Sometimes it’s just not very easy to understand how code should be organized until you’ve written a bunch and seen where the problems arise in a particular project.
That is me in every respect. I often have to code something terribly in order to code it right.
Also i liked hearing about the tile spacing issue. Had the same issue with libgdx, where as tiled rendering in MelonJS does not have that problem. Luckily the libgdx tile renderer accepts spacing & margin arguments, so i just had them set in the Tiled XML, updated the tiles with padding and it worked like a charm.
Finally had a listen, had to deal with some unfortunate family stuff this weekend. Sadness aside, it’s interesting to find that balance between leaning towards the player in terms of credit and such. So so agree. This no doubt gets complicated if you had a AWL co-op mode, but let’s keep scope creep down for now ;).
You also mentioned matt with timers not getting cleaned up, due to containers/views or top level objects in your scene getting removed. I oddly love working on bugs like that. I think it’s why im a core developer for open source html5. It’s neat to figure those things out, though definitely not time well spent from a business perspective.
@Warspawn Yeah, the XML serialization is pretty straight-forward. I’m pretty happy with the setup, dunno if that came across in the cast. The XML files aren’t just plain text readable to players, though. Unity has a way of packaging them (encrypting? not sure) along with the other bundled assets.
I might have to break down and use Unity’s in editor editing at some point. I took an initial look at it seemed like more effort than it should be, which was sort of a turn-off.
@bmceldowney Good points, I can’t really disagree save for the scenario where players can potentially earn public Steam achievements by modifying their save games. However, that’s possible with binary serialization, too; it just takes more effort.
In a perfect world, I’d probably choose JSON over XML, but in this case the C#/XML flow is so clean and doesn’t rely any external code.
I’ve kinda gone away from CocoonJS, as i couldnt get the supported ad platform to work. For a BabylonJS game i made, i ended up using cordova, and an iAD plugin. Worked great, especially since the webgl support in IOS 8.
Great episode guys (although I still have about six minutes left to listen to, so who knows… ) (jk lol)
I like your lets play videos of project skirmish, but I can see why they are not getting more views. You put your finger on it when you said that the amount of people who want to see you two play a game that may not even see the light of day is probably, well, fifty or so. Hence fifty views!
However, the amount of people who would want to hear you two talk about developing a certain game mechanic/enemy ability/environment balancing/whatever, with your prototype game as the backdrop (like with the podcast, right?), is going to be considerably more. The examples you gave about the escape goat tutorial analysis and the artist illustrate this point perfectly.
I shared a video on Twitter about some guy completing Mario World with a complicated in-game hack in six minutes - he did the same: it was voiced over a pre-recorded Twitch stream of him doing the hack, but the voiceover also gave background info about the hack, who first developed it, other similar hacks, etc. etc. so it was pretty interesting.
TL;DR - don’t call them ‘let’s play’, cos people only want that for games they know, call them ‘how to design ranged enemies’ or something better than that. Suggestions welcome.
‘Learn Decent Games: ranged enemies’
‘no time - got to go to work!’