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Game Dev - Unreal 4.13 Out Now!

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Posts

  • MahnmutMahnmut Registered User regular
    I made a goddamn tic-tac-toe game in C++. I used SFML 2.0, a library that does stuff like drawable windows and 2D graphics, so not everything all the way from scratch. I think it has a nice look to it, for what it is, but overall just a simple project to practice my programming. It is now "finished."

    http://youtu.be/zYCARvDRVlU

    Source code: https://github.com/jericho89/square-color-tic-tac-toe
    Download for Windows: https://dl.dropboxusercontent.com/u/8788328/grid-lock.zip

    I'll do a portfolio website maybe after my next project, which is a cave flier / flappy bird business with a similar flat, color-shifting vibe. Then maybe I'll pick up one of them big toolkits and do something more ambitious. :P

    Steam/LoL: Jericho89
  • LaCabraLaCabra MelbourneRegistered User regular
    eelektrik wrote: »
    LaCabra wrote: »
    I've been working with UE4 for about six months on and off. It's excellent, if anyone has any questions about it hit me up.

    How versatile is Blueprint when it comes to generating gameplay elements without actually going into the code itself? I know I saw mentioned in an article they demonstrated it by creating a Flappy Bird clone on the spot, but getting into game designs with more things going on, how viable is it? I still want to learn more coding, but if I can actually make something that works and get used to the tools prior to doing so, that would be pretty cool.
    It's very versatile and you can get moving pretty fast once you understand it, and their tutorials and reference are good. The adventure gamey stuff in my video at the top of the page was done in Blueprint in like no time at all. Once you get the hang of it, which doesn't take long, it is empowering as fuck - speaking as someone who is not a programmer except when he really has to be

  • eelektrikeelektrik Southern CaliforniaRegistered User regular
    LaCabra wrote: »
    eelektrik wrote: »
    LaCabra wrote: »
    I've been working with UE4 for about six months on and off. It's excellent, if anyone has any questions about it hit me up.

    How versatile is Blueprint when it comes to generating gameplay elements without actually going into the code itself? I know I saw mentioned in an article they demonstrated it by creating a Flappy Bird clone on the spot, but getting into game designs with more things going on, how viable is it? I still want to learn more coding, but if I can actually make something that works and get used to the tools prior to doing so, that would be pretty cool.
    It's very versatile and you can get moving pretty fast once you understand it, and their tutorials and reference are good. The adventure gamey stuff in my video at the top of the page was done in Blueprint in like no time at all. Once you get the hang of it, which doesn't take long, it is empowering as fuck - speaking as someone who is not a programmer except when he really has to be

    Been watching some videos on Blueprint. Looks pretty awesome, next payday I think I will throw $19 at Epic to get my hands on that.

    (She/Her)
  • DelzhandDelzhand Agrias Fucking Oaks Registered User, Transition Team regular
    edited March 2014
    So I'm getting sick and tired of XML. It's so goddamn unwieldy to write. I'm going to try YAML or JSON for scenario writing. Anyone have strong arguments for either one? My top priority is that it ought to be easy to read and write, since the whole game script and stage directions will be done in whatever format I choose.

    Edit: Okay, my top priority is actually that I need to be able to easily get the data into C#.

    Delzhand on
  • KashaarKashaar Low OrbitRegistered User regular
    This weekend I started working on a tiny little Breakout-style game prototype to get acquainted with the various systems in UE4... today I managed to finally make the camera behave, create a paddle that moves and has some effects, create bouncy balls and bricks that explode when hit, and all without writing a single line of code. Blueprints are pretty awesome! I could get used to this.

    Indie Dev Blog | Twitter | Steam
    Unreal Engine 4 Developers Community.

    I'm working on a cute little video game! Here's a link for you.
  • DelzhandDelzhand Agrias Fucking Oaks Registered User, Transition Team regular
    edited March 2014
    Or (ha ha), I could just write it all in JSON and then use an online tool to convert it to XML, since I've already got XML import working...

    Edit: YAML's definitely easier to write.

    Delzhand on
  • UncleSporkyUncleSporky Registered User regular
    Is XML the format of choice for data files? All I've ever done is plain text documents, defining my own escape characters and such. What are its advantages?

    Switch Friend Code: SW - 5443 - 2358 - 9118 || 3DS Friend Code: 0989 - 1731 - 9504 || NNID: unclesporky
  • KupiKupi Registered User regular
    Ubiquity and the related standardization, I would suppose. XML is a well-understood enough format that no matter what platform you're on, there's an XML serialization library for it.

    ***

    Incidentally, and I understand that this is very mildly off-topic (though associated by means of discussion of general game design), I'd like to say that if you are designing a platform game, do not build your levels such that the player has to exploit the hitboxes or the "mercy input frame" to make jumps. By this I mean: if the player has to jump at the very last instant where the player character's hitbox is overlapping the platform's hitbox so that they can land on the target platform with the very first available pixel's worth of overlap, and anything else results in falling off the world, you've designed your levels wrong. Electronic Super Joy makes use of this at times and it is infuriating. So, platform game developers! Don't do that! It's annoying!

    My favorite musical instrument is the air-raid siren.

    I'm "kupiyupaekio" on Discord.
  • Alistair HuttonAlistair Hutton Dr EdinburghRegistered User regular
    Is XML the format of choice for data files? All I've ever done is plain text documents, defining my own escape characters and such. What are its advantages?

    Not having to define your own escape characters and such.

    XML has a well defined standard and there are well defined standard parsers for it that are robust and cover all the corner cases.

    If your config data is simple then there's absolutely no need to go beyond simple text files, but - for me - the tipping point where using XML, YAML, JSON etc instead of a basic line oriented config file comes fairly rapidly as you ramp up the complexity. Which of, say, YAML or XML is most appropriate to use is a question guided by what exact data you writing config for.

    I have a thoughtful and infrequently updated blog about games http://whatithinkaboutwhenithinkaboutgames.wordpress.com/

    I made a game, it has penguins in it. It's pay what you like on Gumroad.

    Currently Ebaying Nothing at all but I might do in the future.
  • Jeremy23000Jeremy23000 Indie Developer Halifax, Nova Scotia, CanadaRegistered User regular
    New Build of my space fighter. (Controls are written on the bottom of that page)

    Spent most of last night and today on it and finally put in GUI stuff (I hate Unity's GUI, but waiting to get some money to purchase EZGUI for myself) added an HP Counter, Shield, Score and Power Ups. I like the collection system for points and things. Although some objects set their points to fly straight to the player (things you don't usually fly through, like bosses and some turrets).
    You still can't die, but your health goes negative - waiting on some death animations and a design discussions before I really go at it.

    I tossed in an FPS counter, I'm not really able to get the FPS to drop very much on my machine, I'm curious if others find it lags? (Particularly in level 2 - Press 'Q' to get here - when you're in the turret hallway and other cluttered areas where draw calls increase quite a bit)

    Art is a bit slow to come by, so I made some of my own power ups (if you look closely at them... they're awful lol)

    TD2_PA_Signature.jpg
  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    That's pretty cool Jeremy! I love the turrets that pop up and follow you. I was playing with Chrome and I suffered no lag at all. Level 2 is pretty fun!

    Speaking of new builds, I am finished with the Android build of Cheer Cubes, and am working on finalizing the web demo, which is designed to give a small taste of the overall game. It's a stripped down version, but it displays the game mechanic. I am still making some tweaks to make it playable for everyone, and I am using shaders and webgl, so any feedback on the FPS/bugs that occur would be great help!

    http://lostautumn.net/cheercubes/

    I'm making video games. DesignBy.Cloud
  • Jeremy23000Jeremy23000 Indie Developer Halifax, Nova Scotia, CanadaRegistered User regular
    edited March 2014
    Thanks, I'm working on an object pooling system to make the game a bit less Instantiate heavy. So hopefully that'll be enough optimization code side for now that I won't have to worry too much about things.
    Just found out last night that the artist is finally working on some level stuff. So hopefully in a few days I'll have an actual map to throw into the game (or start throwing in). The level pieces are chunk based, so he's giving me a bunch of random shapes and things then I build prefabs out of them. Trying to keep everything Atlased as much as possible (to keep material use down). Should let us throw in a lot more random effects and shiny things as long as we keep the draw calls down as much as possible (I don't like it when they jump above 40, but below 80 doesn't usually hurt too much, in my experience at least).

    The game looks great HallowedFaith, definitely a puzzle game I could see myself wasting a few hours on without realizing it.
    I got a full screen clear on my second play through, which I'm pretty happy with lol.


    Edit:
    I added Object Pooling to my last build, I found the FPS dropped a little on my end, but it's much more consistent now.
    The first time something is created it ould possibly lag as it introduces it's prefabs to the pool (searching for empty space and instantiating what it needs etc). But anytime after that there's no more instantiations, so it seems smoother overall (in my opinion at least).
    Enemies are still instantiated and so are level pieces. The way these are done aren't exactly final, so it seemed unecessary to start pooling them right now until their creation and things are in a near finalized state.

    Jeremy23000 on
    TD2_PA_Signature.jpg
  • DelzhandDelzhand Agrias Fucking Oaks Registered User, Transition Team regular
    edited March 2014
    That's pretty cool Jeremy! I love the turrets that pop up and follow you. I was playing with Chrome and I suffered no lag at all. Level 2 is pretty fun!

    Speaking of new builds, I am finished with the Android build of Cheer Cubes, and am working on finalizing the web demo, which is designed to give a small taste of the overall game. It's a stripped down version, but it displays the game mechanic. I am still making some tweaks to make it playable for everyone, and I am using shaders and webgl, so any feedback on the FPS/bugs that occur would be great help!

    http://lostautumn.net/cheercubes/

    Nice! This is really a great core concept, and it's well executed. Satisfying to play! My high score after 2 rounds is 8990, and if I didn't have to get back to work I'd put a few more rounds into it.
    I'm sure King is already working on a copycat :neutral_face:

    Edit: Had to get one more round. Pushed it to 9965 because I scored a full board clear. My wife is going to love this.

    Edit2: Played a few more rounds. You've ruined me! I did find one bug, but it should only affect the web version - if you click and drag and your cursor goes outside the game window, there's no mouseup recorded. Maybe auto-release the click/touch event when the cursor leaves the playable zone?

    Edit: 14110! Daaaamn youuuuu

    Delzhand on
  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    Haha, I am glad someone likes it. I have a new build of the web demo going up tonight, just to tweak some things around. The off-screen issue has already been addressed, and will reset the the selection if you go off-screen. ;) Thank you for that feedback!

    I really want to release the full version to the web, but I need to focus on Android/Windows mobile first, so I don't dilute my market potential. The full version has a lot more going on, including a ton more special effects, challenges, special cube items, etc.

    The challenge modes are no joke though, some of them get pretty mean lol. 14,110 is a crazy score! Good job!

    I'm making video games. DesignBy.Cloud
  • DelzhandDelzhand Agrias Fucking Oaks Registered User, Transition Team regular
    edited March 2014
    I actually got up to 27040, but I didn't want to keep editing my post. I suspect that generating items on higher clear multipliers will make the score distribution increase geometrically. That's not a problem in itself, but whether or not you have a good run is probably decided in the first 15-25 seconds.

    Delzhand on
  • KashaarKashaar Low OrbitRegistered User regular
    That's pretty cool Jeremy! I love the turrets that pop up and follow you. I was playing with Chrome and I suffered no lag at all. Level 2 is pretty fun!

    Speaking of new builds, I am finished with the Android build of Cheer Cubes, and am working on finalizing the web demo, which is designed to give a small taste of the overall game. It's a stripped down version, but it displays the game mechanic. I am still making some tweaks to make it playable for everyone, and I am using shaders and webgl, so any feedback on the FPS/bugs that occur would be great help!

    http://lostautumn.net/cheercubes/

    It's a pretty fun game! Nice work :) I got around 9k points when I tried it earlier.
    As a point of criticism, I feel like sometimes you get really lucky and there are many possible combinations, and sometimes there just aren't, and you have to make do with smaller rectangles - which then don't really mix up the field very well, because they only replace much fewer squares. If the full version has some means to mix it up more, and make the final score more dependent on pattern recognition skill than chance, it might be "fairer"? But it's a fun game :)

    Indie Dev Blog | Twitter | Steam
    Unreal Engine 4 Developers Community.

    I'm working on a cute little video game! Here's a link for you.
  • DelzhandDelzhand Agrias Fucking Oaks Registered User, Transition Team regular
    One more piece of feedback - I didn't notice this until I got in the zone, but the pink squares don't contrast much - my brain keeps reading them as "empty", and I'm not sure if it's because the other colors are so bold or because the background is a very similar tint.

  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    edited March 2014
    Kashaar wrote: »
    That's pretty cool Jeremy! I love the turrets that pop up and follow you. I was playing with Chrome and I suffered no lag at all. Level 2 is pretty fun!

    Speaking of new builds, I am finished with the Android build of Cheer Cubes, and am working on finalizing the web demo, which is designed to give a small taste of the overall game. It's a stripped down version, but it displays the game mechanic. I am still making some tweaks to make it playable for everyone, and I am using shaders and webgl, so any feedback on the FPS/bugs that occur would be great help!

    http://lostautumn.net/cheercubes/

    It's a pretty fun game! Nice work :) I got around 9k points when I tried it earlier.
    As a point of criticism, I feel like sometimes you get really lucky and there are many possible combinations, and sometimes there just aren't, and you have to make do with smaller rectangles - which then don't really mix up the field very well, because they only replace much fewer squares. If the full version has some means to mix it up more, and make the final score more dependent on pattern recognition skill than chance, it might be "fairer"? But it's a fun game :)

    The puzzle mode is where it is at. The challenges rely on pattern recognition more on top of the specific goal of that, which is where the diversity comes into play. There currently is a system in place that tries to keep at least 7 moves available on the board at all times, this isn't always possible, my algorithms are still pretty rusty and I am still new to game design, so there is some left to be made. The balance is hard to strike without specifically designing each level by hand. The randomization is a bit of the flavor, ideally I hope it would keep people coming back. Get a bit lucky and have a bit of skill, I think makes for a winning combination. Like, at the casino, people think they have a 'system' figured out. It's a psychological trick.

    Delzhand: That's actually something I have done on purpose. I might tweak the background colors a bit still, but the idea was to have one 'floating' color that makes you shift your focus on the grid. Also, in conjunction, each color represents a color of the 'world' that contains each pack of 90 levels. You'll notice the difficulty says 4 colors when you start, pink is the last color, so a lower tier difficulty with just 3 colors is without it. If that makes sense. Basically the difficulty of the levels last color cube represents the same color as the world.... I don't know if I am explaining it very well, but it all makes sense in my head lol.

    That being said, I am still new to this game design thing, so I am always learning. I take all feedback seriously, so please don't think I am ignoring anything you guys might say. I am totally all about making a game everyone enjoys!

    HallowedFaith on
    I'm making video games. DesignBy.Cloud
  • KashaarKashaar Low OrbitRegistered User regular
    Kashaar wrote: »
    That's pretty cool Jeremy! I love the turrets that pop up and follow you. I was playing with Chrome and I suffered no lag at all. Level 2 is pretty fun!

    Speaking of new builds, I am finished with the Android build of Cheer Cubes, and am working on finalizing the web demo, which is designed to give a small taste of the overall game. It's a stripped down version, but it displays the game mechanic. I am still making some tweaks to make it playable for everyone, and I am using shaders and webgl, so any feedback on the FPS/bugs that occur would be great help!

    http://lostautumn.net/cheercubes/

    It's a pretty fun game! Nice work :) I got around 9k points when I tried it earlier.
    As a point of criticism, I feel like sometimes you get really lucky and there are many possible combinations, and sometimes there just aren't, and you have to make do with smaller rectangles - which then don't really mix up the field very well, because they only replace much fewer squares. If the full version has some means to mix it up more, and make the final score more dependent on pattern recognition skill than chance, it might be "fairer"? But it's a fun game :)

    The puzzle mode is where it is at. The challenges rely on pattern recognition more on top of the specific goal of that, which is where the diversity comes into play. There currently is a system in place that tries to keep at least 7 moves available on the board at all times, this isn't always possible, my algorithms are still pretty rusty and I am still new to game design, so there is some left to be made. The balance is hard to strike without specifically designing each level by hand. The randomization is a bit of the flavor, ideally I hope it would keep people coming back. Get a bit lucky and have a bit of skill, I think makes for a winning combination. Like, at the casino, people think they have a 'system' figured out. It's a psychological trick.

    Delzhand: That's actually something I have done on purpose. I might tweak the background colors a bit still, but the idea was to have one 'floating' color that makes you shift your focus on the grid. Also, in conjunction, each color represents a color of the 'world' that contains each pack of 90 levels. You'll notice the difficulty says 4 colors when you start, pink is the last color, so a lower tier difficulty with just 3 colors is without it. If that makes sense. Basically the difficulty of the levels last color cube represents the same color as the world.... I don't know if I am explaining it very well, but it all makes sense in my head lol.

    That being said, I am still new to this game design thing, so I am always learning. I take all feedback seriously, so please don't think I am ignoring anything you guys might say. I am totally all about making a game everyone enjoys!

    I've been thinking about this some more... Maybe it's not the number of possible moves you should be watching, but the size of possible fields? That way there might be several small moves leading to the same amount of mix-through as few big moves, keeping the playing field fresh and challenging the player's pattern recognition to reassess. Does that make sense?

    Indie Dev Blog | Twitter | Steam
    Unreal Engine 4 Developers Community.

    I'm working on a cute little video game! Here's a link for you.
  • Foolish ChaosFoolish Chaos Registered User regular
    I've taken up Unity recently and... ugh. Roadblock after roadblock.

    I don't know how well low level questions are received, so I'll just spoiler it. If anyone knows of a place where I can ask my noob questions I wouldn't mind a link. The unity forum dwellers seem to be operating on a much higher level and I imagine would rather I just go to google . And trust me I have, I just haven't parsed a solution and my frustration has surpassed my pride

    Right now I am just trying to make a public array of strings that other scripts can access. The problem I am running into is that, while other scrips have no problem referencing a public Vector3, they cannot read/write my string array (which is a public variable alongside the Vector3 in the same script). Instead it gets a null reference exception.

    Related, I can't figure out how I am getting some public variables to be accessed via the inspector, and some not. Sometimes I'll restart unity and some values will have shown up there, but not all of them.

  • TechnicalityTechnicality Registered User regular
    I've taken up Unity recently and... ugh. Roadblock after roadblock.

    I don't know how well low level questions are received, so I'll just spoiler it. If anyone knows of a place where I can ask my noob questions I wouldn't mind a link. The unity forum dwellers seem to be operating on a much higher level and I imagine would rather I just go to google . And trust me I have, I just haven't parsed a solution and my frustration has surpassed my pride

    Right now I am just trying to make a public array of strings that other scripts can access. The problem I am running into is that, while other scrips have no problem referencing a public Vector3, they cannot read/write my string array (which is a public variable alongside the Vector3 in the same script). Instead it gets a null reference exception.

    Related, I can't figure out how I am getting some public variables to be accessed via the inspector, and some not. Sometimes I'll restart unity and some values will have shown up there, but not all of them.
    What language are you using? I can't even figure out how to get a null reference exception by accessing a public string array in C#. Its much harder than I expected, IndexOutOfRangeException happens even if the array isn't initialized.

    handt.jpg tor.jpg

  • MahnmutMahnmut Registered User regular
    I've taken up Unity recently and... ugh. Roadblock after roadblock.

    I don't know how well low level questions are received, so I'll just spoiler it. If anyone knows of a place where I can ask my noob questions I wouldn't mind a link. The unity forum dwellers seem to be operating on a much higher level and I imagine would rather I just go to google . And trust me I have, I just haven't parsed a solution and my frustration has surpassed my pride

    Right now I am just trying to make a public array of strings that other scripts can access. The problem I am running into is that, while other scrips have no problem referencing a public Vector3, they cannot read/write my string array (which is a public variable alongside the Vector3 in the same script). Instead it gets a null reference exception.

    Related, I can't figure out how I am getting some public variables to be accessed via the inspector, and some not. Sometimes I'll restart unity and some values will have shown up there, but not all of them.
    What language are you using? I can't even figure out how to get a null reference exception by accessing a public string array in C#. Its much harder than I expected, IndexOutOfRangeException happens even if the array isn't initialized.

    Should post the code where the string array is declared and initialized along with the code that's throwing the null reference exception. Maybe even pastebin up full files.

    Steam/LoL: Jericho89
  • LorkLork Registered User regular
    f
    I've taken up Unity recently and... ugh. Roadblock after roadblock.

    I don't know how well low level questions are received, so I'll just spoiler it. If anyone knows of a place where I can ask my noob questions I wouldn't mind a link. The unity forum dwellers seem to be operating on a much higher level and I imagine would rather I just go to google . And trust me I have, I just haven't parsed a solution and my frustration has surpassed my pride

    Right now I am just trying to make a public array of strings that other scripts can access. The problem I am running into is that, while other scrips have no problem referencing a public Vector3, they cannot read/write my string array (which is a public variable alongside the Vector3 in the same script). Instead it gets a null reference exception.

    Related, I can't figure out how I am getting some public variables to be accessed via the inspector, and some not. Sometimes I'll restart unity and some values will have shown up there, but not all of them.
    Are you sure the array has been instantiated? I think Vector3s are automatically instantiated as zeroes when you create them, but arrays need to be instantiated in the constructor or somewhere similar. Adding at least one value to it in the inspector might work as well.

    Also, one reason a public variable might not show up in the inspector right away is if the script it's in hasn't been compiled yet. Usually selecting the Unity editor window will get it to automatically compile your scripts in a second or two, as long as there aren't any errors preventing compilation.

    Steam Profile: Lork
  • DelzhandDelzhand Agrias Fucking Oaks Registered User, Transition Team regular
    Also be aware of when the Start() function runs on a component. Start() runs on the first update frame that a component is active, so if you're instantiating your string array in Start(), it will be null if you're trying to access it before then.

  • Foolish ChaosFoolish Chaos Registered User regular
    edited March 2014
    This is the class with both the string array and the vector3.
    public class CreateGridArray : MonoBehaviour {
    
    	public Vector3 FloorSize;
    	public string[,] stringCellArray;
    	// Use this for initialization
    	void Start () {
    		int sizeX = Mathf.RoundToInt(FloorSize.x);
    		int sizeY = Mathf.RoundToInt(FloorSize.y);
    		stringCellArray = new string[sizeX,sizeY]; 
    
    
    		//Initialize array with values
    		for(int x =0; x<FloorSize.x; x++){
    			for(int y=0; y<FloorSize.y; y++){
    				stringCellArray[x,y]="floor";
    			}
    		}
    	}
    
    }
    

    edit: That did not format as expected
    Delzhand wrote: »
    Also be aware of when the Start() function runs on a component. Start() runs on the first update frame that a component is active, so if you're instantiating your string array in Start(), it will be null if you're trying to access it before then.

    As in, Instantiate? That is probably my problem.

    Foolish Chaos on
  • MahnmutMahnmut Registered User regular
    edited March 2014
    This is the class with both the string array and the vector3.
    public class CreateGridArray : MonoBehaviour {

    public Vector3 FloorSize;
    public string[,] stringCellArray;
    // Use this for initialization
    void Start () {
    int sizeX = Mathf.RoundToInt(FloorSize.x);
    int sizeY = Mathf.RoundToInt(FloorSize.y);
    stringCellArray = new string[sizeX,sizeY];


    //Initialize array with values
    for(int x =0; x<FloorSize.x; x++){
    for(int y=0; y<FloorSize.y; y++){
    stringCellArray[x,y]="floor";
    }
    }
    }

    }

    edit: That did not format as expected
    Delzhand wrote: »
    Also be aware of when the Start() function runs on a component. Start() runs on the first update frame that a component is active, so if you're instantiating your string array in Start(), it will be null if you're trying to access it before then.

    As in, Instantiate? That is probably my problem.

    [ /code] blocks :)

    You declare FloorSize, but it looks like you call RoundToInt on it before you initialize it? That would make your sizeX and sizeY turn out wrong.

    Mahnmut on
    Steam/LoL: Jericho89
  • Foolish ChaosFoolish Chaos Registered User regular
    Mahnmut wrote: »
    This is the class with both the string array and the vector3.
    public class CreateGridArray : MonoBehaviour {

    public Vector3 FloorSize;
    public string[,] stringCellArray;
    // Use this for initialization
    void Start () {
    int sizeX = Mathf.RoundToInt(FloorSize.x);
    int sizeY = Mathf.RoundToInt(FloorSize.y);
    stringCellArray = new string[sizeX,sizeY];


    //Initialize array with values
    for(int x =0; x<FloorSize.x; x++){
    for(int y=0; y<FloorSize.y; y++){
    stringCellArray[x,y]="floor";
    }
    }
    }

    }

    edit: That did not format as expected
    Delzhand wrote: »
    Also be aware of when the Start() function runs on a component. Start() runs on the first update frame that a component is active, so if you're instantiating your string array in Start(), it will be null if you're trying to access it before then.

    As in, Instantiate? That is probably my problem.

    [ /code] blocks :)

    You declare FloorSize, but it looks like you call RoundToInt on it before you initialize it? That would make your sizeX and sizeY turn out wrong.

    Thanks for the [/code]!

    The FloorSize is initialized by the unity inspector tab. In my case, 15 on both. Testing with print(sizeX), looks like its working fine

  • MahnmutMahnmut Registered User regular
    Mahnmut wrote: »
    This is the class with both the string array and the vector3.
    public class CreateGridArray : MonoBehaviour {

    public Vector3 FloorSize;
    public string[,] stringCellArray;
    // Use this for initialization
    void Start () {
    int sizeX = Mathf.RoundToInt(FloorSize.x);
    int sizeY = Mathf.RoundToInt(FloorSize.y);
    stringCellArray = new string[sizeX,sizeY];


    //Initialize array with values
    for(int x =0; x<FloorSize.x; x++){
    for(int y=0; y<FloorSize.y; y++){
    stringCellArray[x,y]="floor";
    }
    }
    }

    }

    edit: That did not format as expected
    Delzhand wrote: »
    Also be aware of when the Start() function runs on a component. Start() runs on the first update frame that a component is active, so if you're instantiating your string array in Start(), it will be null if you're trying to access it before then.

    As in, Instantiate? That is probably my problem.

    [ /code] blocks :)

    You declare FloorSize, but it looks like you call RoundToInt on it before you initialize it? That would make your sizeX and sizeY turn out wrong.

    Thanks for the [/code]!

    The FloorSize is initialized by the unity inspector tab. In my case, 15 on both. Testing with print(sizeX), looks like its working fine

    Ah OK. Delzhand must have it, then -- you can access the Vector3 because it's initialized by unity inspector, but you can't access the string[,] because you're trying to reach it before Start() has run and inititialized it.

    Steam/LoL: Jericho89
  • DelzhandDelzhand Agrias Fucking Oaks Registered User, Transition Team regular
    I don't know how well low level questions are received, so I'll just spoiler it. If anyone knows of a place where I can ask my noob questions I wouldn't mind a link. The unity forum dwellers seem to be operating on a much higher level and I imagine would rather I just go to google . And trust me I have, I just haven't parsed a solution and my frustration has surpassed my pride

    Always feel free to ask questions here. The unity forums, yeah, tend to be very polar - people asking very low level stuff that's answered by the documentation, and very high level stuff that's not helpful in a broad scope. I enjoy helping in that middle range.

  • GlalGlal AiredaleRegistered User regular
    Many of us here are hobbyists messing about in our free time. Trust me, if noob questions were frowned upon this would be a much shorter thread.

  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    I just saw a new program on Steam called Fuse that let's you create 3d models of people from parts and export it to different formats. It's currently 50% off at $50. I wonder if it's compatible with Unity or will be in the future. It looks like something very useful for those of us who have no artistic ability.

  • UncleSporkyUncleSporky Registered User regular
    I just saw a new program on Steam called Fuse that let's you create 3d models of people from parts and export it to different formats. It's currently 50% off at $50. I wonder if it's compatible with Unity or will be in the future. It looks like something very useful for those of us who have no artistic ability.

    Makehuman is free and I think it can work with Blender/Unity.

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  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    I just saw a new program on Steam called Fuse that let's you create 3d models of people from parts and export it to different formats. It's currently 50% off at $50. I wonder if it's compatible with Unity or will be in the future. It looks like something very useful for those of us who have no artistic ability.

    Makehuman is free and I think it can work with Blender/Unity.

    Sweet, I'll have to check that out.

  • Jeremy23000Jeremy23000 Indie Developer Halifax, Nova Scotia, CanadaRegistered User regular
    I was kind of curious about Sound Effects and other Audio. Where do you guys go for these sorts of things?

    I've never really worked on my own project that didn't have client providing some sort of Audio list, and currently my personal budget won't allow me to purchase things. So I was just wondering what you do for sound? (Even temp stuff would work right now for me)

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  • Alistair HuttonAlistair Hutton Dr EdinburghRegistered User regular
    I was kind of curious about Sound Effects and other Audio. Where do you guys go for these sorts of things?

    I've never really worked on my own project that didn't have client providing some sort of Audio list, and currently my personal budget won't allow me to purchase things. So I was just wondering what you do for sound? (Even temp stuff would work right now for me)

    I know you said your personal budget won't let you purchase anything but when I made Penny and Paul's Adventures I used http://www.indiesfx.co.uk/ for the bulk of my sound effects. I think I got the Match-3 pack. For a puzzle game the match 3 pack had a superb collection of sounds and for 40 quid it was an absolute steal.

    Also, as a bonus once you buy one of their packs you'll suddenly start hearing their sound effects everywhere.

    I have a thoughtful and infrequently updated blog about games http://whatithinkaboutwhenithinkaboutgames.wordpress.com/

    I made a game, it has penguins in it. It's pay what you like on Gumroad.

    Currently Ebaying Nothing at all but I might do in the future.
  • Mr_GrinchMr_Grinch Registered User regular
    What's the best engine to pick up (Unity, UE4, etc) if I just want to dabble a little in 2D/3D? I've done a fair bit of programming before, in various languages, but nothing game related.

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  • senekuseneku Registered User regular
    For music I picked up Music Creator 6 which is currently on the daily sale on Steam, the stuff you create with this can be used for commercial projects as well where as in some of the other cheaper ones you need to watch out for licencing restrictions on the instruments etc.

    -=Seneku=-
  • Jeremy23000Jeremy23000 Indie Developer Halifax, Nova Scotia, CanadaRegistered User regular
    edited March 2014
    I was kind of curious about Sound Effects and other Audio. Where do you guys go for these sorts of things?

    I've never really worked on my own project that didn't have client providing some sort of Audio list, and currently my personal budget won't allow me to purchase things. So I was just wondering what you do for sound? (Even temp stuff would work right now for me)

    I know you said your personal budget won't let you purchase anything but when I made Penny and Paul's Adventures I used http://www.indiesfx.co.uk/ for the bulk of my sound effects. I think I got the Match-3 pack. For a puzzle game the match 3 pack had a superb collection of sounds and for 40 quid it was an absolute steal.

    Also, as a bonus once you buy one of their packs you'll suddenly start hearing their sound effects everywhere.

    Awesome, thanks for the info. I should be able to make purchases shortly, I was just hoping to get some stuff in now (I'm impatient).

    But I think my first purchase will be EZGUI (I can't get over how great this is for UI Development, and miss it every day I don't have access to it). Unfortunately, that paired with Sprite Manager 2 (they work together) is about $350.
    seneku wrote: »
    For music I picked up Music Creator 6 which is currently on the daily sale on Steam, the stuff you create with this can be used for commercial projects as well where as in some of the other cheaper ones you need to watch out for licencing restrictions on the instruments etc.

    I'll definitely take a look at this for sure. Thanks.

    A friend who does audio for some shows and promotions linked me to these (if anyone else is looking for similar):
    http://www.freesfx.co.uk/ (requires credit somewhere for free use) - Also only allows 2 sound downloads every 3 minutes. Time consuming lol.
    http://www.soundjay.com/tos.html

    Jeremy23000 on
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  • KashaarKashaar Low OrbitRegistered User regular
    Mr_Grinch wrote: »
    What's the best engine to pick up (Unity, UE4, etc) if I just want to dabble a little in 2D/3D? I've done a fair bit of programming before, in various languages, but nothing game related.

    Unreal 4! The Blueprint system lets you prototype game logic so damn fast, it's unbelievably cool. This is a prototype what I made in less than a week, starting from almost 0 knowledge, just for practice and figuring out all the systems, game framework, editor tools and so on:

    https://www.youtube.com/watch?v=PYnUekjopAE

    By now it even looks a bit pretty, and has fancy cloth physics. I'm planning to finish that up somewhat (still haven't messed with UI much yet, that'll be a bit of a challenge), package it, and release it for free for other people in the UE community to learn from. Then I'll think about starting a real project :)

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  • programjunkieprogramjunkie Registered User regular
    edited March 2014
    That's pretty cool Jeremy! I love the turrets that pop up and follow you. I was playing with Chrome and I suffered no lag at all. Level 2 is pretty fun!

    Speaking of new builds, I am finished with the Android build of Cheer Cubes, and am working on finalizing the web demo, which is designed to give a small taste of the overall game. It's a stripped down version, but it displays the game mechanic. I am still making some tweaks to make it playable for everyone, and I am using shaders and webgl, so any feedback on the FPS/bugs that occur would be great help!

    http://lostautumn.net/cheercubes/

    Feedback:
    - The suggestion mechanic is great if someone gets stuck. Doesn't happen too quickly or too slowly.
    - Too much screen shake (I don't know if it is just me or not, but screen shake in excess is genuinely unpleasant for me).
    - Music and art are top notch. Works perfectly for this game type and is both accessible and well executed.
    - FPS was good for small matches, seemed a bit slow for larger ones on Firefox 27.0.1 on an i7, 12 GB RAM with Nvidia 4000 (uses Optimus, but wasn't using main card).
    - The "change the entire line" item could use a sparkle effect on all affected blocks for, say, 3 seconds. It took me until the second game until I exactly understood the mechanic.

    Really love how this game is coming together.

    High score: 22970 on my second game.

    Edit: Hope you don't mind me going beyond the purely FPS scope.

    programjunkie on
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