Closed Monkeyjamma1 closed 1 year ago
also when i go to sell more ingots i have noticed that the button does not work. i reload the game and the button works once and all my ingot come back into the ingot storage at the scrap yard. i can protentionaly keep doing that for infinite money which is a problem. it does not hold an accurate ingot count and material. im not sure if anyone else is having this issue
Hi there @Monkeyjamma1 and thank you for reporting this, I hope to have this fixed in the next v0.32.1 update 🙂👍
okay awesome, the game is awesome and very fun to play. you are doing great at it. keep up the great work!!
Hi the @Monkeyjamma1
Thanks again for reporting this, I have added a temporary fix by disabling the Auto Sort part of the code and I will rework the way the Auto Sort works in the future, maybe by storing the current Ingot IDs in a seperate list, then clear the main list and then copy the temporary list, as I have found that actively modifying a list that is in use can cause issues, so hopefully I can figure out a work around, but disabling the Auto Sort should work now, just that there will be gaps in-between sold Ingots for the time being 🙂👍
Okay awsome, I tried getting into coding and game development and it's a pain to learn and remember but you are doing a great job and I love the game. If I find anything else I'll let you know.
On Tue, Apr 11, 2023, 4:06 PM FuryFight3r @.***> wrote:
Hi the @Monkeyjamma1 https://github.com/Monkeyjamma1
Thanks again for reporting this, I have added a temporary fix by disabling the Auto Sort part of the code and I will rework the way the Auto Sort works in the future, maybe by storing the current Ingot IDs in a seperate list, then clear the main list and then copy the temporary list, as I have found that actively modifying a list that is in use can cause issues, so hopefully I can figure out a work around, but disabling the Auto Sort should work now, just that there will be gaps in-between sold Ingots for the time being 🙂👍
— Reply to this email directly, view it on GitHub https://github.com/FuryFight3r/ScrappingSimulator/issues/105#issuecomment-1504237566, or unsubscribe https://github.com/notifications/unsubscribe-auth/A6YAZEVAQFDWWQDZIFFATNLXAXPWFANCNFSM6AAAAAAWIFMPYI . You are receiving this because you were mentioned.Message ID: @.***>
@Monkeyjamma1 It is certainly a challenge, especially Solo Game Dev as it's not only coding, but sound design, modelling, 2d texturing, animating, web design, community management, news, marketing etc, but I think I am slowly getting there 🙂 There are some pretty great guides on YouTube on how to make a basic game nowadays which I think can help people get into coding while also being fun 🙂 though one thing to note with these Tutorials is they often use shortcuts when coding, to make it easier to display and explain, though in the long run it can be very poorly optimised and can lead newcomers into a trap of poor optimisation in their game due to most guides skipping over this step for simplicity sake.
But all I can say is if I can learn Game Dev basics anyone can 😅😅 just got to stick at it 🙂
That is a valid point. I have seen these tutorials go through things pretty fast. How long did it take you to learn enough to make a playable game?
On Tue, Apr 11, 2023, 4:31 PM FuryFight3r @.***> wrote:
@Monkeyjamma1 https://github.com/Monkeyjamma1 It is certainly a challenge, especially Solo Game Dev as it's not only coding, but sound design, modelling, 2d texturing, animating, web design, community management, news, marketing etc, but I think I am slowly getting there 🙂 There are some pretty great guides on YouTube on how to make a basic game nowadays which I think can help people get into coding while also being fun 🙂 though one thing to note with these Tutorials is they use shortcuts when coding, to make it easier to display and explain, though in the long run it can be very poorly optimised and can lead newcomers into a trap of poor optimisation in their game due to most guides skipping over this step for simplicity sake.
But all I can say is if I can learn Game Dev basics anyone can 😅😅 just got to stick at it 🙂
— Reply to this email directly, view it on GitHub https://github.com/FuryFight3r/ScrappingSimulator/issues/105#issuecomment-1504264261, or unsubscribe https://github.com/notifications/unsubscribe-auth/A6YAZET2M2D56G4ILSYSM3LXAXSVJANCNFSM6AAAAAAWIFMPYI . You are receiving this because you were mentioned.Message ID: @.***>
Well its hard to say as ever since I was young I've dabbled with creating things, from my own Web Browser, Websites, Minecraft Servers, Runescape Private Servers, Arma II RP Life Servers, GTA FiveM RP Servers & Addons and then finally got my hands on Unity maybe 6-7 years ago and since then have made probably 10-15 game prototypes, most of which were just different types of games from a RP Life Game, to Pirate Simulator, some I spent quite a few months on others I spent maybe a week before either I knew it wasn't going anywhere or I'd learnt what I wanted to learn from the project, which only 4 were ever released on Itch.io and 1 (being Scrapping Simulator) is the first I'd ever published on steam and it so far has been a 3 year project (1 year pre-alpha prototyping and 2+ years on Steam) and I expect about another 10-14 months of development before the 1.0 release, being that I am 28 now and have been dabbling with Coding/Creating since I was around 10-12, so around 20 years of just playing around learning things and about 6-7 years of playing around with Unity, though around the time of Scrapping Sim beginning it's development I was committed to wanting to have a career of Game Dev, though as it does, life and many other factors have gotten between and it took me a long while to find what I actually wanted to do in life.
One thing I would suggest is to start with very small projects that are intended for learning purposes not public purposes, something basic where you click boxes and you earn a point for each one you click, then once that's working good you could move onto making different sized boxes that give points based of the size of the box, something simple like that will let you slowly ease into the coding world and should allow you to pickup on errors and mistakes easily and early. One trap I notice a lot of new comers fall into is they try and make the next Fortnite or COD for their first game and basically set them selves up for failure and give up very early because it's too hard, also the 'Blame the Engine' mistake which I regrettably fell into when I first started, which early on things to me in the code made perfect sense but it wouldn't work on Unity and I was quick to blame the engine for being bad :P whereas 99.995% of the time it was a mistake in my coding or I was using a method incorrectly etc.
Though everyone is different, many other Indie game developers have degrees and other paperwork under their name which can help tremendously, though unfortunately in my town Computers and Tech is not really a noteworthy skill yet so it's hard to find Lessons and Courses without having to travel, so I've basically just self taught myself from reading basic coding books, to watching guides. Though my main strength is being hands on, I seem to learn a lot faster and understand things easier when I am physically doing the task myself, so all the knowledge gained from my previous projects have somewhat compiled and compacted into Scrapping Simulator :)
(sorry for the novel, I go a bit overboard sometimes XD)
The adventure you have been on is fascinating! Thank you for sharing your story with me. You have dedication and persistence. That is hard to find nowadays. I have dabbled into the unity tutorials and roblox tutorials and it's hard to remember everything. I am 27 and I have 2 little ones so it's hard to get time were I can focus but when they grow a little older I can concentrate better. Eventually I want to go the path of mining simulation games. That's kinda why I wanted to learn roblox first then move up to unity. I heard 2d is easier to learn but I could be wrong. I am going to definitely take your advice and start small and work up from there. I watch this guy on YouTube code monkey and he has decent videos.
Ps. I did find 2 bugs I will share with you.
On Tue, Apr 11, 2023, 5:41 PM FuryFight3r @.***> wrote:
Well its hard to say as ever since I was young I've dabbled with creating things, from my own Web Browser, Websites, Minecraft Servers, Runescape Private Servers, Arma II RP Life Servers, GTA FiveM RP Servers & Addons and then finally got my hands on Unity maybe 6-7 years ago and since then have made probably 10-15 game prototypes, most of which were just different types of games from a RP Life Game, to Pirate Simulator, some I spent quite a few months on others I spent maybe a week before either I knew it wasn't going anywhere or I'd learnt what I wanted to learn from the project, which only 4 were ever released on Itch.io and 1 (being Scrapping Simulator) is the first I'd ever published on steam and it so far has been a 3 year project (1 year pre-alpha prototyping and 2+ years on Steam) and I expect about another 10-14 months of development before the 1.0 release, being that I am 28 now and have been dabbling with Coding/Creating since I was around 10-12, so around 10 years of just playing around learning things and about 6-7 years of playing around with Unity, though around the time of Scrapping Sim beginning it's development I was committed to wanting to have a career of Game Dev, though as it does, life and many other factors have gotten between and it took me a while to find what I actually wanted to do in life.
One thing I would suggest is to start with very small projects that are intended for learning purposes not public purposes, something basic where you click boxes and you earn a point for each one you click, then once that's working good you could move onto making different sized boxes that give points based of the size of the box, something simple like that will let you slowly ease into the coding world and should allow you to pickup on errors and mistakes easily and early. One trap I notice a lot of new comers fall into is they try and make the next Fortnite or COD for their first game and basically set them selves up for failure and give up very early because it's too hard, also the 'Blame the Engine' mistake which I regrettably fell into when I first started, which early on things to me in the code made perfect sense but it wouldn't work on Unity and I was quick to blame the engine for being bad :P whereas 99.995% of the time it was a mistake in my coding or I was using a method incorrectly etc.
Though everyone is different, many other Indie game developers have degrees and other paperwork under their name which can help tremendously, though unfortunately in my town Computers and Tech is not really a noteworthy skill yet so it's hard to find Lessons and Courses without having to travel, so I've basically just self taught myself from reading basic coding books, to watching guides. Though my main strength is being hands on, I seem to learn a lot faster and understand things easier when I am physically doing the task myself, so all the knowledge gained from my previous projects have somewhat compiled and compacted into Scrapping Simulator :)
(sorry for the novel, I go a bit overboard sometimes XD)
— Reply to this email directly, view it on GitHub https://github.com/FuryFight3r/ScrappingSimulator/issues/105#issuecomment-1504341733, or unsubscribe https://github.com/notifications/unsubscribe-auth/A6YAZEXJM47AZ33KVGN5SV3XAX25LANCNFSM6AAAAAAWIFMPYI . You are receiving this because you were mentioned.Message ID: @.***>
I have noticed that when you are carrying a scrap electronics it freezes in the air after approximately 8 seconds then you can pick it up agian and at approximately 8 second it freezes agian. This happens with all scrap I pick up so far.
On Wed, Apr 12, 2023, 3:14 AM Corey Poppin @.***> wrote:
The adventure you have been on is fascinating! Thank you for sharing your story with me. You have dedication and persistence. That is hard to find nowadays. I have dabbled into the unity tutorials and roblox tutorials and it's hard to remember everything. I am 27 and I have 2 little ones so it's hard to get time were I can focus but when they grow a little older I can concentrate better. Eventually I want to go the path of mining simulation games. That's kinda why I wanted to learn roblox first then move up to unity. I heard 2d is easier to learn but I could be wrong. I am going to definitely take your advice and start small and work up from there. I watch this guy on YouTube code monkey and he has decent videos.
Ps. I did find 2 bugs I will share with you.
On Tue, Apr 11, 2023, 5:41 PM FuryFight3r @.***> wrote:
Well its hard to say as ever since I was young I've dabbled with creating things, from my own Web Browser, Websites, Minecraft Servers, Runescape Private Servers, Arma II RP Life Servers, GTA FiveM RP Servers & Addons and then finally got my hands on Unity maybe 6-7 years ago and since then have made probably 10-15 game prototypes, most of which were just different types of games from a RP Life Game, to Pirate Simulator, some I spent quite a few months on others I spent maybe a week before either I knew it wasn't going anywhere or I'd learnt what I wanted to learn from the project, which only 4 were ever released on Itch.io and 1 (being Scrapping Simulator) is the first I'd ever published on steam and it so far has been a 3 year project (1 year pre-alpha prototyping and 2+ years on Steam) and I expect about another 10-14 months of development before the 1.0 release, being that I am 28 now and have been dabbling with Coding/Creating since I was around 10-12, so around 10 years of just playing around learning things and about 6-7 years of playing around with Unity, though around the time of Scrapping Sim beginning it's development I was committed to wanting to have a career of Game Dev, though as it does, life and many other factors have gotten between and it took me a while to find what I actually wanted to do in life.
One thing I would suggest is to start with very small projects that are intended for learning purposes not public purposes, something basic where you click boxes and you earn a point for each one you click, then once that's working good you could move onto making different sized boxes that give points based of the size of the box, something simple like that will let you slowly ease into the coding world and should allow you to pickup on errors and mistakes easily and early. One trap I notice a lot of new comers fall into is they try and make the next Fortnite or COD for their first game and basically set them selves up for failure and give up very early because it's too hard, also the 'Blame the Engine' mistake which I regrettably fell into when I first started, which early on things to me in the code made perfect sense but it wouldn't work on Unity and I was quick to blame the engine for being bad :P whereas 99.995% of the time it was a mistake in my coding or I was using a method incorrectly etc.
Though everyone is different, many other Indie game developers have degrees and other paperwork under their name which can help tremendously, though unfortunately in my town Computers and Tech is not really a noteworthy skill yet so it's hard to find Lessons and Courses without having to travel, so I've basically just self taught myself from reading basic coding books, to watching guides. Though my main strength is being hands on, I seem to learn a lot faster and understand things easier when I am physically doing the task myself, so all the knowledge gained from my previous projects have somewhat compiled and compacted into Scrapping Simulator :)
(sorry for the novel, I go a bit overboard sometimes XD)
— Reply to this email directly, view it on GitHub https://github.com/FuryFight3r/ScrappingSimulator/issues/105#issuecomment-1504341733, or unsubscribe https://github.com/notifications/unsubscribe-auth/A6YAZEXJM47AZ33KVGN5SV3XAX25LANCNFSM6AAAAAAWIFMPYI . You are receiving this because you were mentioned.Message ID: @.***>
This one it seams the scrap part does not fully get removed preventing me from finishing the tear down. It just stays there and I can't do anything to remove it. I can move the server but can't finish disassembling it. I have only encountered it with the server scrap so far.
On Wed, Apr 12, 2023, 3:14 AM Corey Poppin @.***> wrote:
The adventure you have been on is fascinating! Thank you for sharing your story with me. You have dedication and persistence. That is hard to find nowadays. I have dabbled into the unity tutorials and roblox tutorials and it's hard to remember everything. I am 27 and I have 2 little ones so it's hard to get time were I can focus but when they grow a little older I can concentrate better. Eventually I want to go the path of mining simulation games. That's kinda why I wanted to learn roblox first then move up to unity. I heard 2d is easier to learn but I could be wrong. I am going to definitely take your advice and start small and work up from there. I watch this guy on YouTube code monkey and he has decent videos.
Ps. I did find 2 bugs I will share with you.
On Tue, Apr 11, 2023, 5:41 PM FuryFight3r @.***> wrote:
Well its hard to say as ever since I was young I've dabbled with creating things, from my own Web Browser, Websites, Minecraft Servers, Runescape Private Servers, Arma II RP Life Servers, GTA FiveM RP Servers & Addons and then finally got my hands on Unity maybe 6-7 years ago and since then have made probably 10-15 game prototypes, most of which were just different types of games from a RP Life Game, to Pirate Simulator, some I spent quite a few months on others I spent maybe a week before either I knew it wasn't going anywhere or I'd learnt what I wanted to learn from the project, which only 4 were ever released on Itch.io and 1 (being Scrapping Simulator) is the first I'd ever published on steam and it so far has been a 3 year project (1 year pre-alpha prototyping and 2+ years on Steam) and I expect about another 10-14 months of development before the 1.0 release, being that I am 28 now and have been dabbling with Coding/Creating since I was around 10-12, so around 10 years of just playing around learning things and about 6-7 years of playing around with Unity, though around the time of Scrapping Sim beginning it's development I was committed to wanting to have a career of Game Dev, though as it does, life and many other factors have gotten between and it took me a while to find what I actually wanted to do in life.
One thing I would suggest is to start with very small projects that are intended for learning purposes not public purposes, something basic where you click boxes and you earn a point for each one you click, then once that's working good you could move onto making different sized boxes that give points based of the size of the box, something simple like that will let you slowly ease into the coding world and should allow you to pickup on errors and mistakes easily and early. One trap I notice a lot of new comers fall into is they try and make the next Fortnite or COD for their first game and basically set them selves up for failure and give up very early because it's too hard, also the 'Blame the Engine' mistake which I regrettably fell into when I first started, which early on things to me in the code made perfect sense but it wouldn't work on Unity and I was quick to blame the engine for being bad :P whereas 99.995% of the time it was a mistake in my coding or I was using a method incorrectly etc.
Though everyone is different, many other Indie game developers have degrees and other paperwork under their name which can help tremendously, though unfortunately in my town Computers and Tech is not really a noteworthy skill yet so it's hard to find Lessons and Courses without having to travel, so I've basically just self taught myself from reading basic coding books, to watching guides. Though my main strength is being hands on, I seem to learn a lot faster and understand things easier when I am physically doing the task myself, so all the knowledge gained from my previous projects have somewhat compiled and compacted into Scrapping Simulator :)
(sorry for the novel, I go a bit overboard sometimes XD)
— Reply to this email directly, view it on GitHub https://github.com/FuryFight3r/ScrappingSimulator/issues/105#issuecomment-1504341733, or unsubscribe https://github.com/notifications/unsubscribe-auth/A6YAZEXJM47AZ33KVGN5SV3XAX25LANCNFSM6AAAAAAWIFMPYI . You are receiving this because you were mentioned.Message ID: @.***>
On the server bug were it didn't let me finish disassembling. I just loaded into the game and the server was still there partially disassembled. I noticed that some of the the scrap parts in it came back so I belive the error has to do with the 8gb ddr3 ram stick and the mother board interactions.
On Wed, Apr 12, 2023, 3:19 AM Corey Poppin @.***> wrote:
This one it seams the scrap part does not fully get removed preventing me from finishing the tear down. It just stays there and I can't do anything to remove it. I can move the server but can't finish disassembling it. I have only encountered it with the server scrap so far.
On Wed, Apr 12, 2023, 3:14 AM Corey Poppin @.***> wrote:
The adventure you have been on is fascinating! Thank you for sharing your story with me. You have dedication and persistence. That is hard to find nowadays. I have dabbled into the unity tutorials and roblox tutorials and it's hard to remember everything. I am 27 and I have 2 little ones so it's hard to get time were I can focus but when they grow a little older I can concentrate better. Eventually I want to go the path of mining simulation games. That's kinda why I wanted to learn roblox first then move up to unity. I heard 2d is easier to learn but I could be wrong. I am going to definitely take your advice and start small and work up from there. I watch this guy on YouTube code monkey and he has decent videos.
Ps. I did find 2 bugs I will share with you.
On Tue, Apr 11, 2023, 5:41 PM FuryFight3r @.***> wrote:
Well its hard to say as ever since I was young I've dabbled with creating things, from my own Web Browser, Websites, Minecraft Servers, Runescape Private Servers, Arma II RP Life Servers, GTA FiveM RP Servers & Addons and then finally got my hands on Unity maybe 6-7 years ago and since then have made probably 10-15 game prototypes, most of which were just different types of games from a RP Life Game, to Pirate Simulator, some I spent quite a few months on others I spent maybe a week before either I knew it wasn't going anywhere or I'd learnt what I wanted to learn from the project, which only 4 were ever released on Itch.io and 1 (being Scrapping Simulator) is the first I'd ever published on steam and it so far has been a 3 year project (1 year pre-alpha prototyping and 2+ years on Steam) and I expect about another 10-14 months of development before the 1.0 release, being that I am 28 now and have been dabbling with Coding/Creating since I was around 10-12, so around 10 years of just playing around learning things and about 6-7 years of playing around with Unity, though around the time of Scrapping Sim beginning it's development I was committed to wanting to have a career of Game Dev, though as it does, life and many other factors have gotten between and it took me a while to find what I actually wanted to do in life.
One thing I would suggest is to start with very small projects that are intended for learning purposes not public purposes, something basic where you click boxes and you earn a point for each one you click, then once that's working good you could move onto making different sized boxes that give points based of the size of the box, something simple like that will let you slowly ease into the coding world and should allow you to pickup on errors and mistakes easily and early. One trap I notice a lot of new comers fall into is they try and make the next Fortnite or COD for their first game and basically set them selves up for failure and give up very early because it's too hard, also the 'Blame the Engine' mistake which I regrettably fell into when I first started, which early on things to me in the code made perfect sense but it wouldn't work on Unity and I was quick to blame the engine for being bad :P whereas 99.995% of the time it was a mistake in my coding or I was using a method incorrectly etc.
Though everyone is different, many other Indie game developers have degrees and other paperwork under their name which can help tremendously, though unfortunately in my town Computers and Tech is not really a noteworthy skill yet so it's hard to find Lessons and Courses without having to travel, so I've basically just self taught myself from reading basic coding books, to watching guides. Though my main strength is being hands on, I seem to learn a lot faster and understand things easier when I am physically doing the task myself, so all the knowledge gained from my previous projects have somewhat compiled and compacted into Scrapping Simulator :)
(sorry for the novel, I go a bit overboard sometimes XD)
— Reply to this email directly, view it on GitHub https://github.com/FuryFight3r/ScrappingSimulator/issues/105#issuecomment-1504341733, or unsubscribe https://github.com/notifications/unsubscribe-auth/A6YAZEXJM47AZ33KVGN5SV3XAX25LANCNFSM6AAAAAAWIFMPYI . You are receiving this because you were mentioned.Message ID: @.***>
@Monkeyjamma1 I can certainly understand it being hard to remember a lot of the functions and methods with Unity as I have a terrible memory 😂 But Roblox is a great way to get into coding I feel, I did end up making a couple of games on there, a Building/Financial one and ofcourse an Obby 😅 it's truly amazing what people can make on there and the flexibility it and the community provides 🙂
I do apologise for the bugs in the new update, I was actually aware of the Objects freezing after carrying them (which is due to the new way that Objects Physics are enabled/disabled) which ofcourse Id forgotten to patch before releasing the update 😅 so after dropping an object a 10 second timer begins and if it's not interacted within 10 seconds the object becomes Static and the Physics are disabled which greatly improves performance when a lot of Physics based objects are active at one time, but for some reason that timer is now also starting when the object is picked up, hopefully I can track down the source of this and the disassembly issues and have a patch out asap 🙂👍
What is your roblox name I'll have to look up your games and play them. I couldn't imagine how much stuff you have to check to make sure everything is working in a game but you are doing a great job. I did find a few more bugs if you want me to share with you.
On Wed, Apr 12, 2023, 6:23 PM FuryFight3r @.***> wrote:
@Monkeyjamma1 https://github.com/Monkeyjamma1 I can certainly understand it being hard to remember a lot of the functions and methods with Unity as I have a terrible memory 😂 But Roblox is a great way to get into coding I feel, I did end up making a couple of games on there, a Building/Financial one and ofcourse an Obby 😅 it's truly amazing what people can make on there and the flexibility it and the community provides 🙂
I do apologise for the bugs in the new update, I was actually aware of the Objects freezing after carrying them (which is due to the new way that Objects Physics are enabled/disabled) which ofcourse Id forgotten to patch before releasing the update 😅 so after dropping an object a 10 second timer begins and if it's not interacted within 10 seconds the object becomes Static and the Physics are disabled which greatly improves performance when a lot of Physics based objects are active at one time, but for some reason that timer is now also starting when the object is picked up, hopefully I can track down the source of this and the disassembly issues and have a patch out asap 🙂👍
— Reply to this email directly, view it on GitHub https://github.com/FuryFight3r/ScrappingSimulator/issues/105#issuecomment-1506180925, or unsubscribe https://github.com/notifications/unsubscribe-auth/A6YAZESWTQPJDNYDXXPW56LXA5IPJANCNFSM6AAAAAAWIFMPYI . You are receiving this because you were mentioned.Message ID: @.***>
I believe my username would have been FuryFight3r 🙂
Describe the bug
when i go to sell an ingot at the scrap yard for example if i had 5 aluminum and 3 copper ingots in the ingot storage at the scrap yard. i go to sell the copper ingots all of the ingots turn into copper ingots that are in the ingot storage at the scrap yard. i have noticed this with aluminum to.
Reproduction Steps
put some different types of ingots in the ingot storage at the scrap yard right before selling them. the pick one and sell it and all of then turn into the ingot you are selling.
Expected behaviour
i espected to only sell the ingot i picked and not for all of them to turn into the ingot material i sold.
Screenshot(s)/Video(s)
No response
Console output
No response
Player Logs
No response