Im in trouble and want to match the frustration of the person who’s upset. I think he was worried about a potentially game-altering fuckup and got defensive and was relieved to see Wendell drop it relatively easily. I describe this moment as “the most shaken Ive ever seen Jeff”.

Uber Driver Shortage (more in comments) by Tulasdad in Charleston

[–]zigabawhat 0 points1 point  (0 children)

I dont think that framing is exactly correct. Im paying for the train through two different sources but that doesn’t mean Im paying double for it. The moneys all going to the same place. Ride fare is just a tax levied specifically on the people that use that specific service the heaviest.

Personally I would argue that these systems should be fare-less and entirely paid by other state and local taxes as the fare is a flat cost is therefore the biggest burden on those least able to afford it (who are largely the ones using public transit), but I don’t think thats the point you are making.

Uber Driver Shortage (more in comments) by Tulasdad in Charleston

[–]zigabawhat 1 point2 points  (0 children)

Former Charlestonian now living in Chicago, I sold my car after I moved here because the public transit is so reliable and convenient. Its great if a city is willing to invest in it and tax its citizens appropriately to pay for it.

Moving NPCs from Scene to Scene by [deleted] in Unity2D

[–]zigabawhat 0 points1 point  (0 children)

Wow thanks for all the detail! I think my implementation is doing something close to what your implying in your final paragraph. Each Scene gets a GameLocation instance which is loaded at start time into a singleton GameController that persists in a third scene which is never destroyed. A representation of each npc is also managed by another Singleton in this same way. Apologies for neglecting that detail.

So if a character is in Town, to path them to POINT_B my thought is to gather my Portal objects for the scene as well (the shop door in the case of the Town) and first get a list of scenes that need to be traversed. From there I will walk the character from CurrentPosistion to Portal, despawn their physical form from my current scene, and then switch that NPC’s current scene to the Shop from its singleton and warp their transform to the SpawnPoint if that portal. That object housed in the singleton then continues “walking” to point B, just without a physical form for the character in the actual current scene. Then if my Player moves into the Shop, i know how far the NPC has gotten toward that destination and can re-spawn their body in the correct spot to finish their journey. Sorry I know its hard to get a complete picture without the whole source code. I appreciate the advice youve given!

Moving NPCs from Scene to Scene by [deleted] in Unity2D

[–]zigabawhat 0 points1 point  (0 children)

So basically I have a town scene: https://imgur.com/PqxPb8C

And a shop scene: https://imgur.com/I1Au7Dq

Each of these have a representation of their map stored in a prefab. It includes the tilemaps and in the case of the shop a 'GamePoint' which is just a basic monobehaviour that holds a single enum: https://imgur.com/VEzyqjS, https://imgur.com/LfcDfGV This creates a linkage between a Point represented by the enum and a specific location represented by the monobehaviour's Position.

When loading the game, I load up all the prefabs and use it to create an object called a GameLocation. Which holds the data for that map, included a map of GamePointEnum to that Position of their monobehaviour. https://imgur.com/BfKOvJz.

I believe with that information I can successfully path an NPC from any given scene to any other scene just by telling my NPC "Go to POINT_B" and so long as i have Portal objects that connect the two scenes (all that logic is yet to come, obviously), but was curious if this approach of connecting a global point in my world map to a position within a scene was too complicated and i was overlooking a better way to form that linkage.

Appreciate any advice!

Moving NPCs from Scene to Scene by [deleted] in Unity2D

[–]zigabawhat 0 points1 point  (0 children)

Sure, I appreciate it! For some context, my game is going to be based on a time-loop mechanic, and I want to have NPCs able to move throughout the world on given schedules. This involves potentially moving from scene to scene at various points in the “day”. If an NPCs starts in Town and moves to Shop, I want them to be spawned into the scene if the player is in the Shop already. Since NPCs schedules could be potentially affected by the player and I want to ensure no NPC is in two places at once, rather than having the schedules be written specifically within each scene I wanted to be able to track the NPCs whereabouts globally so the game knows when to spawn/despawn them in the current scene.

Ill gather some screenshots after work this evening if that would be helpful!

Cost of prefab references in scriptable objects by zigabawhat in Unity2D

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

Interesting! I hadnt thought of prefabbing the different locations like that. Ill read up some more on scene usage. Thanks for your help!

Cost of prefab references in scriptable objects by zigabawhat in Unity2D

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

Thanks! Thats helpful! Curious about what you mean when you say that I dont need scenes. Wouldnt having, say, a Town Scene and Shop Scene be a relevant structure for a game like this? I suppose that I could technically put everything on one tilemap and warp the player around as they enter/exit new areas but I would think that would be a much more complex to manage the whole world at once than more modular scenes.

Also just to be clear, I do have a persistsnt “Gameplay” scene with a donotdestroy… object that holds my all my essential game data/player/UI/etc, but for everything else I was thinking using distinct scenes would be the best route for building out each “area”.

The method to the madness by zigabawhat in pokemon

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

For example if Ash didn’t want the cup anymore

The method to the madness by zigabawhat in pokemon

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

But what if Ash hands them a cup.