Game
Rogue Cadet
9 years ago

Day 59


Day 59: Today I got stuck on a problem. You know the kind of stuff you think should take 5 minutes but ends up taking most of your day? That was really frustrating, so describing this will most likely take a major part of today’s post. And since it’s Friday and I can’t wait to play Skyrim, let’s get this done quickly. Today I:

  • Did a screen shake feature. Coding it was fun. Using it not so much. It’s hard for me to do this kind of stuff. It’s too visual, I can code a script that enables you to tune the screen shake super easily. But tuning it myself so that it feels good, that’s not what I’m really good at. But I still managed to get something good enough. The script has a list of different screenshake settings. so that I’m sure each shake is good and I don’t have hundreds of different shakes because each call sends a different parameter. The configuration includes: duration, intensity and a tween curve. They are ordered in a dictionary by a type enum. The shake script then listens for events that calls for a shake and launch the appropriate one.

  • Got stuck on updating enemies in the rooms. In Unity there is no nested prefabs. So since I save enemies in rooms, all connection to the original prefab is lost. But I thought it was no big deal. During the tool sprint, I did a tool to iterate on all the rooms and update by code the enemies. And it worked well. So today, I thought all I had to do to fix a bug was to enable multi selection with this tool. I was wrong, so wrong. I did multi selection. Then since I was sure of me I ran it. It fucked up all the enemies configurations. That was two days worth of work that was ruined. Thankfully I use git and revert the changes didn’t took long. But the problem remained there. WHY does this script that worked perfectly now fucks up my whole project? Naturally I thought this was because of the multi selection. After all it was the only thing that changed… But no, it wasn’t that. I have no idea why but today the script that work perfectly before got Unity completely mental. I encountered so many weird things. Like a difference between the Scene inspector and the assets inspector. And of courses crashes. A lot of crashes. So after struggling in incomprehension for two hours, I did what any sane man would do. I started doing big changes hoping the problem would be comprised in the things changed. And it was. I rewrote all the custom Tiled importer. I did this because I use Tiled2Unity. I have the possibility to modify the imported prefab. The problem is that any modification on the prefab after triggers a re-import. It’s slow and not useful in many cases. So I modified my custom code to create a copy of the Tiled object and put it in my intended prefab in another folder. It was only this that I understood what drove Unity crazy. It was because to modify a prefab, I destroyed and added GameObject directly in the asset. What I do now instead is I create the appropriate object in the scene. Then I replace the prefab with that object (PrefabUtility.ReplacePrefab). Once I understood that. All I had to do was to completely rewrote the enemy update tool. And it works now! I beat this satan-level bug! It’s awesome right? No. It takes way too long… replacing each enemy in every room is awfully long. There’s like 5000 enemies… So maybe it’s just a bad idea to hack my way toward “nested” prefabs. I think I need to get back to the previous solution for the enemies configuration: Storing a ref to the enemy, a position a rotation. And instantiate them at start. This is more complicated, but the solution I have now is not efficient enough. Anyway, it works for now. I just spent almost all my day doing something absolutely invisible for the player. And that, while I only have 4 work days left before showing it to IndieCade…



0 comments

Loading...

Next up

Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. 😂

What's coming out of your own improvs? 🤔

#Pecaminosa | #IndieDev | #OST | #Jazz

This Satuday we invite to watch another #speedpainting of our artist Daniel Faiad.

How great is this scene of #Pecaminosa?

#ScreenShotSaturday | #IndieDev | #DigitalArt

Fan art for Foolish I'm feeling kinda better so I drew this

Have a good Boi

"Our work is never over" they said.

Regular exercise is key for healthy wings.

Try it out!

https://gamejolt.com/games/AeonNightmares/605184

If you have more of an acquired taste, the restaurants in Niravasi have you covered! Maybe skip the salad bar, though.

it happens

blender animation experimentation, getting the hang of things fast. arms, rig, & gun models by me ofc

Animation test. Not an actaul conclusion to who wins sonic vs Mario. Just a test animation combo.