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Nesh108

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  1. Yeah, the style is quite nicely done, it's just lacking other things (for me). But it's great to have examples of games exploring a different narrative style and receiving praises.
  2. Very happy to see this topic finally firing up @samid737: Yeah, I remember that game fondly, I had completely forgotten that it made use of those "emoticlouds". Those are similar to how I mentally imagined a textless game to be. @mattstyles: I see your point of having to recreate a language in order to avoid using text. I am definitely not against developing such a language, especially with the understanding that it too might need to be somewhat localized. Also, sounds could also be used to support the visual cues: for example, some grunting noises could also convey the personality/stat
  3. Hello, I am designing a game and I am currently thinking of how to convey emotions, meaning, goals, intent and purpose. I find text to be the easy and lazy choice when it comes to make the user understand something. Is it possible to tell a compelling story, convey the emotions of the protagonist as well as of the other NPCs without the use of any in-game text? If so, what are some good examples and some bad ones in your opinion?
  4. Are you familiar with pathfinding in general, @Lee Kao? Anyway, here is a rough list of things you would need to do: Create a graph containing each location (Vertex) and their connection (Edge). Example: V(Bistro) connects to V(EBN) and the cost is 1 (arbitrary value). Store it as you like. Feed that graph into a pathfinder (Dijkstra, A* or whatever) for the pair {current_player_position, target_position} Animate the movement from starting point to end point Note: make sure you add also Vertices for transitions (e.g. points representing parts of the streets), in that
  5. Heya @JeZxLee, Played a bit the game and I start off with some things I liked: - Secret Code: Such a throwback, love it and I hope you will add some really fun unlockables - Music: Nice vibe, excellent for an alpha1 version About the things you should improve on (the most important thing of anybody's review, really): - "Press [Esc]": It was so large and PacManDude was not responding to WASD, so I pressed it and found myself back to the main menu... So, I'd say to show it a bit less imposing (perhaps upper-left part of the screen?) and replace it with the basic controls
  6. Hello @mecanicus, It does seem weird but, in my opinion, you would definitely want to first get the frames for beginning and end for all the meshes and then start them all up. Perhaps checking out the content of `Scene.Animatables` will tell you more about it.
  7. Cool stuff but I can't help but wonder: is obvious advertising allowed in this section?
  8. That moves away from gamedev and becomes trigonometry territory. Just for you: x = (r * sin( angle )) + player_pos.x y = (r * cos( angle )) + player_pos.y r: is the radius of the sprite of the player. From the center of the sprite to the (x,y) position that you calculate will give you the direction of your bullet.
  9. You basically want to have a forward vector in relation to the player's rotation angle, correct? You can fire a bullet depending on the current rotation of the sprite/player. Given the position of the center of the player (simplified as a circle) and its rotation, you can find the X,Y coordinates of the front. With that, you can then create a forward vector and shoot in that direction.
  10. @mattstyles you are correct. I have misread the question. I will edit my answer. The "share the IP address" and connect via websocket still works
  11. @Raghavender Mylagary I did a quick test by converting the background from black to transparent: https://www.babylonjs-playground.com/#9GPMUY#15. If that fits your needs, go ahead and tweak the edge detection
  12. @totallybueno if your use case is to have the game work on standard LAN networks (i.e. home environments), that's pretty straightforward and can be done in several ways by yourself. Each implementation might take between 30 min and 2 hours, depending on your skills. It heavily depends on the technology you are using but the general idea is the following 1. Without the user/player having to manually connect the 2 devices: you send some UDP broadcast packets to the network where the device/computer is connected and, from the other device (your choice which), listen for those specific p
  13. @Raghavender Mylagary my edge detection algorithm works on Dynamic textures and looks for transparent pixels. It can be easily replaced to discard completely black pixels or anything else which is quantifiable.
  14. Actually, I realized that chrome has the 'chrome://flags' feature in the mobile version as well and WebVR wasn't enabled. Thanks for the help! EDIT: Still the same problem though.
  15. Hey @davrous, I have checked the PG and it worked on my phone. Now I am trying to add it to my project. The WebVRFreeCamera doesn't seem to work at all (probably that requires an actual headset which I don't have) but the VRDeviceOrientation looks right. The main problem is that it doesn't seem to follow my player anymore. I set the parent of the camera but it looks like it is disregarded, so I can kind of look around but the camera won't follow the player anymore. Is that normal? The code is exactly the same, I am just changing the camera.
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