ok ok one more
I really like all of these..
But I just can't unsee a dick constellation.
ok ok one more
Looks nice! I think it'd look even better if you changed the background color a bit as well.
Actually, seeing that made me think that having the player and/or camera have to grow accustomed to very low or high luminosity. Say, the character stays in a dark place for a while, and slowly gets used to the low-light environment; then, the character would be subjected to lots of glare and/or bloom right after reaching a particularily well-lit room, which would wear out after a while, depending on how sudden the luminosity variation was.
Thinking more about it, I'd say it could be a nifty mechanic for a relatively slow-paced game, or one that wants to build a particular kind of (probably eerie) atmosphere, but it'd probably feel out of place in a fast-peaced game.
Sorry for going on a tangent with a random mechanic idea, but I guess doing this kind of game design exercises can be somewhat interesting every now and then.
I don't know if you're really looking for crits, but I'll just gently say that I don't particularly care for the overall color scheme, particularly the yellow. I'm not sure if these are temp graphics or to what extent they are temp.
Love the scarf physics, though. I wanted to do something similar but didn't for some reason. Maybe next time.
Figured I'd share an early and very wip-ish (Don't mind the jittery 'hud') version of a little something I call McStabby:
Click here to play!
It's got some basic mechanics going on, only thing somewhat final is the art direction, so yeah. Should be noted that I'm mainly an art guy with very little experience actually making games so even this little is a pretty big achievement for me.
Anyway, would be fun with some feedback on what little I have while I figure out where to go next.
everyone here loves scarves huh
The cave background looks weird changing brightness.ok ok one more
The cave background looks weird changing brightness.
Being a cave, shouldn't it always be dark?
The cave background looks weird changing brightness.
Being a cave, shouldn't it always be dark?
It would actually be the opposite in real life -- from outside, you can barely make out anything in a cave.Well it's to simulate the fact that you can see quite a bit of a cave before you enter, but as you go deeper in...
It would actually be the opposite in real life -- from outside, you can barely make out anything in a cave.
Once you go into a cave, your eyes adjust to the darkness, and you can see more. Try posting a GIF of the effect inverted from its current setup and see how it looks.
If I understanded it right, all you have to do is a type cast.Feels like it's been forever since I've posted in here, as usual the output in this thread is bananas (God, Ashodin, those scarf physics look pretty)
Finally coded in the the turnbased system with extra features (the rhythm gameplay itself and time length of attacking turns), now I'm moving on to working on the dialogue and inventory system. (and on the side organising VA's, artists, music and writing the story)
With the inventory system, I've completely hit a brick wall.
I was following a video tutorial on setting up an Item Manager while sorting out the item types into Weapon, Armor, Consumables and KeyItems (or in my case, Instruments, Accessory and Consumables) and now I've made a new script while using the Item Base class as the List Type.
The problem is is that because it's a List type of ItemTest (the item base), when I call the item array position it only gives me the variables "Cost, Name, Description" rather than all of the variables assigned to that item. (so the item is Consumable type which has "Charges" and "HealthModification" as variables inside the class, the class taking it's inheritance from the Base Class.)
So for example, I'm trying to store the healthmod var inside another variable for the battle execution state but instead of giving me all of Consumables variables, it only gives me the Item Base variables.
Added to that, I've tried changing the List type to Consumables rather than ItemTest (base item class) and it won't let me actually do that.
Has any one had any experience with this or has a better option for doing Inventory Classes in Unity? (oh yeah I'm using c#)
Do you mind if I ask how you got your game playable in a browser? Me and my friend made one using Construct 2 for fun, unfortunately it was too big for the official site's dropbox (didn't realize it would be an issue at the time), also tried using google Drive but their tutorial was outdated.
Yep include a scarf and everyone goes nuts
I'm actually surprised at all the love for it; I found someone else's code and modified it to work the way I wanted to, so most of the work wasn't done by me, I just used it that way.
Well it's to simulate the fact that you can see quite a bit of a cave before you enter, but as you go deeper in...
Fengshuifever: maybe you went in one array too deep? As in you get item's properties a result rather then the references to the items themselves?
If I understanded it right, all you have to do is a type cast.
Could you share the code please? It's hard to help without seeing exactly what you're doing.Not exactly, because when I type manager.clementInv.clementInventory[0].name, it brings up a reference to the item's name that was added to his Inventory.
(in the ClementInventory script I added a line clementInventory.Add(im.ItemList[0]) which added the item to his inventory just fine. (at least I think just fine))
Right! I tried changing the line above to clementInventory.Add((Consumable)im.itemList[0]) but that still doesn't pass over the variables to the Item State....unless I have to call it like that there.....wait I'm gonna try that.
Edit: Nope. Damnit.
Could you share the code please? It's hard to help without seeing exactly what you're doing.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[System.Serializable]
public class ItemTest : ScriptableObject
{
public int cost = 0;
public string name = "";
public string description = "";
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[System.Serializable]
public class Consumable : ItemTest
{
public int charges = 0;
public int healthMod = 0;
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ClementInventory : MonoBehaviour
{
public List<ItemTest> clementInventory = new List<ItemTest>();
void Start()
{
ItemManager im = GetComponent<ItemManager>();
clementInventory.Add(im.itemList[0] as Consumable);
}
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ItemManager : MonoBehaviour
{
public List<ItemTest> itemList = new List<ItemTest>();
private static ItemManager itemInstanceRef;
void Awake()
{
if(itemInstanceRef == null)
{
itemInstanceRef = this;
}
}
}
if(GUILayout.Button("Add New Consumable"))
{
Consumable newConsumable = (Consumable)ScriptableObject.CreateInstance<Consumable>();
newConsumable.name = "NEW CONSUMABLE";
newConsumable.description = "";
newConsumable.cost = 0;
newConsumable.charges = 0;
newConsumable.healthMod = 0;
im.itemList.Add(newConsumable);
}
if(manager.battleDataRef.isClementTurn)
{
if (GUI.Button(new Rect((Screen.width / 2) - 100, 190, 200, 30), manager.clementInv.clementInventory[0].name))
{
manager.battleDataRef.ClementItem = manager.clementInv.clementInventory[0].name;
manager.battleDataRef.ClementItemBehaviour = manager.itemListRef.hamburger.healthMod;
manager.SwitchState(new BattleTargetState(manager));
}
}
And this is the problem here. This is the BattleItemState class.
Basically I want to change ClementItemBehaviour's value from the old ItemList to get a reference to the new itemclasses changing the line to "manager.clementInv.clementInventory[0].healthMod.
Long ass post, but I hope this gives a better idea.
This is the line in question?
manager.battleDataRef.ClementItemBehaviour = manager.itemListRef.hamburger.healthMod;
Try this:
manager.battleDataRef.ClementItemBehaviour = (Consumable )(manager.clementInv.clementInventory[0]).healthMod;
Assets/Code/States/BattleItemState.cs(53,139): error CS1061: Type `ItemTest' does not contain a definition for `healthMod' and no extension method `healthMod' of type `ItemTest' could be found (are you missing a using directive or an assembly reference?)
Also, if casting a type would you cast it when you needed it or would it be better to try (or even possible) to cast the Consumable type before it's called upon, say in the ClementInventory class?
I switched the formatting around of the cast and it works perfectly! Thank you so much!
I'm still curious about the typecasting question I posed above.
Is there a 'catch-all' way to encapsulate that item in a typecast or will I have to cast it each time?
Getting closer...
I'm supposing that your ClementInventory can contain objects other then "Consumable" items, or am I wrong?
If so, cast when needed. If not, you don't need the "ItemTest" base class at all. Just use lists of "Consumable".
Question:
Why are you doing "as consumable" in this line of code (ClementInventory class)?
clementInventory.Add(im.itemList[0] as Consumable);
Both lists are of type "ItemTest" you don't need the "as Consumable".
And be careful with type casting, an exception is thrown if the type cannot be cast.
Programming a GUI is quite tough! Not because it is technically any difficult,
no, but because you have to consider so many different cases. Jesus! I'm
currently programming an edit field and there are quite some many different
states and actions you have to consider knowing that you can use the keyboard
(of course) and mouse on such a field. And features like selection and special
mouse behavior won't make it any easier. Without a flexible message/event
system you are pretty much doomed to failure on a bigger scope in handling all
the different possibilities independently, I would say. Well, I don't know if
my structure is any good on all accounts, but letting each element have its
own (polymorphic) message handler isn't a bad idea. Anyone knows some other
cool tricks for programing a GUI?
I guess I should limit how often you can call a delivery truck.
It's dirty work I don't think I'm exaggerating when I say half of my time developing Dust was spent on UI visuals and subsystems. And many more months integrating dynamic and remappable mouse/keyboard stuff for the PC version. Don't even get me started on localization and resolution-independence.
If you want happy customers, there's sadly no easy way around it. And I don't look forward to doing it again.
Sounds 1/encouraging! xD If it wouldn't speed up development time for my RSAIt's dirty work I don't think I'm exaggerating when I say half of my time developing Dust was spent on UI visuals and subsystems. And many more months integrating dynamic and remappable mouse/keyboard stuff for the PC version. Don't even get me started on localization and resolution-independence.
If you want happy customers, there's sadly no easy way around it. And I don't look forward to doing it again.
LOL
Jesus! 8)I'm starting to work on a homage to Skyroads with a couple of friends. It's a project for the university, but I guess we will keep developing it, making more levels and so.
The levels are designed to match the rhythm of the chiptune music. And it's pretty impossible :lol
Here's a little video: https://www.youtube.com/watch?v=CXzRHvaDoKE
It's dirty work I don't think I'm exaggerating when I say half of my time developing Dust was spent on UI visuals and subsystems. And many more months integrating dynamic and remappable mouse/keyboard stuff for the PC version. Don't even get me started on localization and resolution-independence.
If you want happy customers, there's sadly no easy way around it. And I don't look forward to doing it again.
I spent all weekend glued to my chair and got like zero sleep working on the rough demo we're gonna show at Florida Supercon of Rebirth. I now have 2 more days to finish it, and I don't even have the gameplay elements in my main area yet. FML no sleep this week either :-(
And the holiday weekend will be no better it seems, since I'll be manning a booth all weekend. And now I'm at the day job thinking about how much I need to get done and how little time I have to do it in.
pause duration:1200;
label name:beginning;
select control:fc_tutorialRightHand;
set position: -50, -350;
set visible: true;
move to: 200, -350; speed:1000; accel:500;
pause duration:500;
set visible: false;
select control:fc_tutorialLeftHand;
set position: 50, -350;
set visible: true;
move to: -200, -350; speed:1000; accel:500;
pause duration:500;
set visible: false;
loop label:beginning;
label name:beginning;
set visible: true;
pause duration:500;
set visible: false;
pause duration:500;
loop label:beginning;
Hey, have you guys seen this thread?
http://neogaf.com/forum/showthread.php?t=846818
Was curious what the developer perspective was on the discussion