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jahasaja

Banned
Oct 26, 2017
793
Sweden
Has anyone worked on a solo or close-to-solo project before? Sometimes I get a little tired of just playing games and get the spark for wanting to create a game.

I have some unique ideas brewing and sometimes want to make an indie version of the game I've always wanted to play but no one has made yet (for fun and fulfillment rather than profit). I'm a software developer by profession (non-gaming related) and an artist by hobby, so with the exception of music I think I could learn what I need to in order to create one. Working on both programming and asset creation myself would make the game feel really personal, which would be nice.

However, since I don't plan to leave my day job or start a team/company and just work on this in my free time, I'm worried about the scope/effort and whether or not I would lose motivation in the long run. My favorite game of last year was created by a team of two + a composer, but I have no idea how much time they poured into their work. Has anyone that developed a game solo/on a small team or is creating a game as a hobby have any stories to share on their experience?

I worked 2 years full time on my first game. It takes a long time to creates the graphics and animations. Any way you can cut corners there will make your work go quicker.

As for motivation I think that is highly personal, however, what is good with making almost everything yourself us that you can always do something else when you get tired of one thing. Boring to animate then code.. and when that gets boring make graphics etc...
 

JeffG

Member
Oct 27, 2017
857
Edmonton, Alberta
Has anyone worked on a solo or close-to-solo project before? Sometimes I get a little tired of just playing games and get the spark for wanting to create a game.

I have some unique ideas brewing and sometimes want to make an indie version of the game I've always wanted to play but no one has made yet (for fun and fulfillment rather than profit). I'm a software developer by profession (non-gaming related) and an artist by hobby, so with the exception of music I think I could learn what I need to in order to create one. Working on both programming and asset creation myself would make the game feel really personal, which would be nice.

However, since I don't plan to leave my day job or start a team/company and just work on this in my free time, I'm worried about the scope/effort and whether or not I would lose motivation in the long run. My favorite game of last year was created by a team of two + a composer, but I have no idea how much time they poured into their work. Has anyone that developed a game solo/on a small team or is creating a game as a hobby have any stories to share on their experience?
I have been working solo. I have done enough of my Proof of Concept to see the end of the Tunnel. I actually bought my domain, but no web presence yet.

Work tends to go in spurts. Periods of time when I get a lot done, but followed by time not doing anything. I am lucky that my job has a bit of bench time, so I putz around on my game at work.

Currently fighting the Post Processing of Unity. I need to back out of it. Way to many artefacts from the TAA Antiasing and the DOF sucks donkey balls

Biggest thing is to control the scope. Don't try to be everything. Just try to do a few things really well.
 

WishyWaters

Member
Oct 26, 2017
94
I program and write solo. I would have worked on finishing my game solo, but I am lucky enough to have some colleagues that pitch in with art, testing, design, and other things. We have not officially released a game, but our current project is moving at a much more promising rate than our last one.
 

mikehaggar

Developer at Pixel Arc Studios
Verified
Oct 26, 2017
1,379
Harrisburg, Pa
How is Instagram for promotion? We are still working at building awareness of our game and I think we have most of the bases covered, but we don't have an Instagram account. Is that a worthwhile time investment? Also, does anyone have any suggestions for gaining exposure on Reddit? I don't use it much, it doesn't make as much sense to me compared to a traditional forum like this, and most of the gaming-related subreddits I've found make it pretty hard to share/gain exposure for your game.

On the development front progress is going extremely well right now and we are super excited with how everything is coming together. We will be showing off a LOT of the game once the holidays are over. Very excited! :)
 

K Monkey

Member
Oct 25, 2017
278
Has anyone worked on a solo or close-to-solo project before? Sometimes I get a little tired of just playing games and get the spark for wanting to create a game.

I have some unique ideas brewing and sometimes want to make an indie version of the game I've always wanted to play but no one has made yet (for fun and fulfillment rather than profit). I'm a software developer by profession (non-gaming related) and an artist by hobby, so with the exception of music I think I could learn what I need to in order to create one. Working on both programming and asset creation myself would make the game feel really personal, which would be nice.

However, since I don't plan to leave my day job or start a team/company and just work on this in my free time, I'm worried about the scope/effort and whether or not I would lose motivation in the long run. My favorite game of last year was created by a team of two + a composer, but I have no idea how much time they poured into their work. Has anyone that developed a game solo/on a small team or is creating a game as a hobby have any stories to share on their experience?

I work solo (design, art, music, programming) and made Dungeon Nightmares II part time while holding a full time job. It took me around 1.5 years to complete when working at nights and lunch breaks/weekends.

My current game, Ergastulum is also now coming to 1.5 years with me doing the design, programming and art etc... This time around i'm doing it full time without a job on the side but the scope is much bigger than my last game. I'm trying harder to really give it that extra polish but will probably re-evaluate the final scope as it's not sustainable, funding wise.

In the past, I did a few mobile apps but usually give myself a months schedule to complete those.
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
Still working things out in my new game - but this is the general direction it's headed...

 
Oct 25, 2017
3,686
Final Ludum Dare theme voting:

Floating islands
The more you have, the worse it is
A single resource
Limited space
Expanding
You are not the main character
Tiny machines
Only three colors
Broken world
Start with nothing
You control the scenario, not the character
One level, but constantly changing
Death is useful
One minute
Into the unknown
Everything is connected


I only voted up 4, but these don't strike me as horrible. I wish "Death is useful" didn't make it practically every time, though.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
342RkKd.gif


Mech is still WIP but I thought this gif was funny
Dancing mechs are so fun. Will players get to see anything like this? Celebration scene? Dance button?
 
Oct 26, 2017
465
Thanks for the responses. 7-8 years sounds within my expectations for a solo project with only hobby-level time commitment. I guess it's a matter of figuring out a starting point now. Glad to see that solo projects seem fairly common and that I'm not embarking on an Everest climb or something.
 

SaberVS7

Member
Oct 25, 2017
5,228
Been awhile and the death of a site since I actually posted any real content, so I felt like I should share some of Azure Jaegers' Red Foxes progress on the art front as of late.

First, a quick image on initial concept art for a character, vs the finalized PS1-era inspired pixel art (Think Persona 2 and/or Xenogears) after palette changes to look more appropriate ingame and modification of character features that didn't make as much sense in a 32x64 pixel art format. Also with an extremely WIP logo that's subject to change when the budget exists to license a better font like Arame Mono and hire an actual logo designer.


And a quick animation reel for the south-idles of some of our plot-relevant characters who've recently had their pixel-art finalized.

D6f3I4y.gif


On the scenario/script front, I'm edging ever so closer to a full draft that I feel can carry the game's plot to its full potential, and will be moving towards casting voiceactors early 2018 depending on how the rest of the team and I feel about the script and if we can commit to it or require further editing and revisions. Especially important to get all of this right in a game that will be eschewing traditional cutscenes for the most part in favor of a visual-novel inspired format.
 

GroundCombo

Member
Oct 27, 2017
203
Aaaaaaaagh localization sucks. Why can't everyone use <insert language> and the same character set everywhere.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Back from my post-festival hiatus, and I'm getting back into the swing of things with something that I'm not entirely sure will actually ever be used for regular play (hopefully maybe by speedrunners?), but felt too fun to ignore: rebounding on your own projectiles! (this may or may not have been because of an overdose of Cappy jumping lately - though I swear it was in my notes before playing Odyssey :-D)

OrderlyLeftBarnswallow-max-14mb.gif
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
^ Good to have you back! :D Hey, why not implement some refracting
surfaces bending a projectile's trajectory?

Glad to be back :-D I'm afraid I don't understand what you're suggesting, though (I have no idea what refracting surfaces are or how that'd interact with trajectories) - what would that be, how would it work? I'm not honestly sure I can have that level of control with C2 (this is basically just "bullet behavior, set angle of motion on creation, rebound off solid, then change angle of motion on player recoil), but if it's within what's possible, I can certainly try it!
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Back from my post-festival hiatus, and I'm getting back into the swing of things with something that I'm not entirely sure will actually ever be used for regular play (hopefully maybe by speedrunners?), but felt too fun to ignore: rebounding on your own projectiles! (this may or may not have been because of an overdose of Cappy jumping lately - though I swear it was in my notes before playing Odyssey :-D)

OrderlyLeftBarnswallow-max-14mb.gif

Hey! I made a fireball throwing spell today too. I love how yours looks!

sjY1Hh8.gif
 

_Rob_

Member
Oct 26, 2017
606
Back from my post-festival hiatus, and I'm getting back into the swing of things with something that I'm not entirely sure will actually ever be used for regular play (hopefully maybe by speedrunners?), but felt too fun to ignore: rebounding on your own projectiles! (this may or may not have been because of an overdose of Cappy jumping lately - though I swear it was in my notes before playing Odyssey :-D)

OrderlyLeftBarnswallow-max-14mb.gif

So many new possibilities for hidden secrets (and fiendish platforming)!

Hey! I made a fireball throwing spell today too. I love how yours looks!

sjY1Hh8.gif

Interesting, so she can use it as a weapon as well as a mode of transport, nice! The actual throw looks a little stilted in the middle though; perhaps a slightly quicker transition from "charge" to having thrown it would help, it may also help avoid any perceived input delay.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Interesting, so she can use it as a weapon as well as a mode of transport, nice! The actual throw looks a little stilted in the middle though; perhaps a slightly quicker transition from "charge" to having thrown it would help, it may also help avoid any perceived input delay.
Yes! :)

It's an explosive/charge shot. That's just the raw animation. It'll have a lot of particles stacked on top of it to sell it better.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Hey! I made a fireball throwing spell today too. I love how yours looks!

sjY1Hh8.gif

Oh, that's awesome! I love her expression changes, that gives a ton of character :-D I agree with Rob about the rhythm of the projectile as it's launched, it sticks in mid air maybe a tad too long, though that gives its eventual launch a bit more oomph as well, so I dunno. Should work as is, too, especially with added particles/effects to smooth/hide this transition! (also, I like how it's the "same projectile" retooled that she can climb on or throw - gives me hints of Psychonauts, too, but that's a very good thing in my book :-D)

So many new possibilities for hidden secrets (and fiendish platforming)!
Interesting, so she can use it as a weapon as well as a mode of transport, nice! The actual throw looks a little stilted in the middle though; perhaps a slightly quicker transition from "charge" to having thrown it would help, it may also help avoid any perceived input delay.

Fiendish platforming indeed :-D It's a bit technical to pull off, more so than most other moves, so that's why I'm not sure how involved it'll be for actual "required" level design, but it can definitely be fun for extra areas/speedrun paths, and hopefully dedicated players will find uses for it I haven't thought of :-D
 

OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
Anyway this is a UE4 project using Paper2D for all of the sprite and flipbook animations.
A fellow Paper2D dev! How're you getting on with it? We're making a side-on Metroidvania.

How is Instagram for promotion? We are still working at building awareness of our game and I think we have most of the bases covered, but we don't have an Instagram account. Is that a worthwhile time investment? Also, does anyone have any suggestions for gaining exposure on Reddit? I don't use it much, it doesn't make as much sense to me compared to a traditional forum like this, and most of the gaming-related subreddits I've found make it pretty hard to share/gain exposure for your game.
I'd be open to others' feedback on their experiences with these two platforms too please. I've recently created accounts on both, but have no prior experience with either.
 

Horse_Guy

Member
Oct 28, 2017
18
A fellow Paper2D dev! How're you getting on with it? We're making a side-on Metroidvania.

I find it really easy and quick when you don't make UE4 work too hard. Right now everything is just unlit, with the camera set to ortho, and forward rendering off.

When I first started this project, however, I was trying to get some sort of fancy dynamic lighting effect to work; it was something to cover up my lack of art skills. So I tried to replicate something like this Sprite Lamp program, http://www.snakehillgames.com/spritelamp/. I though I could get with just some dynamic lighting, creating a pixelated height map, and a banded lighting post process filter. In the end I didn't have the experience with materials to get anything like that working, and there are some bugs in 4.18 that were driving me crazy. So I simplified my art pipe line and just have been working on game play for now with stand in asset.

zombie_horizontalpreview_grey2.gif



I did watch the Getting started in Paper2D video you all put out, and your stuff looks great. How has your experience with Paper2D/UE4 been?
 

_Rob_

Member
Oct 26, 2017
606
I find it really easy and quick when you don't make UE4 work too hard. Right now everything is just unlit, with the camera set to ortho, and forward rendering off.

When I first started this project, however, I was trying to get some sort of fancy dynamic lighting effect to work; it was something to cover up my lack of art skills. So I tried to replicate something like this Sprite Lamp program, http://www.snakehillgames.com/spritelamp/. I though I could get with just some dynamic lighting, creating a pixelated height map, and a banded lighting post process filter. In the end I didn't have the experience with materials to get anything like that working, and there are some bugs in 4.18 that were driving me crazy. So I simplified my art pipe line and just have been working on game play for now with stand in asset.

zombie_horizontalpreview_grey2.gif



I did watch the Getting started in Paper2D video you all put out, and your stuff looks great. How has your experience with Paper2D/UE4 been?

Wow, this is fantastic looking!

Yes! :)

It's an explosive/charge shot. That's just the raw animation. It'll have a lot of particles stacked on top of it to sell it better.

Ah, well then I look forward to seeing it in place!
 

JeffG

Member
Oct 27, 2017
857
Edmonton, Alberta
Can you show some of the issues you have regarding the DoF?
I will check if I have a video of it (or make one)

But it boiled down to the difference of how the focus depth between to the two versions is handled (non-post processing version vs the post processing version)

The Non version has a focus target and keeps the background focus more consistent

The post processing version doesn't have a target, but there is a FocusPuller class that does that work, but as the camera moves around the background goes in an out of focus.

Which meant, more work to get it to do what I wanted. Given the artefacts to other effects...It just wasn't worth fixing.

I like the idea of the post processing stack. But the current version I will skip for now.

Edit: What the Depth of focus needed was the ability to have a "near and far" focus plane. The problem I had was that sometime an enemy (and its healthbar) that was right in front of my character would go out of focus every once in a while depending on where the camera was
 
Last edited:

OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
I did watch the Getting started in Paper2D video you all put out, and your stuff looks great. How has your experience with Paper2D/UE4 been?
Oh, well thanks for giving it a watch, and for the compliments. I hope it helped you in some way. We plan to do some more Paper2D live stream tutorials in the future too.

Paper2D has been mostly great. We've had a few problems, and made a few changes to dramatically increase productivity (copy&paste across tilemap layers for example), but otherwise we're getting on with it just fine. We have purchased the PaperZD plugin too, which has saved us a load of time and is very cheap. Worth taking a look at, certainly.

When I first started this project, however, I was trying to get some sort of fancy dynamic lighting effect to work; it was something to cover up my lack of art skills. So I tried to replicate something like this Sprite Lamp program, http://www.snakehillgames.com/spritelamp/. I though I could get with just some dynamic lighting, creating a pixelated height map, and a banded lighting post process filter. In the end I didn't have the experience with materials to get anything like that working, and there are some bugs in 4.18 that were driving me crazy. So I simplified my art pipe line and just have been working on game play for now with stand in asset.

We tried normal mapping our sprites early on but didn't get satisfactory results. One of our artists then decided he wanted to try hand-painting normals to get similar effects to what you've posted above. It took him a lot of time, but the results turned out great:

QYsyrfq.gif

I do appreciate your position, making this difficult for just you though. Unfortunately we're not aware of any tool that might achieve what you're after ourselves, hence having to spend so many man hours doing this.

Good luck with the rest of the project though.
 

missile

Member
Oct 25, 2017
112
Glad to be back :-D I'm afraid I don't understand what you're suggesting, though (I have no idea what refracting surfaces are or how that'd interact with trajectories) - what would that be, how would it work? I'm not honestly sure I can have that level of control with C2 (this is basically just "bullet behavior, set angle of motion on creation, rebound off solid, then change angle of motion on player recoil), but if it's within what's possible, I can certainly try it!
Don't know if that makes much sense, but the idea is to do it like the light
does when entering a different medium getting its path bent. Given a surface
in the game (a line, arc etc.), one can compute the incoming direction of the
bullet at the hit point. But instead of reflecting it as usual we will
refract it through that surface. Given the normal at the hit point of the
surface and the incoming direction of the bullet, also at the hit point, and
a given index of refraction (we simply assume for the medium of the other
side of the surface, yet restrict it to the surface itself), we can compute
the direction and angle the bullet refracts through that surface getting its
path bent. Of course, the angle of refraction changes with the incident angle
of the bullet.

An interesting effect of such a behavior is that one could use a couple of
such surfaces to bend the bullet's path more strongly towards a certain
target in succession. Or the play needs to shoot at such a surface at a
certain angle to get the bullet bent towards a given direction.

Don't know if it's possible to do with C2, for you need to be able to set
the reflection angle yourself upon collision. We would just set the angle of
refraction for the angle of reflection then.


I will check if I have a video of it (or make one)

But it boiled down to the difference of how the focus depth between to the two versions is handled (non-post processing version vs the post processing version)

The Non version has a focus target and keeps the background focus more consistent

The post processing version doesn't have a target, but there is a FocusPuller class that does that work, but as the camera moves around the background goes in an out of focus.

Which meant, more work to get it to do what I wanted. Given the artefacts to other effects...It just wasn't worth fixing.

I like the idea of the post processing stack. But the current version I will skip for now.

Edit: What the Depth of focus needed was the ability to have a "near and far" focus plane. The problem I had was that sometime an enemy (and its healthbar) that was right in front of my character would go out of focus every once in a while depending on where the camera was
Ah, I see. Thx for the explanation!
 
Last edited:

Minamu

Member
Nov 18, 2017
1,899
Sweden
Okay missile, I gotta ask (if I haven't already, probably) xD Are you cutting off your sentences on purpose, or are you using some weird browser?
 

Minamu

Member
Nov 18, 2017
1,899
Sweden
^ The answer is buried deep inside gaf. For good.
Alright, fair enough :) Be mysterious!

Random question for those of you with graphics knowledge. Though I'm using ProBuilder specifically in Unity, I'm wondering if there are any performance aspects to consider when NOT properly creating UV maps for 3D models? I've figured that since I'm only using (complex) cuboid shapes with a single one color material at all times, UV mapping doesn't seem that necessary. Am I wrong? Or could it possibly affect framerate or something else by not properly unfolding the models?
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
Static lighting generates lightmaps that rely on UV mapping. I'm making a game with a lot of textureless materials, but I usually at least do automated unwrapping.
 
Oct 25, 2017
3,686
Ludum Dare 40: "The More You Have, The Worse It Is"

I fear this will be one of those themes like Two Button Controls that lead to me playtesting 50 games with really obnoxious gameplay patterns, e.g. it is less fun the longer you play. Please prove me wrong.
 

Minamu

Member
Nov 18, 2017
1,899
Sweden
Static lighting generates lightmaps that rely on UV mapping. I'm making a game with a lot of textureless materials, but I usually at least do automated unwrapping.
Thankfully I go full real time lights so far then hehe. Automated unwrapping, in Blender or something? I'm not familiar with graphical terms unfortunately. I only know ms paint but that seems like a terrible texture making tool xD
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
Yeah, in whatever software you'd make meshes in. Most (I use 3ds and Wings mostly) have some UVW unwrap function that gives you options for a quick and valid (though not optimal) UV map. Not sure what it's called in Blender.
 

Pooh

Member
Oct 25, 2017
8,849
The Hundred Acre Wood
Ludum Dare 40: "The More You Have, The Worse It Is"

I fear this will be one of those themes like Two Button Controls that lead to me playtesting 50 games with really obnoxious gameplay patterns, e.g. it is less fun the longer you play. Please prove me wrong.

There has to be at least one more/"Moore" joke right? Easy with that theme.

Anyway avoidance games aren't really anything new.
 

Minamu

Member
Nov 18, 2017
1,899
Sweden
Yeah, in whatever software you'd make meshes in. Most (I use 3ds and Wings mostly) have some UVW unwrap function that gives you options for a quick and valid (though not optimal) UV map. Not sure what it's called in Blender.
As a designer, I make my meshes inside Unity, with ProBuilder. It has its own unwrapper you can use, though I haven't tried yet. I'm curious if not bothering with fixing the mapping can have negative impacts on the game. I've noticed that with an actual texture, some of my walls look really bad and skewed, but with just a single color material, it's impossible to tell. Question is, do I need to care? xD I know I will to once our new project gets textures but my older project never will.
 

Pooh

Member
Oct 25, 2017
8,849
The Hundred Acre Wood
Thought of a new idea for doing the normals that combines something that a dude from the former site was making for me with a normals painter (I've tried a few, they're all a nightmare). Wish me luck.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
unity friends, what's the accepted solution to changing default values for fields and properties on standard unity components? As an example, if I wanted every new AudioSource component to have max distance set to 100 instead of 500, what's the best way to have unity do that for me instead of adjusting it by hand every time?

if this was any custom component I could get by with MonoBehaviour.Reset() or .OnValidate(), but unity isn't playing nice and letting me extend components. I was led to believe the following code would work but it doesn't.

Code:
public static class ExtensionMethods {
   public static void Reset(this AudioSource audi) {
       audi.maxDistance = 100;
   }
}

so it seems like I'm left with some sort of grotesquely overdesigned hierarchyWindowChanged listener that iterates through Resources.FindObjectsOfTypeAll or its ilk, and that seems like a monumental waste.

am I being paranoid about CPU usage? Is there some better way that I seem to be ignorant of?

ty ♥
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Don't know if that makes much sense, but the idea is to do it like the light
does when entering a different medium getting its path bent. Given a surface
in the game (a line, arc etc.), one can compute the incoming direction of the
bullet at the hit point. But instead of reflecting it as usual we will
refract it through that surface. Given the normal at the hit point of the
surface and the incoming direction of the bullet, also at the hit point, and
a given index of refraction (we simply assume for the medium of the other
side of the surface, yet restrict it to the surface itself), we can compute
the direction and angle the bullet refracts through that surface getting its
path bent. Of course, the angle of refraction changes with the incident angle
of the bullet.

An interesting effect of such a behavior is that one could use a couple of
such surfaces to bend the bullet's path more strongly towards a certain
target in succession. Or the play needs to shoot at such a surface at a
certain angle to get the bullet bent towards a given direction.

Don't know if it's possible to do with C2, for you need to be able to set
the reflection angle yourself upon collision. We would just set the angle of
refraction for the angle of reflection then.

Thanks for the explanation! I'm not sure that's something I can do in C2, but I can keep it in mind for future reference, thanks :-D
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Unsure about what tools the player has at their disposal for navigating environments but I'm a huge proponent of building enemies alongside the environment they work in.

Enemies can pose a danger not just through their active behaviours, but also in how the player approaches them. They can pose a threat merely through placement in the environment and line of sight.

Great idea, Right now I have been thinking about this but not sure if I will be able to implement anything in connection to the environment. But I will definitely try.

After playing BOTW for 50 h i finally saw the big giant (forgot the name) pull a tree up from its roots and use as a club and I thought that was a great way of surprising the player. So it would be nice to have something similar.
 

Minamu

Member
Nov 18, 2017
1,899
Sweden
unity friends, what's the accepted solution to changing default values for fields and properties on standard unity components? As an example, if I wanted every new AudioSource component to have max distance set to 100 instead of 500, what's the best way to have unity do that for me instead of adjusting it by hand every time?

if this was any custom component I could get by with MonoBehaviour.Reset() or .OnValidate(), but unity isn't playing nice and letting me extend components. I was led to believe the following code would work but it doesn't.

Code:
public static class ExtensionMethods {
   public static void Reset(this AudioSource audi) {
       audi.maxDistance = 100;
   }
}

so it seems like I'm left with some sort of grotesquely overdesigned hierarchyWindowChanged listener that iterates through Resources.FindObjectsOfTypeAll or its ilk, and that seems like a monumental waste.

am I being paranoid about CPU usage? Is there some better way that I seem to be ignorant of?

ty ♥
Hi. Your code contains a typo ("audi"), that could be the culprit. I don't know exactly how to change the maxdistance with code but it is possible of course. You could run something similar to your code in awake or start on each object. If you're talking about changing a component's fundamental default values, that's either very difficult and/or impossible afaik. To me, as a non-programmer and not super advanced skill wise, that sounds like you're doing it wrong tbh. Standard praxis would more likely be to set all variables you want to change in start, or awake if possible/necessary.
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
unity friends, what's the accepted solution to changing default values for fields and properties on standard unity components? As an example, if I wanted every new AudioSource component to have max distance set to 100 instead of 500, what's the best way to have unity do that for me instead of adjusting it by hand every time?

If its just a 'book keeping' kind of deal, you could probably just do something like
Code:
[RequireComponent(typeof(AudioSource))]
public class myaudiosauce: MonoBehaviour
{

    public AudioClip sfx;
    [Range(0.0f, 100.0f)]
    public float sfxRange = 100;
    AudioSource source;

    void Awake()
    {
        source = GetComponent<AudioSource>();
        source.rolloffMode = AudioRolloffMode.Linear;
        source.maxDistance = sfxRange;
        source.minDistance = sfxRange - (sfxRange * 0.9f);
        source.clip = sfx;
    }
}

so all you need to do in the inspector is drag in your audioclip and set the slider. This example would give you a source max of 100 units, and a source min of 90% of source max with linear falloff.

Obviously you can extend this however you want, like if you have a constants file reference that as a public static so everything shares a value instead of setting per component
 

JeffG

Member
Oct 27, 2017
857
Edmonton, Alberta
unity friends, what's the accepted solution to changing default values for fields and properties on standard unity components? As an example, if I wanted every new AudioSource component to have max distance set to 100 instead of 500, what's the best way to have unity do that for me instead of adjusting it by hand every time?

if this was any custom component I could get by with MonoBehaviour.Reset() or .OnValidate(), but unity isn't playing nice and letting me extend components. I was led to believe the following code would work but it doesn't.

Code:
public static class ExtensionMethods {
   public static void Reset(this AudioSource audi) {
       audi.maxDistance = 100;
   }
}

so it seems like I'm left with some sort of grotesquely overdesigned hierarchyWindowChanged listener that iterates through Resources.FindObjectsOfTypeAll or its ilk, and that seems like a monumental waste.

am I being paranoid about CPU usage? Is there some better way that I seem to be ignorant of?

ty ♥
Did you want to do it in game? or just the Editor?

If its in-game. Is it in a point where a user would see some effect of a framerate drop?

I have a routine that processes the entire gameObject structure looking for a specific component to get current run values (so that they can be restored later) and its not an issue

GetComponentsinChildren<type>(true) works very well
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
So a sizable chunk of time into LD40 and a deeply unfun non-game prototype later, I have a better idea for something that might be a good fit for this theme so rerolling and starting again.

In a daring new use of the medium, it will be a pixelart retro inspired puzzle platform game - which to my surprise on checking, I've never actually done in a Ludum Dare before!
 

Jack

Member
Oct 25, 2017
167
Non-childing, physics-based moving platforms: http://stuff.absinthegames.com/platforms.mp4 (mobile warning for file size, captured via HDMI on PS4). No joints, sliders, or any other type of "hook" that is commonly used to get players moving with platforms.

Works at any speed that Rigidbody2D supports with velocity support for 1:1, lerp, sinerp, coserp, smoothstep or any other type of interpolation you'd like/write on platform movement.

It got a tad bit dirty to calculate the Kinematic Rigidbody's velocity since i'm interpolating the platform's transform between points and that won't set a velocity but i'm fairly satisfied with how it turned out. There's a few more tweaks I need to make but it's solid, at the moment.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
If its just a 'book keeping' kind of deal, you could probably just do something like
Code:
[RequireComponent(typeof(AudioSource))]
public class myaudiosauce: MonoBehaviour
{

    public AudioClip sfx;
    [Range(0.0f, 100.0f)]
    public float sfxRange = 100;
    AudioSource source;

    void Awake()
    {
        source = GetComponent<AudioSource>();
        source.rolloffMode = AudioRolloffMode.Linear;
        source.maxDistance = sfxRange;
        source.minDistance = sfxRange - (sfxRange * 0.9f);
        source.clip = sfx;
    }
}

so all you need to do in the inspector is drag in your audioclip and set the slider. This example would give you a source max of 100 units, and a source min of 90% of source max with linear falloff.

Obviously you can extend this however you want, like if you have a constants file reference that as a public static so everything shares a value instead of setting per component
Oh, okay, I can work with something like this. Thank you for the suggestion.

Standard praxis would more likely be to set all variables you want to change in start, or awake if possible/necessary.
Yeah, I'm aware. I just didn't want to have to add another component after I've already added an audiosource (or other standard component) because that's basically the same amount of work as remembering to change the few settings I want to be different from their defaults. With Wily's script or one based on it I only have to add one thing to a gameobject, so that makes me happier :)
 

gofreak

Member
Oct 26, 2017
7,734
I'm facing a bit of a challenge with character animation/motion. I'm not sure I'm articulating the problem properly, so that's possibly making it difficult to google solutions. But it feels like something that's a common problem.

Basically my character's root motion is controlled by custom code, not by the animation files. So it moves at velocities that are under code control.

But I need to sync the walking and running animation so the feet move believably with the speed of the character.

I've tried the simple approach of modifying the animation speed to match, and while it looks good at the top speed of the character, at lower speeds the character still 'skates' around.

I'm not an animation person, but I guess one could go into an art package and create custom animations to match my character speeds at various points and blend them together.

But is there an alternative? For example are there any procedural animation systems - for Unity specifically - that can take a desired velocity and generate an appropriate foot/leg animation for a bipedal character? I guess my ideal solution is some kind of parameterised procedural bipedal animation system that takes the current character speed as one input and magically moves the feet legs in a desirable way. I bought the Final IK plugin for Unity, but I'm not really sure now that it addresses this particular class of problem...

Any thoughts or pointers would be really appreciated :)
 

_Rob_

Member
Oct 26, 2017
606
I'm facing a bit of a challenge with character animation/motion. I'm not sure I'm articulating the problem properly, so that's possibly making it difficult to google solutions. But it feels like something that's a common problem.

Basically my character's root motion is controlled by custom code, not by the animation files. So it moves at velocities that are under code control.

But I need to sync the walking and running animation so the feet move believably with the speed of the character.

I've tried the simple approach of modifying the animation speed to match, and while it looks good at the top speed of the character, at lower speeds the character still 'skates' around.

I'm not an animation person, but I guess one could go into an art package and create custom animations to match my character speeds at various points and blend them together.

But is there an alternative? For example are there any procedural animation systems - for Unity specifically - that can take a desired velocity and generate an appropriate foot/leg animation for a bipedal character? I guess my ideal solution is some kind of parameterised procedural bipedal animation system that takes the current character speed as one input and magically moves the feet legs in a desirable way. I bought the Final IK plugin for Unity, but I'm not really sure now that it addresses this particular class of problem...

Any thoughts or pointers would be really appreciated :)

Not the most elegant of solutions, but when I had a similar issue this is how I solved it: parent your character (in its walk cycle) to a dummy, keyframe the dummy to move in a straight line at constant speed (to mimick your programmed movement speed), then adjust the animation so that the feet plant correctly despite the dummy's movement, then remove the dummy. At this point the character will appear to oddly slide back and forward in its animation, but when moving in-engine the code controlled movement speed will effectively replace the dummy.
 
Oct 25, 2017
3,686
So a sizable chunk of time into LD40 and a deeply unfun non-game prototype later, I have a better idea for something that might be a good fit for this theme so rerolling and starting again.

In a daring new use of the medium, it will be a pixelart retro inspired puzzle platform game - which to my surprise on checking, I've never actually done in a Ludum Dare before!
It took me something like 6 hours to come up with an idea I liked which is pretty ridiculous. I like to have an idea done 1 hour into a competition.

Now I'm motivated, but I have very limited time. :P
 
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