I did it!

http://www.sharemygame.com/share/34ebecac-4f9f-4b91-a3eb-1cab6db11273

i actually finished it, and enjoyed doing it. let me know what you think guys

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Congrats Sean, well done - both my son and myself have played your game, very nice.

We spotted a couple of typos but nothing major - I will look forward to seeing the next :slight_smile:

oh really? let me know where and i’ll fix it.

and thank you :slight_smile:

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i’ve spotted them. personnel, received and prepare. thank you!!! i’ll sort them in the morning

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Yep, there was also a space before a comma I spotted at one point, probably from concatenating the strings on different lines etc.

As I say, only minor, nothing major. :slight_smile:

thanks Rob. i think i got so caught up in making sure the code was correct that my spelling slipped lol. easy fix though (thankfully)

I’m looking forward to project boost. have some good ideas for that. can let the art side loose

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You’re welcome, and no worries, it happens, out of the two, the code aspect is definitely more important at this point :slight_smile:

Having the confidence to jump back into your project and make changes though, like this, is great - so well done!

Yeah Project Boost has seen some very nice student work, quite a bit of variety and there is a lot of scope for really putting your mark on this one. I shall look forward to destroying a few spaceships when you share :slight_smile:

pft. spaceships? no no no, i’m thinking enemy cockroaches :smiley:

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hehe… ok, now this I will definitely have to see, please feel free to tag me (@Rob) so I don’t miss it :slight_smile:

I will keep you posted :smiley:

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@Rob i fixed the spelling mistakes, and someone else noticed that when they pressed backspace it registered twice. so when i was making corrections i was looking for any errors that might cause that. then when i was testing i noticed that in unity the backspace registers once as it should, but as soon as i build with OpenGL and upload to ShareMyGame the backspace registers twice. any ideas?

This is actually an issue with the code provided to you in this section. I have raised this with Ben previously but it doesn’t look like it got resolved. The behaviour comes from the WM2000 code that you use in this project.

Oh Good! when it was raised in the discord i said that because i couldn’t find it i thought it must be something in the project files as that’s where the typing behaviour must be. thank you for confirming that. gives me confidence in my own logic lol

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I’ve just downloaded the WM2000 Unity Package from the course, I’ll take a quick look through and see if I can find anything.

I would have thought this behaviour would happen when you run the game within Unity also though, does it not?

no, only once it’s been built with OpenGL

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hmmm, curious…

Ok, I’ll have a quick look and see if there’s anything that I can see… seems odd…

i just had a poke around (i am a complete novice though) and the delete command is in the inputBuffer.cs but it all seems fine. do you think its an OpenGL issue?

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Hi,

Ok, so I spent a lot longer messing with this than I really should have! If you make the following change to Keyboard.cs;

private void Update()
{
    bool isValidKey = Input.inputString.Length > 0;
    if (isValidKey)
    {
        PlayRandomSound();
    }
    if (connectedToTerminal)
    {
        if (Input.anyKeyDown)    // returns true the first frame the user hits any key
        {
            connectedToTerminal.ReceiveFrameInput(Input.inputString);
        }
    }
}

Hope this helps :slight_smile:


See also;

Ok so i have corrected the bug and also found and fixed another bug. so if you hold down the backspace with the current code, it will loop and play the keystroke sound over and over. so from the info you gave me i did this:

considering this game is the first piece of coding I’ve EVER done, I think I’ve learnt a good amount. 5 star course so far. thanks @Rob i’m going to make another post in this section with the bug fixed version of the finished project

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Hey Sean,

Great to see you are experimenting and making changes, this confidence will continue to grow I am certain :slight_smile:

Regarding whether this is a bug or not, I did wonder about also making a chance to this;

    if (isValidKey)
    {
        PlayRandomSound();
    }

…in the Update method yesterday, but a) I figured this wasn’t really the bug we were discussing and b) keyboards still make a sound when you tap a key even if there isn’t something to change on the screen, so I left it :slight_smile:

considering this game is the first piece of coding I’ve EVER done, I think I’ve learnt a good amount. 5 star course so far.

I’m sure @ben and the team will be delighted to hear this Sean, if you haven’t already, perhaps at some point consider adding a review to the course on Udemy :slight_smile:

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