Posts by LuckyDucky10

    Hope all is going well with everyone. I have been MIA for a while. Been busy learning web development so that I can get out of a job I hate and into one that is more my style. I chose web development because it seems like the best way to learn the most of a broad range of topics like backend programming and it's functionality as well as programming an its use of APIs. Right now I am a month into Javascript programming and even though I still prefer C#, it is not so bad. With ES6 it is getting more like what I am used to and I can still use my semicolons, lol. So I hope that after my bootcamp I can practice my javascript with PlayCanvas for a year before maybe moving back to Unity for bigger projects. Hope everyone is still creating. Crazy to see we even got spammers in here now, lol. Can't wait to start taking my free time back learning game development. Nothing but work -- study -- work -- study -- work -- study.:rolleyes:

    Oh and just fyi Jon, I'm still not playing games, lol! Tried to prove you wrong a while back and got addicted for two months........?( bad choices.

    Follow the cookie crumb trail. Does the console log show that your lives number goes down? if it does then move on to the next, the ui manager where the data is being sent to and debug log that too. Is the lives updating there, if not there is a communication issue. Make sure the uiManager is in the scene and the text and UiManager is connected. Make sure also, cause this happens, things can be connected during set up but on game play, that are not there. Depends on how you set it up. This was actually one of my favorite projects.

    Also if you want to constantly fire you can use a variable to hold the info of Time.time plus your desired firing rate and then check if your variable is less then Time.time. I have been away for a long time but I am pretty sure Time.time is what tracks in game time.


    1. private float firingRate = .02f;
    2. private float firingDuration = 0;
    3. void Update () {
    4. firingDuration = Time.time + firmingRate;
    5. if(firingDuration < Time.time && input.getKey({
    6. Fire ();
    7. }
    8. }

    Something like that. Keep in mind I am rusty on this. All fire should do is instantiate either a single shot or if triple shot is collected, then change the prefab to a triple laser. you can mess with the firingRate to make it go faster or slower.

    Sorry, I have been away from the course for so long, but is that what Johnathan had? I just glanced at it but I already see an issue. I don't know why you have your shoot function in an Coroutine? IEnumerator just repeats over and over again until you stop it and you have a triple shot that never gets toggled true or false. There should be no routine that needs to be called unless you are waiting for a shield to power down. Not constant action requirements like firing. Your code should be placed in a method, should be fired on mouse down or keypress down and if you are doing a triple shot, the only thing you need to change is what prefab it instantiates. Hope this helps.

    Lol, I was calling myself stupid as well. And I wouldn't count on that as developers are almost guaranteed to make stupid mistakes sometimes. 😁 Like forgetting to save or adding semicolon. The worst is not being able to solve the problem so you go to bed and then the answer comes to you mid sleep...🤦‍♂️

    Position and rotations don't change amongst the prefabs in the scene but things like size, color and other components can change all the prefabs in the scene. Just imagine you prefab a tree and place them everywhere to make a forest. Then you hit apply on one of them and they all go to the same spot. You now have 100s of trees in one spot, lol.

    I am not sure what you did, maybe grabbed the laser provided in the course instead of the prefab object you dragged into the folder since it worked for me, but as long as the prefab is the correct size/position to your liking when you bring it into your scene, then that is all that matters with this project. Jon was just demonstrating that you could make a change to the prefab but the objects derived from that prefab in the scene can have some individuality to them.

    Either way works. I don't think there is a major difference but Mathf.Clamp looks nicer. If there was a large series of calls I would use the if statement because I assume Mathf.Clamp is doing two checks to make sure it is within the bounds you set. But a OnTriggerEnter2D call happens only when you start to suck at your game, lol.

    Me, experience none, lol. But I did read many times that if you are serious you should have already started. Start with a plan of action, simple site page, take screenshots to post on social media, and or game jolt. Dani Marti did it and Unity retweeted it so that's exposure. When you have a good demo with little to no bugs, try hitting up game review sites for them to do a demo test or youtubers that may also review games. Make sure your game is tested well before you submit for review though because from what I hear, if they try it and it is not up to par, they probably won't revisit it.

    Here are also a few videos that may help. Zero budget marketing and Marketing Principles for Indies.

    Hope it helps!

    Haven't done that course or used SetTrigger in the unity animation yet. I also don't know Jon's magical ways either but when reading the Unity API it should set back after the animation was completed.

    There is also a resetTrigger option in code too that might help. When you reattempt this, make sure you have the animator window open to see what is going on. Sometimes when you look at your project in play mode with the animator open, it's behavior gives it away. So check to see what might be stopping this from completing and make sure your parameters in the animator make sense too like wether or not they need an exit time and is the trigger being set back off.

    Let us know what you find.

    Well the problem is there because the way everything is linked up. It can't find what you are referring to. But is hard to tell what is linked up to what. You are using non recommended naming implementations. For others to help you need to be more descriptive on what you name variables and classes. The letter "t" should never be used as a variable. I know you know what it means, but for others trying to debug puts more time on their hands to solve it. If I were you, I would try different ways of gabbing those scripts. Like FindObjectOfType<> (). ...etc. Look online at different ways you can link scripts and try a few. Also make sure all objects in your scene has the script that you are calling. If the object you are calling doesn't have it, well then you get an error. Keep us updated on your progress.

    I think after Al creates certain assets or some can be found, we should select easy projects to clone so boost or maintain our knowledge that was taught to us. Example is to have an asset pack here on GameDevHQ for subscribers to practice their learning, relevant to what was just taught Few projects for each skill level and you can grow it from there so there is choice.

    The problem I see is that too many new people can't apply what they learned to cement their knowledge. Once you finish the course project, based on what your plans are, it might be a while before you touch some of those skills you have just learned for a while. So I feel that it would be very helpful to make projects that resemble what was taught so after the students feel comfortable retaining that knowledge and makes it easier to move forward and learn new things. We all see students, especially when it comes to things like game jams that you host, that they feel like they are not ready. They don't even know where to start. So I feel like there should be a library of grouped project assets and a general direction for continued learning. And I'm not saying that they need step by step instructions but more of "clone this game with these assets. Here are a set of rules/things it must have to be considered complete". If you want, a sample would help them with visualizing.

    But those are my thoughts.

    P.S On the site, the button to access each project choice should be a gif of the sample project to draw people in. That way they can also use their

    Image result for imagination gif spongebob

    Hoodlum out! ✌️

    Cool! Glad you found a possible issue. I had that similar issue when making my project and the late update helped. I don’t think it matters for right now but if this is causing an issue for you, it will cause similar issues for potential end users. So if you ever plan on publishing something similar, you will need a work around. Maybe an option to use a different key.

    Try with movement method under the fire method. Or put movement under late update.

    That had worked fine for me.

    Well the only other way I can think of is at the end of the fade of the panel you could use the animator to trigger the event by accessing a method in script. But the coroutine has never given me issues with transitions. Not that I have noticed anyways.