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Kucei

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A member registered Jul 27, 2020 · View creator page →

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Import doesn't work ? Man ... I was confident my 10+ hours of gameplay would be kept... 

So I may have missed the information but any hints on how to get the dog ?

France

It doesn't solve the problem in my previous project but that s not exactly what I should focus on rn

Yeah ... Solved ... I had a way to work around my problem but I still kept at trying to understand what was going wrong during almost 3 hours . Ok this is not great to progress in your dev, but it s still a good thing to do in general you may say. Yes. Of course . BUT . See what I added after 3 hours of trying everything but that..

That s right, maybe it could be interesting to know what object was causing the problem .. The rigidbody? The empty gameObject??

Oh Yeah right , there s this enemy that I keep Ignoring wich can trigger the boxCollider. Nice Work! 

Haha anyway thanks for everyone who took the time to answer me, I wish you a good jam and I hope I ll have something done at the end.

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Could you explain to me why it is needed ?
I tried to do that but it didnt change the fact that it stopped with the first pos, and continue until the trigger with seconde pos.

The thing is I m thinking I might need the rigidbody later, and the reason I m using the parent is that I want to add more child later, so instead of moving every rigidbody at the same speed I was thinking it d be more convenient to move them via the parent.

That being said, my childs are contained in a list and change their position in the parent depending on their order. Maybe when the parent get the rigidbody as a child and the child adjust his position it does some weird movement, I m going to look into that before giving up and pretending there s no problem, using the 35 pos instead.

(1 edit)

Thanks for your answer, I tried that but it didn't change anything saddly for the trigger at (23,0,0), with the trigger at (35,0,0) It can move as I said, but with this speed it s very very slow.

Maybe I should stop trying to understand what is wrong and try to make progress in my prototype with the (35,0,0) that works ..

Thanks for your answer, I m not familiar with the OverlapCircle so I migth be mistaking but are you telling me to use it because I said my gameObject was empty ?

Because .. Yeah don't know why I didnt talk about it but the GO is parent of another one which has a RigidBody and is responsible of triggering the boxcollider wich set "stopMoving" to true.  So yeah im not sure if you talked about that because of my mistake not mentionning the rigidbody, or if there could be a solution with OverlapCircle. Sorry ... And thanks again

(1 edit)

Update: Actually when I replaced my trigger in the scene it was at a different position, (35,2,0) when I change its position to the old one (23,0,0) the problem occur once again.


When its (35,0,0)


When its (23,0,0)

(4 edits)

Edit : And this guys is How I waste My time in game Jam
Hello guys, it s me, you probably already know me for my  0% submission rate at game jams so far.

Just Kidding.

So I have a problem and I m not sure How to research my answer in Google so I thought I could give it a try here.

So I have a empty GameObject which is supposed to move in FixedUpdate using the simple code below.

Further ahead I have a trigger wich set StopMoving to true.
My problem is that before the objects even start moving StopMoving becomes trues, as if it was moving really fast on the whole "map" triggering everything that can be, before starting the game at (0,0,0 ).

The thing is I already encountered this problem in a previous project also using transform.right to move my gameobject, at the time I was thinking it might be due to a bad script execution order.
In this previous project my main character went and took damage from every single ennemy before the game even started.
That or he took a few hits from a single ennemy.
The difference between these two options is :
1: the object doesnt teleport but move really fast and trigger everything in its path.
2: The object tp in a spot then is reset.

I think it s option 1 because in this project my ennemies had a cooldown for every attack.

Anyway in this previous project the problem appeared very late in the developpement while it appearded early on this prototype, furthermore, removing then replacing the trigger in the scene seems to have make things work as you can see here :

The object moves then stops when it reaches the trigger as it was intended to.
If you guys know what is the cause of this problem so I can avoid it in the future it would be appreciated.


I was thinking that maybe it was related to my use of Time.deltaTime since in the few examples using transform.right people wern't using it, but it s just a blind guess from a guy with very little knowledge.
I hope you can help me, and also that yo re having a fun Jam.


Edit : Ok, I don't know why I didn't say that but my empty GameObject is parent of another object wich has a rigidbody wich allow me to trigger the "stopMoving" . I talked only about the empty one because the rigidbody is moving by following his parent. But it could be that the child is the one who move independantly and trigger the "StopMoving".

Nice!

(1 edit)

Yeah that was the case, but for me, today at midnight would be in 13 hours. Not only do i not use the AM system well, but also if it s 12 AM in my mind there 11 AM before .

To me 11 PM is 23h , midnight is 00 and and 1 hour in the morning was 1AM so I expected 12 AM to be 12 h in the morning -> so my 12 h too (it s 11h14 atm (not 23:14) and if 12 AM is midnigth then in my time system midnight today is not yet past, not sure if im clear, anyway thanks , that s a bit confusing tho).

Thx guys,  I m pretty good for encountering these kind of situations.

Well I miss the "share " part , but still not satisfied with what I do so I guess the most important for me was the work in itself and I did it, hope you enjoyed it too !

I was pretty sure that AM meant morning but now I m not even sure of how it does work when it s 12..
Thanks for answering at least I m not in the doubt that I m just missing the "submit " button.

So yeah basically i spend the whole week working dont sleep of the night (to produce a mediocre result anyway that s true .. ) to miss the deadline..

Not gonna lie it s the perfect excuse to run away from reality and feedbacks but still ..
For me it s 12 AM in 1h20 so I was under the impression i had still a lot of time left to fix some things if possible and submit at the last minute..

Am I mistaking ? Is it still possible and I just missed the submit button ?

Thanks your kind answers gave me motivation and hope to keep going.
But it was too hard for me on this Jam.
I ve been trying to write how I felt about it for a while now. But I just can't find words. Either I m too pessimistic or I start doubting my English so much that I erase everything.
So I ll stop trying and go get some rest first, even if it s the hard way, videogame creation is slowly making me learn how to let go of things at the very least.
Have fun playing and creating!



Thanks for rew..reminding me of what is important, I ll try my best to enjoy the process if not the final content !

There was stress, there was procrastination, and i was'nt home at the begininnig of the Jam.

Day 1 I did almost no thinking about the game untill the evening and ended up sleeping late because my thoughts were running wild.
Got a few different concepts but either they did not interest me that much or they interessed me as a bigger project wich I was sure I could'nt finish before the end of the Jam .
I kept those that i could reduce, but had to thing about how to expoit it in an interesting way for example, one of my ideas was the "classical" ressurection in the past when you die. What I found interesting at first was the opposition "reinforcing your body" wich was usefull in the actual run, or "reinforcing your mind "wich would be usefull for the next runs.  At first I wanted a "semi" open world with npc so you could be at different places at different time and experience the world differently . I also wanted for your actions to have an impact ( talk about the treasure you will hunt and some bandits may wait for you in this run when they wern't there else ) . Of course this original idea was set aside because too big . I decided to focus on one "place" A caravan wich would go from a point A to B and you had to understand why it was attacked (had some issues with the how to do)? A town you had to defend or escape from (too big)? A Inn where there was some kind of monster that you had to find ? -> Problem it became more about finding how it became like this so more about the mind than about this body because of the short scale on wich it could happen.

Sorry for the length. I won't spend more time on the other ideas.

Day 2 I took the train. I left this idea behind for another one that seducced me. Once I got home I tried to open Unity to try to see how i would do the "world" of this game , but closed it with nothing done.

Today I found out that my concept wsn't even clear to me. At this point in time I elaborated a bit more but I m not even sure where is the fun , and I d like to do more thinking.
My personnal situation is : I ve done only one game that i "finished " Saturday before the game Jam. I learned some things. But it took me a month of trials and errors to end up with a final result that I could have done in 1 week with what I already knew. A bit disapointing, but also, Im very slow.

So at this point, I just want to dig further in my concept to have a "complete concept " for a game I won't make. And I m thinking about creating a "museum " like game where you can juste walk from A-> B (But you enter at B so at least we can rewind to A ) . And what it ll do is simply tell my thinking process through the jam and present the concept of the game I wanted to do ( I don't think I can start and do this game with the remaining time ) . I m not good with music. Average-low in art . Average-lower in code . Slow and not experienced in game.
So.
Is it acceptable to do this?
It it something I can do regarding my poor skillset in the remaining time (would consist on a long 2D map with pannels you could interact with to make an explanation appear) ?
Should I still try to make my concept a reality ? (I think that the minimal requirements are still a bit long to set up for a noob like me ).

I m open for your opinions. Sorry about all the text, I m this kind of guy who want to explain (too much ) . And sorry about possible mistakes regarding the language.