fengshuifever
Member
Things from yesterday
I tried the second way so far and now it's broken battles
(I need to look in the order in which events fire cause I think it's trying to get the enemy name before it's added.)
Things from yesterday
my first 3d model ever xd
Boom!
MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
BattleUINGUI.OnStateChange (BattleState state) (at Assets/Scripts/UI Management/BattleUINGUI.cs:577)
wavelengthBattleSystem.ChangeState (BattleState state) (at Assets/Scripts/BattleSystem/wavelengthBattleSystem.cs:799)
wavelengthBattleSystem.EnterCommandState () (at Assets/Scripts/BattleSystem/wavelengthBattleSystem.cs:859)
BattleUINGUI.ClearBattleMessage () (at Assets/Scripts/UI Management/BattleUINGUI.cs:441)
BattleUINGUI.Update () (at Assets/Scripts/UI Management/BattleUINGUI.cs:17
Update in a new post to bump the thread. : So I disconnected the UI Controller from the World Manager and put that prefab in each scene.
Now it's throwing the MissingReferenceExceptions on gameobject within the Battle UI script.
The most recent one
Code:MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. BattleUINGUI.OnStateChange (BattleState state) (at Assets/Scripts/UI Management/BattleUINGUI.cs:577) wavelengthBattleSystem.ChangeState (BattleState state) (at Assets/Scripts/BattleSystem/wavelengthBattleSystem.cs:799) wavelengthBattleSystem.EnterCommandState () (at Assets/Scripts/BattleSystem/wavelengthBattleSystem.cs:859) BattleUINGUI.ClearBattleMessage () (at Assets/Scripts/UI Management/BattleUINGUI.cs:441) BattleUINGUI.Update () (at Assets/Scripts/UI Management/BattleUINGUI.cs:17
From the looks of it, it seems as if it once "confirm" is hit during the Encounter State, it calls ClearBattleMessage which...well, clears the battle message and also changes the state to Command which changes the state in the battle system script, sending an OnStateChange event out.
At this point the OnStateChange event in the UI script is supposed to pick up that the state is now Command and turn off the Dialogue Box (using SetActive) and turns on the main Command selection buttons (Fight, Item, Tech and Run).
This is where it breaks. Each time I comment a further line down, the error just appears on the next line of code.
Now the reference shouldn't be lost/destroyed considering it's a brand new prefab to the scene rather than me attaching it to a DontDestroyOnLoad object.
Man...wtf.
Edit : I threw a debug.log into Update to see if the battleDialogue object was actually destroyed, but nope, it's totally there the entire time.
stuff
// singleton
if (thing)
{
debug.log("thing exists as #"+thing.gameobject.getinstanceid);
debug.log("Deleting notThing #"+notThing.gameobject.getinstanceid);
delete.notThing;
}
else
{
instantiate new thing;
debug.log("Added new thing #"+thing.gameobject.getinstanceid);
}
Now I go to the rigging stage and find that the model is lifting limbs off the bodies and that though they joined into a single object the limbs didn't restitch together again. This means I have a LOT of vertex points to join together one at a time unless anyone here knows of a shortcut to stitch this together again.
If it was multiple meshes joined together and you're using automatic weighting, the weighting is based on the normals, so you might have to recalculate the normals of the joined together mesh before parenting bones to the joined mesh
e:
sorry, answer was a bit vague;
select all, unparent skeleton and remove armature modifier, go to edit -> mesh -> recalculate normals and then reparent skeleton with automatic weights - hopefully will fix it, but will probably need some weight painting cleanup
Thanks. I'll give it a shot. If it doesn't work, then I guess I'll select via edge the whole loop of vertexes on a limb thats disconnected, lower it, then go back to the model and select the loop of vertexes on the other side and merge to last and see if it'll do them all in bulk.
I've recently been hired as a UI designer for an upcoming indie game based on my background in graphic design and more specifically my web design skills - so the issue is, I know pretty much nothing about game UI, other than from what I've experienced over the years.
Do any of you know of any good books, videos, pdfs, whatever that introduces you to game UI. I have around 3 months before I'm starting and I'd like to get as knowledgeable as possible beforehand.
Looking for a bit of a time saver here in Blender.
To unwrap a model I placed seems, seperated the parts of the model, then unwrapped them all individually before combining the model back using the "join" tool and arranging the UV's on a single map.
Now I go to the rigging stage and find that the model is lifting limbs off the bodies and that though they joined into a single object the limbs didn't restitch together again. This means I have a LOT of vertex points to join together one at a time unless anyone here knows of a shortcut to stitch this together again.
Additionally, i'm finding that the modifier for "smoothing" certain limbs like the boots and gloves disappeared after rejoining these areas to the model. Does anyone know of a solution to this? I'd rather not have blocky gloves and boots but I'm conserving polys here. Hoping not to have to go and do a high poly model and bake this just to solve two parts on the model.
UI is kind of dependent upon genre. Style is typically related to the art direction of the game as well so its very subjective. Main thing is ease of use and dont make something that clutters the screen or detracts from the action during gameplay.
I don't know that there is any book or reference that'd guide you through it so the best thing I'd suggest is find successful and unsuccessful titles in the genres you'll be doing UI for and study them. Look for emerging patterns in UI choices and try to figure out why folks go with them and whether an alternative is easier, or more obstructive to achieving the same actions.
Good luck. UI is a highly research based and functionality oriented role. Just try to find the middle ground between style and functionality. Too little animation or decoration and its dull and you look cheap. Too much and you are cumbersome.
Speaking of Blender, I've been making doggy clothes all week These are just a small fraction of the total unlockable in the game.
Hopefully I've understood your problem correctly - Did you try the Remove Doubles function? It merges any vertices that happen to be very, very close together. When you use the function, you can adjust the threshold it uses on the lower left corner of Blender. Make the merge distance higher as needed until you see that it's merged what you needed.
As for the second problem with the smoothing, when you join two different objects together, the resulting object always end up with the modifiers in the last object you selected. This is normal behavior for Blender, and it's why you should press Apply on modifiers if you want them to become permanent before joining the object to another. The only two ways now for you to solve this would be to re-separate the objects, apply the individual modifiers, then re-join them again. The other option is to go into Edit mode, highlight the specific two parts of the model, and use the Smooth Vertex button (and Subdivide too if needed) on the Tools left-hand menu.
Goddamn Pehesse, that's looking fantastic! You can feel the weight of the impacts. Really, really great!
Thanks! By the way, did you get the chance to try out the test version?
I didn't, but I actually will have time this afternoon/evening! Life's been crazy since I actually got a real job a few weeks ago. I'll be sure to stream it, too!
Yeah, I can definitely relate to sweeping life changes having a huge impact on available time :-D Glad you're still interested, and very much looking forward to you playing and streaming it! Are you planning to record it, by any chance? I'm afraid I might miss it it because of timezone differences otherwise... (getting near shutdown time here!)
Yeah, the stream will be automatically archived so I'll send you a link (or post it here if you don't mind). Let me know!
The punch/blur effect adds so much, I love it Also, obviously, the animations are fantastic. Hand-drawn, right?
Okay, livestream of Honey Rose complete! https://www.youtube.com/watch?v=EdZ_A6ckQv8
Thanks Pehesse, you really have an awesome game on your hands. Can't wait to see the finished product!
I think your art and the way you compose these things together doing a game
After two weeks of packing boxes/lugging boxes around/unpacking boxes/dreaming about boxes, it feels nice to finally be back to work on a bona fide screenshot saturday with actual new content! (got the reaction AI working, along with hit detection and all that jazz - only need to make it an actual decision making AI, and put on the finishing touches to the fight presentation, namely the outro)
I'm getting this last match up and running before moving on to the user configuration menus, and finally make a nice wrapper around the whole thing so I can (possibly) make an actual demo of it! Hopefully that'll help the Greenlight gain traction!
Very nice!Okay, livestream of Honey Rose complete! https://www.youtube.com/watch?v=EdZ_A6ckQv8
Thanks Pehesse, you really have an awesome game on your hands. Can't wait to see the finished product!
I think your art and the way you compose these things together doing a game
will make rounds in some many game developer studios. Great work!
Very nice!
Stopped 6 mins in to not spoil myself too much...
So... prefabbing your UI fixed the errors about the UI being destroyed, but didn't fix the battlemanager errors? Am I following that correctly?
Because... I'd guess your battlemanager is a singleton and deleting itself as an existing version exists, but your pointers are looking for the version you delete, not the one that isn't?
Try adding GetInstanceID to any points where you add, delete or look for and find gameobjects - it will tell you for sure if you are incorrectly setting references
e: as something like
Code:// singleton if (thing) { debug.log("thing exists as #"+thing.gameobject.getinstanceid); debug.log("Deleting notThing #"+notThing.gameobject.getinstanceid); delete.notThing; } else { instantiate new thing; debug.log("Added new thing #"+thing.gameobject.getinstanceid); }
Next week I've a bit of time trying load it up again. Will see.Thanks!!! I'm still so bummed and sad you couldn't experience it yourself... I'm looking into everything I can to get it working for you! I believe I cut some of the initial loading already, but it's still enormously long so I'll have to try some more stuff. Ongoing process!
That's trashy.
That's impressive for your first one.
The first model I ever made was a 3D model of the Going Merry from One Piece. It was... not very good. lol. It took me years after that to get to the skill level I am at now, self-taught.
Looks like garbage. :b
Edit: But seriously, that's a solid start.
Thanks lol
For those who have use unity. How do I design a 3D room? SHould I do the whole thing on 3Ds Max and import it to unity or each separately? What about the shape of the room? It's just a square + texture?
Another question, If I want to, for example, open the trashcan lid, How do I do that? Should I take the part and do the coding?
Sorry, not 3D-Unity savvy here lol
it depends. you can model the whole room, or you can model specific parts and then puzzle piece them together, ie, have a wall piece, a floor piece , etc.
as for the trash can lid, you can animate the lid via code in Unity, or animate it in 3ds max, and have the animation initialize once you interact with it.
So many ways to skin a cat, mStudios.
One method is to do exactly what you said. Do all your modeling and stuff in Max or Maya or Blender or whatever, and then import it into Unity. Or like SystemBug said you can model individual components and stitch them together in different ways so you can create a lot of layouts from individual components.
You can also use something like ProBuilder (free version here: https://www.assetstore.unity3d.com/en/#!/content/11919) that lets you basically model in Unity as though it were a 3D program. For making complex models you're best left in the dedicated external programs, but if you want to make relatively simple levels that you can test right away in the engine, this is a good choice. The best benefit it is allows you to avoid going back and forth and having to retweak the model in Max or whatever a million times.
Hell, even if you aren't going to make your final models in ProBuilder, it is often a good idea to use it anyway to sketch out your environments and test them so you have a good sense of what the dimensions need to be for fun gameplay, and then you can replicate it in the 3d program of your choice. Cuts down on all the re-rendering, re-exporting, re-importing and stuff you'd have to do otherwise.
I see, thanks!
My idea is to make a simple escape horror room to practice my 3D learning. Since I don't know much I guess I'll do the whole room in 3DS Max and then see how it goes from there lol.
Thanks again!
This is really good, love all the little tricks you used to sell the impact and weight of the hits: the lines, temporal blurriness...and of course the god tier animations.
After two weeks of packing boxes/lugging boxes around/unpacking boxes/dreaming about boxes, it feels nice to finally be back to work on a bona fide screenshot saturday with actual new content! (got the reaction AI working, along with hit detection and all that jazz - only need to make it an actual decision making AI, and put on the finishing touches to the fight presentation, namely the outro)
I'm getting this last match up and running before moving on to the user configuration menus, and finally make a nice wrapper around the whole thing so I can (possibly) make an actual demo of it! Hopefully that'll help the Greenlight gain traction!
Anyone want to help me decide which visual style looks better? I'm leaning towards the left ones mainly because it's easier to see but I feel like the darker look makes the environment feel less safe and creepier, which I kind of like.
Anyone want to help me decide which visual style looks better? I'm leaning towards the left ones mainly because it's easier to see but I feel like the darker look makes the environment feel less safe and creepier, which I kind of like.
Everything is possible, given the room is small enough. What's the gamebeen thinking about an idea for a game since a few days ago. whipped this up this morning. kind of an art/style test. not rendered in engine but it should be achievable. this area is probably going to be the first scene of the game (not as sparse obviously).
I just dont know how much time I can dedicate to this. I barely have time these days.
Btw; what would be some gamplay in such a room?... My idea is to make a simple escape horror room to practice ...
Anyone want to help me decide which visual style looks better? I'm leaning towards the left ones mainly because it's easier to see but I feel like the darker look makes the environment feel less safe and creepier, which I kind of like.
Anyone want to help me decide which visual style looks better? I'm leaning towards the left ones mainly because it's easier to see but I feel like the darker look makes the environment feel less safe and creepier, which I kind of like.
Anyone want to help me decide which visual style looks better? I'm leaning towards the left ones mainly because it's easier to see but I feel like the darker look makes the environment feel less safe and creepier, which I kind of like.
you are a radio operator in a war. you hear an important message and abandon your post to deliver the message in person.Everything is possible, given the room is small enough. What's the game
about?
The darker shadows are more atmospheric, but I think they make it too easy to not spot an enemy lying in wait unless the player is super vigilant. I guess it depends what sort of experience you want to shoot for.None of them is ideal imo, I would do black shadows and brighter colors, something like this
Compare it to the originals
The darker shadows are more atmospheric, but I think they make it too easy to not spot an enemy lying in wait unless the player is super vigilant. I guess it depends what sort of experience you want to shoot for.