Renzatic on 16/9/2016 at 03:45
I'm all about some molten glass storms, man. My yurt yurts bigger than 10 of 'em.
Yakoob on 21/9/2016 at 05:23
haha that was great :D
Pyrian on 22/9/2016 at 00:03
I've just spent about a week - like a full 40 hours - working through issues coming almost entirely from Unity's incomplete documentation. Seriously, they know perfectly well how their stuff works, why can't they put even major "details" in their scripting docs?
Yakoob on 22/9/2016 at 02:54
Bah yea, that's an issue I had with almost any engine I used. So cumbersome. Loved spending an hour coding a math function only to learn the engine has it built in under some obscure name. Unity is a big fault here, with so many functions with vague descriptions (which I still haven't quite figured out how to use till this day, so just coded my own solutions).
Another reason I laud MS (despite all the hate) - their docs and tools are just wonderful for devs.
What particular issue were you having with Unity?
Pyrian on 22/9/2016 at 03:49
Haha yeah sometimes it's like the C# docs are Unity's saving grace.
Coroutines shut down permanently at the end of any frame where the GameObject of their calling Monobehaviour is deactivated. Not entirely surprising... But would've been nice to know. They don't resume when it's reactivated. "How come my yield never returns?"
On Android, "persistentDataPath" is notably inconsistent. Sometimes it points to internal, app-private, potentially executable storage, and sometimes it points to "external", unexecutable, publically accessible storage. I had to go get the internal path from the JNI - once I finally figured out what we were stumbling over.
Neb on 22/9/2016 at 07:04
Looking good, dude.
I've just got myself an Intuos Pro and I've been learning how to hand paint textures. Also been learning UE4 + its API. I'm looking into building a small scene along with prototyping a bunch of mechanics.
Matthew on 22/9/2016 at 08:08
Nice, Renz.
Renzatic on 22/9/2016 at 08:26
I've been going in the opposite direction, using procedurals to get my end results.
Gotta say (
https://dl.dropboxusercontent.com/u/3018396/Technoyurt_SD.png) Substance Designer has to be one of the coolest programs I've ever used. It does takes a bit of practice to make things look...er...not procedural looking. Like getting the peeled paint on my yurt panels to be a bit more randomized has been a bit of a chore, for instance. But man, once you start getting the feel for it, it's just so
instantaneous.
Yakoob on 26/9/2016 at 23:30
I'll drop this here too in case any fellow writers find it useful:
Quote:
Narrative Analysis of Grandia II's BeginningInline Image:
http://koobazaur.com/blog/wp-content/uploads/2016/09/grandia-2-story-analysis-header.jpgAfter 10 minutes, I hated Grandia II. It began abuseing every JRPG trope I could imagine and only got worse from there. Yet, I realized it also created a very solid plot structure with well-paced ups and down. For this dichotomic reason, I found it particularly intriguing to break down narratively. I have also never analyzed a game story in such detail before, so this is a good exercise for me as well!
This piece is perhaps not as deep as it could be, but there was a lot of ground to cover (and a lot of things I am myself just learning). I will try to point out important archetypes, conflicts and plot points to understand how the story flows in the first 6 or so hours. At the end I also provide a bullet-point breakdown of the plot for your convenience! (
http://koobazaur.com/gamedev/game-design/narrative-analysis-grandia-ii-opening/)
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