gm techniques – How do I keep me and my player happy in a one-on-one game?

One on one play is a great time to develop a character’s backstory; You need common ground between you and your player (otherwise, why are you gaming together?!), the character’s background should be a ripe source of information you can plunder for this as well as motivations for what they want to do.

The trick is, however, to remember that you, as the GM, are still in control, it’s not a collaborative story (unless that’s the sort of game that’s running) the world’s mechanics, physics and so on are still yours but the spotlight is on the player, but you control the stage.

I’ve run quite a lot of one on one games and for me, as a GM, the best bit about this is I get a lot of time to develop NPC’s personality and goals as there are no other members of the party to talk to. Usually, in one on one games, a player can’t do everything themselves (otherwise it’s a bit of a dull character) so they’ll need other people to help them. Sidekicks, contacts, hirelings, shopkeepers, etc are a GM’s shoehorn and delight into this situation. However remember that these NPC’s are there are window dressing, they are not your own characters – there is the temptation to bedeck a favorite NPC with gear, skills and buffs as you become more attached to them – this is something to avoid and something I’ve fallen foul of.

As mentioned; you need to talk to the player and find out common ground, adapt and think around the problem. You’re both there to have fun, but do remember you’re running the game, not playing. The player likes fights and you like social situations? Add a sidekick to their dungeon adventure and talk to them as things go on, draw the player into situations that you can enjoy and give them what they want as well.

TLDR:

  • Talk to the player, find common gaming ground. Players can surprise you!
  • Adapt to situations, NPCs are your most powerful tool for this.
  • Dig into the characters backstory, this is a time to root out a story and run with it.
  • Give and take, mix and match. You’re both there to have fun. Run things you’ll both enjoy.
  • If you’re not enjoying it or the player isn’t – talk to them some more, don’t let things degenerate – take a break over a game of Munchkin or something.
  • Have fun! You’ll likely have much more time NPC’ing than usual as party banter is gone.
  • But don’t fall foul of playing NPCs as your own characters.
  • Not working one on one? Use other methods to game! Go online and get some other players – try playing via Skype/Google hangouts or whatever.

xvideos player

Good morning, you will meet any xvideos player for sale that has no limitation.

vlc media player – VLC “Continue playback” – How to increase “limit”?

VLC has a nice “Continue playback” feature, where I can set it so that when I play a video, it automatically resumes from where I last left off.

However, this seems to work only for maybe about the last 10 or 20 videos watched. Is there a way to increase this limit?

unity – Persisting Player Prefs On Build in Android

Can I ask for help/guide where I can build 2d game on android device includes the players prefs that I defined already, for example I have an “int” PlayerPrefs (PlayerPrefs.Getint (“mysavenumber”)),

the data “mysavenumber” has already a saved integer value in it. How ever upon building my game and installing it on my android device it seems does not hold any value.

How can I build my game with the Playerprefs data that I have defined upon building and installing it on an android device?

networking – Unity 3D mirror, sync player spawn name

I am using Mirror for doing my little multi-player car racing project which need to name after the objects name before player connects to the game.

Here is my NetworkManager code:

using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class MyNetworkManager : NetworkManager
{
    public List<GameObject> spawnPos;
    
    public override void OnServerAddPlayer(NetworkConnection conn)
    {
        Transform start = spawnPos(numPlayers).transform;
        GameObject player = Instantiate(playerPrefab, start.position, start.rotation);
        player.name = "car_" + (numPlayers + 1).ToString();
        NetworkServer.AddPlayerForConnection(conn, player);
    }

}

This NetworkManager works good in the Host PC. However, when the client connecting to the host, the name showing in the inspector is still like car(Clone).

Does anyone know how to deal with this problem?

Thank you for your help.

Flash player Down unable to upload image

in magento admin dashboard i unable to upload image due to flash player down. Please advise the option for adding of product images.

c# – Unity – adding camera constraint to prevent the player from seeing beyond the scene

Like the title says, I’m after some kind of constraint for the camera to prevent the player from seeing beyond the scene and seeing the Skybox. I came across the code to add a Mathf.Clamp, but I can’t get it to work.
I’m currently trying to make a 2.5D platformer in which the camera follows the player (ahead), which leads to seeing beyond the scene to the far left and right. I already have an invisible wall in place to prevent the player from falling off, but I would love to also clamp the camera from going any further.

This is the script I have at the moment:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraController : MonoBehaviour
{
    (SerializeField) GameObject player = null;
    (SerializeField) (Range(0.1f, 2f)) float followAhead = 2f;
    (SerializeField) (Range(0.1f, 2f)) float smoothing = 1f;

    //public PlayerController playerController;

    private float minPosition = -9.37f;
    private float maxPosition = 4.68f;
    private Vector3 cameraClamp;

    const float m_minY = 2f;
    Vector3 targetPosition;
    Vector3 cameraOffset;

    void Start()
    {
        cameraOffset = transform.position - player.transform.position;
    }

    void Update()
    {
        targetPosition = (player.transform.position + (player.transform.forward * followAhead)) + cameraOffset;
        //smoothedForward = Vector3.MoveTowards(smoothedForward, playerController.GetTravelDirection(), 0.5f * Time.deltaTime);
        //targetPosition = (player.transform.position + (smoothedForward * followAhead));
        //transform.position = player.transform.position + cameraOffset;
        targetPosition.y = Mathf.Min(targetPosition.y, m_minY);
        transform.position = Vector3.Lerp(transform.position, targetPosition, smoothing * Time.deltaTime);
        cameraClamp.x = Mathf.Clamp(transform.position.x, -9.37f, 4.68f);
    }
}
```

shaders – How to hide player when in Shadow using Unity 2D Light System?

I have been looking for this for a couple of days now and cant find an answer; how can I hide a player when they are in the shadow when am using Unity 2D Light System? I know I can choose not to cast light on objects, but when I do it still shows the object in the shadow. What am looking for is hiding the player completely when they are in shadow, and when the light hits them it would reveal the player. This effect is in the game Among Us, I know that they are using some sort of shaders and they didn’t have 2D light when they were developing it.

So am assuming this would be a shader as well where it would reveal the player when they are in the light and hide them when they are in the shadow. Below are pictures of what I have and what I want it to look like.

This is what I have in Unity
Among Us In Unity With 2D Light

So you can see that the player is not hidden in the shadows, but rather its blacked out.

But this is what am looking to recreate:
enter image description here

You see how the top half of the body which is in the shadow is hidden while the bottom half is revealed because its in the light? This is the effect that I want to recreate.

Is there some sort of Shader or code that can do this? I really been looking for something like this for so long and couldn’t find it. Any help will be really appreciated.

Player Camera Shaking when Running Into Wall in Unity

I’ve been working on a 2D RPG game in Unity, and for some reason, whenever my character runs into a wall, the camera begins to shake violently. I have a RigidBody2D and a BoxCollider2D connected to him and a TilemapCollider connected to my Tilemap. The RigidBody component is Dynamic with a gravity scale of 0 (because it’s a top-down game). Also, the camera is a child of the player. Here’s the script to my character controller:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class PlayerController : MonoBehaviour
{
    // Variable for the player speed and animation
    float speed = 2f;
    private Animator animator;
    private Vector3 change;
    
    // Called before the first frame is loaded
    void Start()
    {
        // Gets animator component
        animator = GetComponent<Animator>();
    }
    
    // Update is called once per frame
    void Update()
    {
        // Detects change in the player's coordinates
        change = Vector2.zero;
        change.x = Input.GetAxisRaw("Horizontal");
        change.y = Input.GetAxisRaw("Vertical");
        if (change != Vector3.zero)
        {
            // Detects whether the player's animation should play or not
            MoveCharacter();
            animator.SetFloat("moveX", change.x);
            animator.SetFloat("moveY", change.y);
            animator.SetBool("moving", true);
        }

        else
        {
            animator.SetBool("moving", false);
        }
    }

    void MoveCharacter()
    {
        //  Allows movement on the X axis and calculations to allow the player to move
        if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
        {
            transform.Translate(Vector2.right * speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
        {
            transform.Translate(-Vector2.right * speed * Time.deltaTime);
        }

        // Allows movement on the Y axis
        if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
        {
            transform.Translate(Vector2.up * speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
        {
            transform.Translate(-Vector2.up * speed * Time.deltaTime);
        }
    }
}

server – Do developers watch player match recordings for their online games?

When developers plan and decide on new buffs and nerfs, do they gather information from online game matches, recorded secretly from their servers’ data feeds and reconstructed / analyzed offline – for such data as player movement trajectories and popular paths, weapon preferences and gamestyle behaviour?