Random question of the day: Does anyone know what the "WD" in WDExpress stands for, from Microsoft's Visual Studio Express?
I've seen some highly variable timeframes from application to approval when applying to be an independent Wii U developer. I applied back in early September but have yet to hear back from Nintendo, although I've read that it can take up to six months to receive a response. Do they usually phone first, or e-mail if you don't answer?
Excellent guess, thanks. There's also a web and/or a Metro version I suppose.I'm not 100% sure (since I use VS Ultimate, and the last express version I used (2008) didn't have this naming scheme) but as an educated guess it probably stands for Windows Desktop.
Yea, Total Biscuit called and congratulated me on my achievement. 1,3 FPS, the future is here!
So Jessie Cox did a video on Ephemerid.
After a few months of flat sales and no publicity it feels preeeeeeeeety good. Glimmer of hope and all that.
Dude nice! Any tips for us? hehe
Not really. We met Jared Rosen last year at Indiecade and he emailed me asking for a build a few days ago. That's about it. Jared is a real mensch.
very cool
hnnngggg, youtube 60 fps support makes me very very happy.
https://www.youtube.com/watch?v=8MaadgXSSvI
Can finally show off how buttery smooth shwip is!
Can somebody do me a favor, take a look at my new site, and tell me how and why it's awful?
nethermindgame.com
I guess I should say that the screen shots will be replaced soon, but everything else I'm happy with. Just, if anyone has any comments or concerns, I'd be happy to hear them,
I cannot open it, so at least it's classified as a gaming related website. That's a plus I guess.
Can somebody do me a favor, take a look at my new site, and tell me how and why it's awful?
nethermindgame.com
I guess I should say that the screen shots will be replaced soon, but everything else I'm happy with. Just, if anyone has any comments or concerns, I'd be happy to hear them,
Works fine for me - had a quick go on Safari and Firefox - and it looks sweet. Really dig the layout and the colour mood all around.
It's not a critique or anything I believe it needs to be changed, but if that was mine, I'd probably try some different typeface (I feel the bold/rounded one you picked up clashes a little bit with the sharp and angular artstyle of your game).
if you are not trying to get collision points and just need to know if two rigidbody colliders touched, set the collider to trigger and use OnTriggerEnter instead of OnCollisionEnter. Trigger colliders ignore the physic interactions.
People say games have "slideshow" framerates. This brings REAL slideshow framerates!
Gamemaker let's me do prototyping much faster but it's not the software I want to stay with because it will be much easier for me in the future with Unity...
Can somebody do me a favor, take a look at my new site, and tell me how and why it's awful?
nethermindgame.com
I guess I should say that the screen shots will be replaced soon, but everything else I'm happy with. Just, if anyone has any comments or concerns, I'd be happy to hear them,
Imo the page looks great apart being inside a white frame(at least it's how it looks in Opera and Firefox), imo it would be better if everything was black.
I would add a media section with screens, trailers and eventually whatever you want to share(like wallpapers, icons etc).
Can somebody do me a favor, take a look at my new site, and tell me how and why it's awful?
nethermindgame.com
I guess I should say that the screen shots will be replaced soon, but everything else I'm happy with. Just, if anyone has any comments or concerns, I'd be happy to hear them,
I understand the self-deprecating humour of saying things like "Why bother to do level design when we can get the computer to do it for us?" and "Yes, this is yet another indie platformer", but given there are people that actually do hold those opinions unironically I personally wouldn't give them negativity ammo from the start as part of your sales pitch (which is what your website is intended to do right? Sell your game?)
I'd also maybe avoid the use of the metroidvania term when you explicitly call out SOTN as not being what you wanted to make, but I get that metroidvania as a genre label is a big selling point for folks, so it's harder to argue against that.
My 2p.
I figured the writing style would be polarizing. I'll probably draft it into something else. Thanks.
I 100% understand the self-deprecation, but... well, you know.
Focus on the good stuff, you don't need to be full on car-salesman and can still be drily witty about your descriptions, I would just personally not pre-empt possible negative feedback on the chance that a potential customer might go "Wow, they're right, there are a lot of other indie platformers out there, thansk for saving me $____"
Can somebody do me a favor, take a look at my new site, and tell me how and why it's awful?
nethermindgame.com
I guess I should say that the screen shots will be replaced soon, but everything else I'm happy with. Just, if anyone has any comments or concerns, I'd be happy to hear them,
I started a Devlog on the company's site. Haven't put much time into it for this project but have a bunch of Unity related topics lined up for the next project. Not teaching how to code, that's on everyone else, but there are a lot of unknown tricks and misunderstood components I will be going over. Unity now has a few more editor customizations you can script for to help with workflow. I intend to cover these, as well. Even something as simple as orthographic camera size gets people confused, which I already covered. I'll be doing a ton more after the new year. Feel free to pick my brain when ready. I dont have time to teach C# but any questions will also help me choose which topics to cover in future devlog posts: http://absinthegames.com/category/devlog/
I agree with this. Sound professional and don't tug in heartstrings. As cool as things like metroidvanias are now, everyone wants in in the nostalgia act. I would personally do everything in my power to describe my game in a way that sets it apart from the everything else. I've seen too many Kickstarters and websites use "tug at heartstrings" vernacular by mentioning metroidvanias, dark souls (even though I've yet to see a single person actually describe the invisible hook the game has), love letter, etc.I understand the self-deprecating humour of saying things like "Why bother to do level design when we can get the computer to do it for us?" and "Yes, this is yet another indie platformer", but given there are people that actually do hold those opinions unironically I personally wouldn't give them negativity ammo from the start as part of your sales pitch (which is what your website is intended to do right? Sell your game?)
I'd also maybe avoid the use of the metroidvania term when you explicitly call out SOTN as not being what you wanted to make, but I get that metroidvania as a genre label is a big selling point for folks, so it's harder to argue against that.
My 2p.
I agree with this. Sound professional and don't tug in heartstrings. As cool as things like metroidvanias are now, everyone wants in in the nostalgia act. I would personally do everything in my power to describe my game in a way that sets it apart from the everything else. I've seen too many Kickstarters and websites use "tug at heartstrings" vernacular by mentioning metroidvanias, dark souls (even though I've yet to see a single person actually describe the invisible hook the game has), love letter, etc.
Stand out, go against that grain. You are doing your game a disservice if you blindly bundle it in with every other indie game that wants to be in the same genre. I say that because your game looks great - Way beyond your standard "I want to make a game" fare - but you come off as if its just another game in the pile, which it isn't.
Please don't. I love the style and what you are doing, there are clearly elements which make your game stand out and describing it in such simple terminology takes away from those efforts that make it special.
Just my .02
Edit: that also doesn't mean its OK to sound pretensious. Don't be "that person" that talks above your own level. Describe what makes your game great, what sets it apart and roll with it.
So Jessie Cox did a video on Ephemerid.
After a few months of flat sales and no publicity it feels preeeeeeeeety good. Glimmer of hope and all that.
Not that I can really help, but is this only happening to you, or do other beta testers also experience these crashes?
I was going to say a driver bug would be one of the two main possibilities, but that seems to rule that out.I only have one other person really testing with frequency so far, and he also has had it. he ran the debugger and caught the same event.
I'm on radeon and he's on nvidia.
I only have one other person really testing with frequency so far, and he also has had it. he ran the debugger and caught the same event.
I'm on a radeon hd 7900 and he's on geforce 660 ti.
Also has this started to appear recently or has this always been a problem? Maybe trying to export/build with an older Stencil version might be a solution?
Are you running any stencyl addons or custom script? (I'm unsure how stencyl works) and do you write to debug logs so you can see what actions are carried out and when? I would debug every element of the scene swap and set up 2 scenes and just go back and forth constantly until you throw an exception, then see what your last few debug lines are to see what is happening and when. Compare it to working scene swaps to see what is different, what isn't executing, what could be throwing an exception.
May I guess?
just by looking at the error message I think you have the same error I have that I haven't patched yet, if you are running in threads it may be possible that one of those threads is trying to access or cached some data that was cleared by another thread, so it may happen when you clean up memory when moving between screens, at the time of cleaning you have to make sure no one else is using the memory allocations you want to re-use or clean, so you need to make all other non essential threads to finish their job and put them on-hold, then your main thread cleans everything and restarts all other threads, you can do this by either use a variable that when enable will force any other thread to do nothing until it is set to true, that way I solved one of the bugs, then the other is locking all objects that are shared.
Hope it is something related to the thing above. It still happens in my game in some areas that I haven't either locked or stopped some threads but adding a few try/catch in those specific areas allowed me to skip those errors there when clearing objects.
Good luck with your game, by the way, I am thinking to put an easter egg from your game in mine
Thanks, man! Any questions just shoot. I'm not pro with Unity but there are a lot of "huh, no shit?" moments when learning it I had ha! 5 should be uber fun with its new audio system. Drooling profusely hereDid not know we have you on here. Your pixel-perfect tutorial helped me a lot, so thanks for that I may have questions in the future so bear with me if I shoot you a PM
I have no idea if it's correct, but it seems like that's the most likely candidate due to having (at least) a Metro version.Excellent guess, thanks. There's also a web and/or a Metro version I suppose.
I would also throw my hat into the "threading issue" ring. I would find it suspicious that you have two "Thread Created" messages right before the crash, and then at least seven "Thread Terminated" messages after it.hi smart people.
I have no idea if it's correct, but it seems like that's the most likely candidate due to having (at least) a Metro version.
I would also throw my hat into the "threading issue" ring. I would find it suspicious that you have two "Thread Created" messages right before the crash, and then at least seven "Thread Terminated" messages after it.
This would make me think that either a thread was created that shouldn't've been, or something was done on a thread that shouldn't've been done, leading to a crash and immediate thread cleanup (which terminated all of the other threads, including the two that were started prior to the crash).
The tricky part will be finding the threading problem, but that's probably on the engine and not on you.
Note: I have absolutely no idea if any of that's what happened, so take that with a grain of salt.
I would also throw my hat into the "threading issue" ring. I would find it suspicious that you have two "Thread Created" messages right before the crash, and then at least seven "Thread Terminated" messages after it.
This would make me think that either a thread was created that shouldn't've been, or something was done on a thread that shouldn't've been done, leading to a crash and immediate thread cleanup (which terminated all of the other threads, including the two that were started prior to the crash).
An SSD just makes so many things in life amazing.Welp, PC is taken apart. Replacement parts coming in but I decided to build a development rig. Didn't spend much. I'll fix my current rig and donate it to a friend then go on going on with my new newness. Nothing major for development. A 4690 with 8gb, GTX 760 and my most sought after upgrade: SSD. I still have my local and off site storage but the SSD ought to make the whole thing snappier. Also decided to finally jump on the Win8.1 bandwagon.
All in all it should be a nice setup for 2D development. Parts come in tomorrow so I jumped the gun and shut her down tonight. I have off Wednesday for another post surgery follow up and ultrasound so I have all day off after that