u/BenHamrick
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3points
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3points
I created automated build pipelines for my indie project. I was tired of all the work arounds with current unity solutions and wanted something that just worked and is self hosted. I use it to monitor my builds for my games. Works great for game jams with deployment to itch.io (automaticunitybuilds.com) [Show-Off]
- 7points
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2points
Game Title: Shroom Siege (self.playmygame) [[PC]]
- 5points
- 18points
BenHamrick
BenHamrick
Will do! See ya there!
BenHamrick
That is awesome! Thanks 🫶
BenHamrick
Is this where everyone is going to stay?
BenHamrick
so there are alters? I have not found anything about this year. How long do they go?
BenHamrick
How many people come to this? Are there afters? How is the vibe?
BenHamrick
Thanks!
BenHamrick
We use GitLab hosted on a digital ocean server. I have a runner running on an old Mac Book air for mac builds and a windows machine for windows builds at my house. The mac pipeline is a bash script and the windows one is a PowerShell script. I compile all platforms except for mac on windows because that is easier. Our script also automatically installs the required unity version according to our project settings and the platform add on for building.
BenHamrick
I would be down! Send me a DM and add me to discord. You can join our discord server here: https://discord.gg/upsidedownbird
BenHamrick
This is some really cool feedback. I already fixed one of them! https://imgur.com/7tiVzST
BenHamrick
Also the steam input api is how we can get rumble to work on PlayStation and Nintendo controllers on PC. We already have steam deck rumble support lol
BenHamrick
Well they have an API that bypasses XInput. They also provide an easy to API to change the button icons in game depending on the controller (Playstation, XBox, Nintendo) and the binding changes. So if you rebind a controller input in steam it will reflect in the game button icons. Pretty cool!
BenHamrick
Yeah, we use InControl inside of Unity. We actually assumed that we could support 8 Controllers. Tried it the first time the night before a conference saw that it didn't work. Needless the say was in panic mode! We ended up having to use the InControl deprecated XInput mode so we could use this dll. Then I had to modify InControl to give me 8 controller support. We now ship this OpenXInput dll with the game. Future plans are to integrate full steam input support so that should have 8 controller support already. I just wanted to make sure it works outside of steam too!
BenHamrick
If you don't mind me asking. What are the other 3 games in this genre?
BenHamrick
Nice! We have a few things already:
- We currently have a way to turn off the Shogun win condition. It should be easy to add the others as toggles.
- We have the ability to change game rules in the lobby but presets could be nice too.
- We do have a tutorial that teaches the basics. Our game only uses joystick and 2 other buttons so we feel like is it simple to pick up. The tutorial can even be played in a group. It goes through each mechanic and then goes through 3 dedicated maps that each only have one win condition until finally combining all the win conditions.
One thing to note about the 8 controller support is that it is actually really hard to do. Microsoft included 8 controller support in their driver but never update the input library to reflect this change. We actually ended up using this https://github.com/Nemirtingas/OpenXinput to get it working. No easy task but we had to have it!
BenHamrick
Yes, even better is using the Xbox wireless adapter. We even have it working with 8 controllers!
BenHamrick
56% return so far. Is it already time to sell?
BenHamrick
When do we sell?
BenHamrick
Oh boy. AAAA Gaming!
Thanks for the tip. Where would be better?