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J-Snake
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« Reply #150 on: December 14, 2011, 05:55:55 PM » |
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perfection is irrelevant because its a subjective thing IMO
That is not correct, especially not for games. Games are not just art, they are rule-set. Keeping a consistent rule-set is necessary to enable competitive sportive gameplay. For example your fighting game is weak on competitive quality because its ruleset scales with the hardware. What should scale with the hardware are the put-overs, not the rule-set. It implies a fixed timestep to run the game.
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Gimym TILBERT
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« Reply #151 on: December 14, 2011, 06:24:39 PM » |
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right now perfectionism is what prevent me to progress, but since it is about the core control i can't do anything until it is perfect (ie do not change direction in mid air unexpectedly)
If you would take perfectionism seriously then you would not use the unity-engine:P Game-Perfectionism implies knowing your mechanics down to the lowest level. Actually I got all the unity related problem sorted pretty quickly, dimensional geometric stuff is what halt me. I would have the exact same problem with any engine (and I did, it start on blitz3D). Also "architecture" is also a big problem for me, while I'm capable to visualize the code for one single (and even complex) feature, trying to make many interrelated feature work together by design is blowing my brain into piece. I mean simple stuff, like pausing physics but updating gui and animation (think zelda when you pick an object), scene management, "abstracting a layer" to decouple animation from game code with a custom editable mesh, tracking the camera and control focus on any element ... ALL TOGETHER, is where I threshold in amateur but capable to truly incompetent. It just blur and struck paralysis. Both problem with my current sonic game, I visiting from time to time, but now I focus more on retraining my graphics ability and learning some exotic free program (inkscape ... and I was always alien to 2D vector  ). I'm also amaze by how "taste" and some skills (damn it posing and hand have truly sink to hell) fad with time when you don't properly train  But I guess I should expose this personal shame to everyone to combat it  keeping it to myself seems to only amplify paralysis.
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eyeliner
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« Reply #152 on: December 15, 2011, 04:20:45 AM » |
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What's preventing me now is a glitch in the engine, as I can't set up my jumping mechanic.
I've got the game idealized, but I "departmentalize" my process, probably hindering my advancement and giving me frustration.
I first deal with controls and then progress to enemies/world creation. If there's a lump in the way, I hit a standstill. If I can't deal with it, I end up quitting...
But in this last project, I've disciplined myself and endure the pain.
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MattG
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« Reply #153 on: December 15, 2011, 05:14:30 AM » |
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perfection is irrelevant because its a subjective thing IMO
That is not correct, especially not for games. Games are not just art, they are rule-set. Keeping a consistent rule-set is necessary to enable competitive sportive gameplay. For example your fighting game is weak on competitive quality because its ruleset scales with the hardware. What should scale with the hardware are the put-overs, not the rule-set. It implies a fixed timestep to run the game. have you played sketchbrawlers? how does the ruleset change with hardware? 
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« Last Edit: December 15, 2011, 07:15:54 AM by MattG »
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J-Snake
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« Reply #154 on: December 15, 2011, 09:38:59 AM » |
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You run it in variable step. Variable step scales computation-accuracy with the hardware, and that is not all to it, even on the same hardware you won't always have exactly the same dt-values in every frame, so the computet outcome always varies a bit. Variable step is tolerated in some shooter-communities but it is especially bad for a fighting-game since a good fighter has to provide relyable tightly timed interactions.
Well ok, it all depends how you contemplate the world. For me certain games should not only be art and fun, they should also be sports.
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J-Snake
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« Reply #155 on: December 15, 2011, 09:47:57 AM » |
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Also "architecture" is also a big problem for me, while I'm capable to visualize the code for one single (and even complex) feature, trying to make many interrelated feature work together by design is blowing my brain into piece. I mean simple stuff, like pausing physics but updating gui and animation (think zelda when you pick an object), scene management, "abstracting a layer" to decouple animation from game code with a custom editable mesh, tracking the camera and control focus on any element ... ALL TOGETHER, is where I threshold in amateur but capable to truly incompetent. It just blur and struck paralysis.
Umm yeah, there is nothing to sugar-coat. Making games properly is hard. That is why we overshadow it with our enthusiasm. Game-developers are the most enthusiastic people. Because without enthusiasm it would not be possible;) P.S. Perhaps it would be possible if someone is offering you a ton of cash. But then again it will be the money that makes you THAT enthusiastic, lol. But I still think that even the unity-engine has its cons. For example if you are using a frame-work you are more flexible. You can nicely implement YOUR type of game-loop. You can also build flexible structures to decouple game-logic from animation. I doubt all these things are that practical in unity.
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« Last Edit: December 15, 2011, 10:33:36 AM by J-Snake »
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MattG
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« Reply #156 on: December 15, 2011, 10:32:21 AM » |
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You run it in variable step. Variable step scales computation-accuracy with the hardware, and that is not all to it, even on the same hardware you won't always have exactly the same dt-values in every frame, so the computet outcome always varies a bit. Variable step is tolerated in some shooter-communities but it is especially bad for a fighting-game since a good fighter has to provide relyable tightly timed interactions.
Well ok, it all depends how you contemplate the world. For me certain games should not only be art and fun, they should also be sports.
dude why dont you play it before you judge. fixed timestep performance is way too slow to run physics based fighting with dynamic lighting and optical effects. Because it uses physics and not canned animation for hits and falls, whole new levels of sport open up. use gamepads on a fast pc and its sweet
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J-Snake
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« Reply #157 on: December 15, 2011, 10:54:34 AM » |
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fixed timestep performance is way too slow to run physics based fighting with dynamic lighting and optical effects. Well, if you think to trade effects and physics for other qualities then it is your decision. If you are perfectly fine with the consiquences then it is ok.
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J-Snake
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« Reply #158 on: December 15, 2011, 11:11:24 AM » |
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whole new levels of sport open up.
I am not judging your game but I want to give a note in general here since it cannot hurt. Too many people confuse "depth" with "mess". I would always consider what makes up a deep but solidly balanced and consistent rule-set you can practically take advantage of and grow in.
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MattG
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« Reply #159 on: December 15, 2011, 12:48:11 PM » |
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fixed timestep performance is way too slow to run physics based fighting with dynamic lighting and optical effects. Well, if you think to trade effects and physics for other qualities then it is your decision. If you are perfectly fine with the consiquences then it is ok. dude thats what it is. a 3d physics fighter with user created characetrs. its not fifa. its super fucking cool as itself AND ITS FINISHED 
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« Last Edit: December 15, 2011, 03:20:17 PM by MattG »
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J-Snake
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« Reply #160 on: December 15, 2011, 06:08:13 PM » |
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AND ITS FINISHED  I will let you your illusion.
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Danmark
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« Reply #161 on: December 15, 2011, 07:46:17 PM » |
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dude why dont you play it before you judge. fixed timestep performance is way too slow to run physics based fighting with dynamic lighting and optical effects. I'm not arguing here, but I want to know what you mean by "performance", because fixed timestep and variable timestep physics are the same in terms of efficiency. Do you mean latency?
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MattG
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« Reply #162 on: December 16, 2011, 03:33:05 AM » |
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performance as in fast enough to run in game with all systems at 30fps on most consumer pc from 2007 +
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« Last Edit: December 16, 2011, 03:48:54 AM by MattG »
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MattG
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« Reply #163 on: December 16, 2011, 03:35:22 AM » |
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AND ITS FINISHED  I will let you your illusion. Im not sure whats got you so happy. You can buy and play sketchbrawlers right now sneak release version www.indievania.comnow please J snake bestow me with the name of the perfect game you made, so I may be humbled by your greatness. Also im impressed at your ability to judge games without EVEN playing. IM IMPRESSED
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« Last Edit: December 16, 2011, 05:22:43 AM by MattG »
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C.A. Sinner
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« Reply #164 on: December 16, 2011, 04:02:38 AM » |
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