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Messages - Yin Yang

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91
Off Topic / Re: Is it weird to watch research but not jerk off to it?
« on: October 13, 2017, 11:06:34 AM »
do you watch it for the plot
I HAVE TO KNOW IF SHE'S EVER GOING TO EAT THE loving PIZZA

92
Off Topic / Re: Need a little help in Unity3D
« on: October 12, 2017, 05:57:15 PM »
are you making another blockland inspired project
No.



ok, yes, you caught me.
When i decided to start it i had no idea anyone else was doing it, I've already been thinking about it for years but only recently did i decide to actually start doing it. I had no loving clue it was this huge freaking fad all of the sudden. Though i will say all the others working on theirs is a great source of inspiration.

I just didn't want to say anything publicly because i don't wanna get peoples hopes up incase it flops, which idk how how or why that would happen but still, also i don't wanna look like i'm just doing what everyone else is doing because everyone else is doing it because i'm not, i've literally been wanting to do this for years, I even remember modeling some stuff in blender i think when i was just on the old laptop. So i wasn't going to make a thread or anything, but now that the secret's out i'm open to it if enough people are interested.

Also its not that far along yet. I'm the kind of person who NEEDS to finish A before he can move on to B, so i tend to work on one thing making it perfect for an extended amount of time. But i do have 3 shots of ingame footage from the 3 key points of production sofar: Got everything Ingame looking snazzy; Got the brickgun working in its most basic form; Got a fully functional GhostBrick and basic brick coloration. again if anyones interested in my remake your free to say something and i'll prolly make a post about it.

Read docs. I assume Unity, given its popularity, has useful documentation of its code.
I've looked everywhere, searched unity's manual, searched unity's answer site, searched the Brackeys forums, I think i'll just going to figure the player stuff out myself, I've already solved the second half of my problems, although it's kinda buggy and I assume done noobishly, it's more or less solved, at least in the short term.

93
Off Topic / Re: i have to sneeze
« on: October 12, 2017, 05:56:21 PM »
You're all idiots.
it's my forgeten tissue

94
Off Topic / Re: Need a little help in Unity3D
« on: October 12, 2017, 01:53:44 PM »
you need to program this.
the collision thing is solvable with navmeshes, other than that: get to coding.
A lot of the problems is i'm unsure how to code / integrate these features, (in a stable/expandable/fluid way) given enough time i can figure it out myself but if i can get a functioning example of all these things in a working controller, it would save me a lot of time slowly figuring things out from trial and error.

95
Off Topic / Re: Need a little help in Unity3D
« on: October 12, 2017, 12:57:36 PM »
I see, and that proves a point i forgot to make in the OP that you don't need to know C# or specifically Unity to understand all the logical patterns it would take to do this, you could explain, just like that, exactly how to make the perfect character, without knowing a lick of Unity or C#.

96
Off Topic / Need a little help in Unity3D
« on: October 12, 2017, 12:40:01 PM »
I'm making a game in unity, and i'm having a little trouble.

I basically want to make a player that functions just like the Blockland player (but with better collision), but i can't find any good fp player controller tutorials for modern unity, especially none that explain some stuff i want to know. I realize that some of this stuff may or may not be very complicated but Some of the key features i'm looking for are:
  • Ability to switch from 1st to 3rd person freely
  • Inability to see the player model in first person while still being able to see it's shadow
  • Tight controls, unlike the example player prefabs that have a long 1/2 second delay between
    letting go of the walk key and actually not actively walking forward anymore.
  • Proper collision that will automatically walk up "stairs" that are up to 1 unit taller then the current ground.
And so on like that, I would love to be able to IM someone who knows this stuff and can help me figure this out live, but if anyone can find a tutorial that's still relevant that covers all this and possibly more, First person i think of is [ASF]Ghost because this is exactly what he seems to have already done, as well as solved a rendering problem i'm having, but he's on vacation.

There are a lot of smart SOBs here, so i figured since i'm trying to make a player that behaves a lot like the Blockland player, someone here would be able to help me.

97
Games / Re: Blockland-Inspired Project
« on: October 08, 2017, 05:05:38 AM »
apparently going to be replaced with something called "Steam Direct"
According to this article i found about it, it was suppose to release a week after that article was released, on June 13. 2017

98
General Discussion / Re: older blockland user check-in.
« on: October 07, 2017, 12:06:11 PM »
for a second your avatar got me hyped that ethan was back
lol dude we talked in the help section yesterday, nothing's worked sofar btw.

99
General Discussion / Re: older blockland user check-in.
« on: October 07, 2017, 11:30:57 AM »
I got this game when i was like 9, Blockland is my effen childhood, i hardly play it anymore but I've been a little more active in the last couple days, maybe i'm coming back?
I use to be a 9k, but then some stuff happened and i lost it, so now i'm a 10k, so that sucks, but at least even that has almost as much credit nowadays.

100
Help / Re: Don't murder me, but i have a profile pic question.
« on: October 06, 2017, 07:35:06 PM »
Tried setting it to 74x

I checked online and the file has no metadata

it's 25kb

I just get the same Generic Error.

101
Help / Re: Don't murder me, but i have a profile pic question.
« on: October 06, 2017, 02:47:47 PM »
Website says that there is no XML in my GIFs, or in my PNG, and its around the size of Conan's profile pic, so why does it just revert my profile picture instead of setting it?

102
Help / Re: Don't murder me, but i have a profile pic question.
« on: October 06, 2017, 02:35:08 PM »
Have you tried stripping the metadata?
Idk if there is metadata, or how to check and strip it for that matter, I made it in Premiere Pro and exported as an animated GIF, there are no metadata related options anywhere in exporting

103
Games / Re: Blockland-Inspired Project
« on: October 06, 2017, 02:28:14 PM »
improved event system (with optional node-editor?)

Oh my god

If this is a thing in your game, take my loving money.
As if i wasn't already ready to knock your door down before i read this, eventing is my life in blockland, just one suggestion though, variables? That's the one limitation in BL's events is no variables and no ability to check said variables, you can get VCE but its super hard to get since they discontinued it,
Have you considered a Patreon/Kickstarter for this?
I am just so seriously nuts for node editors or flowchart-esk editors, same deal.

104
Help / Don't murder me, but i have a profile pic question.
« on: October 06, 2017, 02:14:12 PM »
I'm trying to set a simple turning animation of my logo as my profile picture, Its half a second long, 15fps, (though I've tried down to 5fps) and, obviously, 75x, and people say that the size limit is 2kb, but i've uploaded larger then that and have had it set, the static version of this profile picture i'm using right now as i type this is about 3.5kb, and thats cutting some corners for the sake of size already, the lowest i can possibly get this animated version is 16.2kb, theres nothing i can do to it beyond that to make it any smaller, while still being presentable, so i was thinking to myself "How the hell do people get around this size problem?! I've seen plenty of profile pictures that are more complex then this." So i look around and i see Conan's spinning cake, perfect example, its high quality, it's high fps, low number of frames probably, so i right click saved it, and wouldgya look at that,
 24kb!
So i say to myself, oohh! It must work differently for GIFs, so i compile a decent 15fps framerate version of my profile picture, 75x75 resolution, 7 total frames playing at 15fps, coming in at a total size of 25.2 kb, uploaded it, and it actually removed my most recent picture and set it to a previous avatar without my sayso, so i'm like... ok? so i try to set it to the crappiest lightest version i have, 75x, 5fps, about 2-3 total frames, 11kb, just reverts my profile picture again, I have no idea what is going on, can someone please clear this up for me, because i searched like hell and found nothing but "75x75 2kb max" when there isn't even a 2kb maximum.

105
General Discussion / Re: is it time to stop
« on: October 06, 2017, 12:41:37 PM »
If steam counted all the time that i played before Blockland was on steam... I'd be reconsidering my childhood choices.
When blockland got put on steam is about the same time I really stopped playing for the most part.

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