I messed up the animation script for the roguelike tutorial in Unity. It's a little worrisome looking. I said at one point he was just standing around wanking. Seems even shadier in this video.
Showing posts with label adventurers. Show all posts
Showing posts with label adventurers. Show all posts
Monday, March 07, 2016
Saturday, March 05, 2016
Adventure Game, Progress
I took a short break during some coding to go for a bike ride. Darn nice out there, although still a bit chilly on the gloved hands if you're moving fast.
I ran into a few issues getting the basic board controller working. I dragged the sprites onto the game objects rather than into the sprite controllers, so when I ran the board creation loops, there was nothing to create. Had me at a loss because my code looked spot on but I was still seeing a great big empty field. Took a lot of work to clean it all up because modifying the prefabs resulted in messing up my board controller.
The tutorial walked me through a singleton pattern attaching the game controller to the camera by checking for the singleton instance. I'm never going to believe a Unity programmer again when they tell me they don't know any software patterns.
There's my Win32 meltdown that crashed Unity. I'm pretty sure it's because I made an instance of the prefab and then deleted the prefab in an attempt to make a new prefab. I can't be certain, but I suspect it's like having an instance of an object with no object? The important thing is not to do it - very messy.
I ran into a few issues getting the basic board controller working. I dragged the sprites onto the game objects rather than into the sprite controllers, so when I ran the board creation loops, there was nothing to create. Had me at a loss because my code looked spot on but I was still seeing a great big empty field. Took a lot of work to clean it all up because modifying the prefabs resulted in messing up my board controller.
The tutorial walked me through a singleton pattern attaching the game controller to the camera by checking for the singleton instance. I'm never going to believe a Unity programmer again when they tell me they don't know any software patterns.
There's my Win32 meltdown that crashed Unity. I'm pretty sure it's because I made an instance of the prefab and then deleted the prefab in an attempt to make a new prefab. I can't be certain, but I suspect it's like having an instance of an object with no object? The important thing is not to do it - very messy.
Labels:
adventurers,
gaming,
unity,
unity2d,
unity3d
80/20
The 80/20 rule (Pareto Principle) applies to playing around in Unity3d as well. 80% of the work comes from 20% of what you're working on. I decided to move on beyond the Space Shooter tutorial when I got to the part where I'd need the Apple or Android SDK (or Windows). Not that I'm adverse to using them or can't, I've used all three, but I thought learning more basics rather than significantly more configuration work was preferable. So I started the 2D adventure game tutorial series.
1.) I was immediately amused because I'd had an intern candidate telling me about his Game Conference challenges using Unity2d and he'd discussed a "cookbook" game with a demon hooking to a JSON data source. The Scavengers setup sure seems like the base application his team likely modified for their competition. Wish I had played around with it before the interview. I don't think he was expecting an interviewer who'd touched Unity (recently). I asked a number of questions related to prefabs and how they compared to a traditional OOP structure and whether coroutines were threading (they're not, and there are a few tutorial videos out there on the topic of yielding to the main thread versus spawning new threads in C#).
2.) Getting back to the Pareto Principle, during the first real lesson after the introduction, I did something that eliminated my main camera. So when I went to watch my little adventurer bounce up and down like he was wanking to pass the time, I couldn't find him. Or his two wanking monster buddies. I had no problems putting the camera back, but the default settings weren't the same. I eventually had to boot up a new project and check the defaults. Unity was resetting the Transform.z to 0 instead of -10 and the depth to 0, instead of -1. I updated the values and there they were. Like looking for a needle in a haystack. Here's a default Main Camera, should I ever need to get my mitts on it again. It took quite a while of dicking around with settings and looking online before I gave up and did the new project. Seriously - I'm still trying to make it work in my head - I assume because my characters were at 0 and my camera was at 0, that I was in some sort of Flatworld universe where I couldn't see them.
1.) I was immediately amused because I'd had an intern candidate telling me about his Game Conference challenges using Unity2d and he'd discussed a "cookbook" game with a demon hooking to a JSON data source. The Scavengers setup sure seems like the base application his team likely modified for their competition. Wish I had played around with it before the interview. I don't think he was expecting an interviewer who'd touched Unity (recently). I asked a number of questions related to prefabs and how they compared to a traditional OOP structure and whether coroutines were threading (they're not, and there are a few tutorial videos out there on the topic of yielding to the main thread versus spawning new threads in C#).
2.) Getting back to the Pareto Principle, during the first real lesson after the introduction, I did something that eliminated my main camera. So when I went to watch my little adventurer bounce up and down like he was wanking to pass the time, I couldn't find him. Or his two wanking monster buddies. I had no problems putting the camera back, but the default settings weren't the same. I eventually had to boot up a new project and check the defaults. Unity was resetting the Transform.z to 0 instead of -10 and the depth to 0, instead of -1. I updated the values and there they were. Like looking for a needle in a haystack. Here's a default Main Camera, should I ever need to get my mitts on it again. It took quite a while of dicking around with settings and looking online before I gave up and did the new project. Seriously - I'm still trying to make it work in my head - I assume because my characters were at 0 and my camera was at 0, that I was in some sort of Flatworld universe where I couldn't see them.
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