Starker on 4/2/2018 at 17:32
Quote Posted by Thirith
Thumbs up for Coffee Cat, which combines two of my favourite things.
Slippers?
Renzatic on 4/2/2018 at 18:11
Quote Posted by henke
Look at this adorable Coffee Cat I made!
Awesome! :D
Qooper on 4/2/2018 at 19:50
I... wow, that's a really cool Coffee Cat, I must say!
Aseprite is such a great pixel art software. I bought it on Humble Bundle some time ago and rediscovered the joy of making pixel art.
For some reason I suddenly want coffee. That cat o' yours is up to something! :sweat:
Quote:
If anyone has any suggestions on what would be the smartest way to do a level-editor, let me know, cause I'm out of my element here.
Unity doesn't go all the way when it comes to a lot of things. Tile-based 2D games are probably the most common Unity game, yet Unity smiles like Mona Lisa and says: "Make the tools yourself, mate." I can't apologize enough for them. However, there are a few options, and it all actually depends on what you want to do and what your tiles need to be able to do. Are some of them dynamic somehow? Do they need to have references to each other in one way or another? Well, here are some of your options:
1.
Use an external software and export into Unity. I recommend (
http://www.mapeditor.org/) Tiled. To bring Tiled's output into Unity, you can use (
http://www.seanba.com/tiled2unity) Tiled2Unity. Or you can write your own importer. Tiled exports JSON, CSV and a bunch of other formats. If you want your tiles to have custom behavior or some kind of additional data, like references to each other, then you'll probably need to do that in Unity somehow.
2.
Use Unity Editor by placing the tiles as GameObjects (or you'll probably want to use Prefabs at that point). But this is kinda manual work and can get tedious very quickly. You need to be careful with scaling your sprites properly, and placing them using snapping. However, this approach can still have its benefits. It's easier for you to make links between tiles (link button to door, link switch to light, link crank to elevator, etc.) and give them any additional data you need.
3.
Write an editor extension for Unity Editor. One cool thing about Unity is that the editor is extensible in a number of ways. Depending on what you want to do and what kind of extension you need for it, this requires an amount of work. But an amount is okay, because if it saves you from an expanse of drudge work, then it's definitely a win. Keeps game development fun.
4.
The Unity Asset Store might have what you're looking for! Because everything that Unity lacks can be bought for a very reasonable price. That's why Unity lacks things, innit?
So there you have it. As awesome as Unity is, it really brings the worst in me sometimes. Let it do the same for you and let the devs know it too :cool:
Pyrian on 4/2/2018 at 20:11
Heh, we're all stuck in the past. I don't use Unity's GUI because in v4 it sucked. Steam Trading cards now only activate when a game has enough income; IIRC that change came when Steam Direct replaced Greenlight. Unity has official (
https://docs.unity3d.com/Manual/Tilemap.html) tilemaps now.
Qooper on 4/2/2018 at 22:54
Okay I seem to have missed this awesome new tool in Unity :p So this came in 2017.x? Upon quick inspection it looks like it has everything Tiled has. Random tiles, rule-based tiles, animated tiles. You can even make custom brushes to draw with prefabs. I'd say there's no point in using Tiled anymore. Finally! It was about time :)
I still wish they had a prefab editor so you could create and edit prefabs without having to use the scene as a temporary workbench. There are also certain unnecessary shortcomings when it comes to the Unity Editor, like how lists work. Currently you can't easily reorder the elements of a list field, and you can't drag multiple items into a list at once, which can cause a ridiculous amount of drudge work. Still, there's so much good in Unity. I love how much lighter the editor seems compared to Unreal Editor.
Yakoob on 5/2/2018 at 02:35
Coffee cat looks awesome!
Quote Posted by Nameless Voice
I was wondering why I just randomly got three Headliner cards today.
What was the restriction preventing them from working before? Do a certain number of people need to have bought the game?
Quote Posted by icemann
There's no restriction. You have access to the cards as soon as your Greenlit. I could have added them to Bipolar if I wanted to. Just never got around to making some. Achievements is another that get straight away.
Not anymore! Now, cards are disabled at first and you need to meet certain confidence criteria before valve let's you publish cards. What are those criteria? No one knows! Valve isn't very forthcoming about that, but I figure it's something to do with sales, rating and maybe time out. I had the cards done from the get go, but couldn't enable them till now.
Quote Posted by Qooper
There are also certain unnecessary shortcomings when it comes to the Unity Editor, like how lists work. Currently you can't easily reorder the elements of a list field, and you can't drag multiple items into a list at once, which can cause a ridiculous amount of drudge work. Still, there's so much good in Unity. I love how much lighter the editor seems compared to Unreal Editor.
yeah, that's a peeve of mine, but there are a number of Unity editor extensions that supercharge the inspector with features like that.
Starker on 5/2/2018 at 04:33
Quote Posted by Yakoob
Not anymore! Now, cards are disabled at first and you need to meet certain confidence criteria before valve let's you publish cards. What are those criteria? No one knows! Valve isn't very forthcoming about that, but I figure it's something to do with sales, rating and maybe time out. I had the cards done from the get go, but couldn't enable them till now.
They are probably trying to cut down on cheap "games" that are made just for the steam cards.
Nameless Voice on 5/2/2018 at 13:35
Yes:
Quote:
Instead of starting to drop Trading Cards the moment they arrive on Steam, we're going to move to a system where games don't start to drop cards until the game has reached a confidence metric that makes it clear it's actually being bought and played by genuine users. Once a game reaches that metric, cards will drop to all users, including all the users who've played the game prior to that point. So going forward, even if you play a game before it has Trading Cards, you'll receive cards for your playtime when the developer adds cards and reaches the confidence metric.
The confidence metric is built from a variety of pieces of data, all aimed at separating legitimate games and players from fake games and bots.
[...]
With this change, we hope to significantly reduce the economic incentive for the bad actors to release fake games on Steam. We're hopeful that this will have little negative impact on other developers and players, with a small number of games having a delay before their Trading Cards start to drop. On the positive side, it should significantly improve the quality of the data being fed into the Store algorithms, which is a good thing for everyone.
(
https://steamcommunity.com/games/593110/announcements/detail/1954971077935370845)
Yakoob on 5/2/2018 at 18:23
Yup, that's exactly the reason. I've never been into collecting Steam TCs so wasn't too upset about that. That being said, I'm not sure if it really helped slow down the amount of cheap / asset flip games coming in...