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About 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/state of a character. The idea behind my interest in pursuing a mainly textless storytelling is that I believe most games do not require text, similarly to how I believe many scenes in movies don't require words, just good visual storytelling. To expand on this: a way that I noticed was promising but, in my opinion, iterated poorly was Hyper Light Drifter: Basically using actual intricate panels to tell one's story. While that is wonderful for stories it would fall short, in my opinion, if it were to be used for emergencies or day-to-day communication (e.g. give me an apple, I am starving!). Though, I find it an interesting way to "zoom" into that specific character for getting a better look, understanding their needs and wants (they look thirsty, sad or hurt). So, here are some personal takeaways: - Even with the use of textless/icon communication (audio and graphics are allowed), they might need to be localized for certain audiences (can't rely too much on audio as some players might be deaf or playing without sounds). - Some ideas might be harder to convey than other: showing a character being sad could be easy but making him tell you his life story might be tougher. - Using panels or "zoom-in" might help with the task when the character's surroundings, body language or looks are the goal of that interaction. Same applies for characters who want to share stories of some sort (à la Hyper Light Drifter). So, are there any other examples of emotions conveyed with simple, textless means? I'd love to see them
  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 way you can simplify the logic for the movement and rely purely on the path returned by your pathfinder. Have fun!
  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. - Controls: Definitely gotta support WASD as well. You've got a huge chunk of people (me included) who just starts a game with their fingers already on those keys, I found myself surprised that it took me THAT long to try the actual arrow keys, all the time I thought I had to do something else to start the game (hence the reason why I pressed Esc). - Powerup Effect: I see what you were going for but it really looked extremely annoying, and there are currently no ghosts! Imagine being chased by one and having that coming onto your face. - Extra sound effects: As I was playing, there were some extra sound effects which came from nowhere (I imagine them being for the ghosts) but they were definitely a bit too high and too common. They covered the sounds made by the main player. As a suggestion, since you are going for a zoomed in experience (opposed to the global view), you should make the ghost more "ghostly", that would definitely creep me out and add something to this game (maybe only available in the Adult mode). - Graphics: I guess they are gonna be polished in the future versions but yeah, you probably know already. That's all! Keep it up and don't forget to add your own twist to this classic. I am a strong believer that classics can be hugely improved by adding just a little bit of "juice" and proper plot.
  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: 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 packets. Once 1 is received within the timeout, you read the sender IP and use that for a proper TCP connection. 2.1. With user/player having to connect the two: you got to make them connect to each other by bring the IP address of device#1 into device#2. The purest form is to show them their local IP address (192.168.x.y) and make them input it on the other device. Some cooler ways would be to just show the same information but as a QR code and then make them scan it from the phone. Basically: [PC] <--> {router} <--> [Phone/Tablet] Use UDP for broadcasting and TCP for the actual control. WebSockets (
  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.