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[Game Dev] I don't have a publisher. What I do have are a very particular set of skills.
Posts
Rather enjoying the new setup compared to 1.4.
Now to actually figure out a project to try in it...
The first project is always Asteroids
Breakout for me ;)
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
I've decided I'm going to seriously begin work on my previously thunked about Puzzle Collection game including two modes of similar styles of Puzzle Fighter and Tetris Attack with a cookie baking theme instead of tetrominos starting Sunday. It would be a bit of a ways off, but does anyone here have a good portfolio with Pixel Art? I'd like to do a 60/40 type partnership, I would front the $100 Steam fee to get it on the store and would release it under a company name of my own, but I'd obviously give credit to the artist as well as 40% of the profit from the game. I say 60/40, because I would be doing the programming, sound/music, updates & bug fixes, etc... The only thing I would really like help on is the art.
Steam - Battle.net - Koopah089 - PSN/Xbox - 1639-6388-9968/KoopahTroopah - Switch
Our first game is now available for free on Google Play: Frontier: Isle of the Seven Gods
Not entirely from scratch, mind you, but still.
Derp derp I'm a smurf
Noice! Use the UE4 twin stick shooter template and code yourself some enemies? ;)
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Not knowing much more about quaternions than they exist and are used for this kind of thing isn't helping.
What I need is something like Transform.LookAt but for the Y axis of the transform rather than the Z axis. I know I can potentially use a parent wrapper but I would really like to avoid that since moving down a twisting tunnel at an arbitrary angle will be complicated enough as it is.
The basic idea is the tunnel consist of a series of torus sections that are connected at the ends and have the same radius. Gravity coming from the diameter of the torus-defining circle will push the car towards the outer wall of the tunnel. My solution to rotation will keep the car oriented relative to the surface normal of the tunnel regardless of how the player turns or what other things happen while the car is moving, and then force relative to the transform forward will move the car down the tunnel.
Next level of difficulty, I can't raycast into the tunnel floor to find the normal because the collider isn't convex since we are INSIDE of a donut (section). But that isn't the issue, I can use the gravity direction which won't exactly be a surface normal but close enough for what I want.
I'm running out of ideas so I'm going to try brute force algorithming where I try every property of transforms, vectors, and quaternions until I can get a least get closer to what I want to do.
That sounds like it can be solved with some trig though? Is this a wholly custom thing, or are you using an existing engine?
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
I think I'm overthinking it a lot and that post was less a cry for help (not that help wouldnt be appreciated) and more rubber duckie programming where I try to explain the problem to "someone else" as best as I can.
After writing out that post and looking through the Vector3 methods I found this one: https://docs.unity3d.com/ScriptReference/Vector3.RotateTowards.html I think I take the current transform.up, and apply against negative gravity vector and that will keep the car oriented toward the tunnel section center.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
For all the other problems that are going to fall out of solving this one, you might want to brush up on your vector math, because you're going to be doing a good bunch of it.
As of mid last week, the actions all my board pieces can take are now fully imported via xml! Now only generic functionality blocks of the various actions you can take in battle are in code, and those are assembled via xml into collections of targets, values, and functions.
-Values, which are new as of this framework, represent the values used in moves. For instance, the deal damage command needs a minimum and maximum damage value, an attack and defense attribute value, etc. Values can be provided raw or from a prior value, by drawing from an actor's attributes or equipment, or by doing arithmetic on a prior value (for a move which has a damage multiplier, for instance).
This has proven to be immediately extremely valuable. In the time it took me to implement a single one of my basic actions prior to completing this framework, I was able to implement several advanced actions from my first character class. Obviously the comparison isn't apples to apples- when implementing the basic attack move, I first needed to create the universe, but still. I find that only minor new functionality, if any at all, is necessary for many of the battle actions I have planned.
This morning I implemented flags which restrict targeting to spaces on the board which are either FURTHER FROM or CLOSER TO a given epicenter than the current location- basically, knockback and pull effects. That was actually pretty fun, I like when I deal with grid coordinates, and the solution felt very tactile to me.
Let current be your current location.
Let target be the space you're targeting.
First, find out whether epicenter is north of current, is south of current, is east of current, and is west of current.
Note that being north of current and south of current are mutually exclusive, but it does not need to be one or the other. If epicenter is DIRECTLY east, it will be neither north nor south of current.
Find the same four flags for target: north of current, south of current, etc.
If limiting to spaces which push away from the epicenter, then return true if:
-No flag which is true for epicenter is ALSO true for target
-At least one flag which is true for epicenter is true for target's opposite (EG: epicenter is north of current, target is south of current)
Respectively, if limiting to spaces which draw toward the epicenter, then return true if:
-No flag which is true for epicenter is true for target's opposite (EG: epicenter is north of current, target is south of current)
-At least one flag which is true for epicenter is ALSO true for target
I had a lot of fun with it this morning.
In addition, I did some work adding more flavor and UI elements to stuff. I added description fields and implemented a lot of different tooltips over the last couple of weeks as well.
All in all things continue to go at a good clip!
That's awesome! I was considering working on a TRPG way, way down the line.
Would you be willing to post one of your new XML files here? I'm curious how you've structured everything
It looks like rotatetowards isn't going to do it, it seems to always move towards a fixed y rotation when I want the car to turn freely on the y axis but the x and z axis rotation should always move back towards the gravity normal plane
I think this project might be outside of my skillset since I never learned any 3d math and with RL responsibilities I don't feel like I can dedicate myself to learning it
Which is sad because just manually moving my car down the tunnel looks pretty cool in scene view. But I don't want to make another "endless runner" style game, I already did one and it is fine but I wanted a full control racing experience.
Steam: Handkor
There's an easy bad version to do this.
That in theory should let the z axis rotate towards the thing, and the x and y axis be free. I think, it's been a few months since I've done anything meaningful about positions in Unity. Also I remember doing too much Euler stuff can sometimes fuck shit up
I'll give it a try, one more crack doesnt hurt before giving up and remaking Yar's Revenge....
Don't give up, I love Yar's Revenge, especially the audio it is very atmospheric and immersive.
Steam: Handkor
Yar's is my fallback if tunnelcart doesn't get off the grond
This executes in the editor so you can just slap it on something and see it working. It isn't 100% perfect (and it kind of fights the editor for control over the object... don't worry about it) but it should be a passable basis for what you're doing. Also I think you mentioned you wanted the Z axis fixed not the Y axis but I already made my little capsule car so that ship has sailed.
Here you go! Again please excuse the awfulness of my consistency.
The rotation appears to work, thank you very much. Lots of other stuff to do but at least im not stuck on this one thing. Let me know how you want your name to appear in the credits. What do you think of "Consulting Developer" as a title?
Wow, thanks for sharing!
Did you build a separate tool to output these, or are you using some interface in Unity or GameMaker?
You can serialize JSON directly into C# objects with newtonsoft's json stuff. Not sure if XML can do that (probably can).
The choice to go with xml over json is essentially 100% because I am very familiar with .NET's XML serialization and deserialization stuff. I actually prefer json as a human readable data format, but at least for now familiarity wins over for me. I can serialize and deserialize directly to and from c# objects, parse directly to enumerations, that kind of thing. There's basically nothing manual about my xml processing so it's pretty painless.
And, again, if the XML version is working as-is, keep it. XML minifies and compresses essentially as well as JSON.
Abilities could have specific ranges, like an AOE would be adjacent rows, ranged attacks would be a non-adjacent row, etc.
That might all be along a completely different path from what you have in mind, but it's the first thing that my brain started churning upon seeing this.
...on a completely unrelated note, I tend to just get an idea for a thing and then puzzle at it for a few days to try and get it to work nicely. This is probably the first time where I've actually gotten the thing to work mostly like I imagined, so I've built and uploaded it. It's just a control test, and if you've got an XBox controller (which is what I've been designing for) the left and right sticks are two different modes.
This little experiment was prompted by reading the dev log of Rain World and thinking about stuff crawling around a 2D surface. I didn't want to use Unity's built in physics stuff, so I started with checking for collisions and pretty quickly switched to raycasts. The raycasting was working all right up until I realized there were certain scenarios that would lead to some bad behavior (small gaps, spikes, etc.) unless I did a lot of looping through various sweeps checking for each situation. Because it amuses me, here are my notes from the situation:
Then I decided to browse through the API and discovered CircleCast, which is exactly what I needed. So now it's much more well behaved, except if it's going fast enough it can "skip" over tight enough gaps instead of tracing the edges down (I haven't gotten around to tweaking this yet, but I think 1. it should be manageable and 2. maybe it's fine?).
If I stick with this, I would eventually want to add the ability to "push" through the edges and switch to climbing along the front of the surfaces; the overarching idea being a squirrel based platformer.
Anyway, there’s not really a point to this but I’m well chuffed and wanted to share.
is this how nations are born
is this how nations are born