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Messages - megmaltese

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Playmaker Help / Re: Unity Bitcoin Wallet!
« on: November 24, 2016, 09:08:04 AM »
Uuuuhhh... I changed my idea and won't be working on this.
I examined the project deeper and found that it doesn't make sense to do it, or at least, I can't see any purpose in it, apart visuals.
The problem with this is that money is serious issue, and people don't want much of visuals, but they want to be sure their money will stay safe, and transfers are easy to do.
Unity adds another layer of complexity to an already new and complex matter, and additionally there's plenty offers on the market already, there are so many wallets, that some, even though they are good, they were downloaded just in small numbers.
I think this would be a waste of effort.

So I redirected my efforts to the creation of a semi-gambling game based on Bitcoin: it's sort of an evolution of Pachinko, a popular game in Japan.
I'll still need to implement the basic functions of a Bitcoin wallet in it, to receive and deliver money when the user buys or wins, but I won't be burdened by all those additional features such as QR codes, backup, passwords, etc. I will only need to implement the commands to transfer funds.
I plan to devolve part of the income to poor people around the world somehow. I would like to give to young boys and girls especially, because I think they will be the first that will make use of Bitcoin for real as a mean of exchange and not so much as for investment or trading. Also, receiving even a small quantity of Bitcoin, could become for them a good fortune, if the Bitcoin value will skyrocket like I expect.

Playmaker Help / Re: Unity Bitcoin Wallet!
« on: October 30, 2016, 12:25:47 PM »
Hi, thank you for your availability!

Having no experience in such things, I guess I'll just create a very simple wallet with basic functions.
First of all because I want it to be useable by anyone, and second because the less stuff is in, the less problems/bugs have to be spotted.

To have a working wallet, the following functions are enough:
  • new address generation
  • pay to address
This would already work as money could be received and sent, so we'd have a working model to start with.

But a basic Bitcoin Wallet today wouldn't be of any use without the following functions:
  • PIN confirmation when sending a payment so to prevent spending in case the smartphone is stolen
  • QR code reading to send payment (needs interaction with camera...)
  • QR code generation for receiving payments (need to generate QR code on a texture... I already worked with texture generation on the fly in the past, so I can do this, but I need the code to generate the binary to put on the texture)
  • wallet backup
  • wallet restore

Today, a wallet where you must copy/paste the address is already cut out, nobody would use it.
People are (rightly) spoiled with QR codes, so this function will have to be put in when we will release even the first version, and I guess for QR codes we probably need another API.

For all the other functions (or most of them) I think the Coinbase or Blockchain APIs should do, or we'll have to build them ourselves.

I have no idea of how cryptography encoding works, I only know how it works theoretically but I have never dug deep into it, so also the PIN feature will need some learning I guess.

Sooo, I'll start with a proof of concept now so you'll see what I want to do and we have a starting point.

Of course if you help me with this you will take your share.
I was thinking to go with the usual economic model of banner version and no banners paid version, I think it's the best way to go today.

Playmaker Help / Unity Bitcoin Wallet!
« on: October 30, 2016, 10:28:03 AM »
OK so I want to be the first to make a Unity Bitcoin Wallet.
As I am not a programmer, I'm asking here what would be the problems arising in doing something like this.
I am planning to use a solid and already well tested API for this, like Coinbase's one or Blockchain's one in example.
What is the opinion of you coding masters?
Is it possible to do something like this using PlayMaker?
Is there anyone that would help me here on the forum with the creation of PlayMaker actions bind to the API?

The plan is to build a wallet with 3D visuals, where models and textures can be downloaded as themes, changing the aspect of the whole application.
This would be the first in its genre at the moment.
I don't know how much success it could have, but I have time to give it a try.

Work In Progress... / Re: Looking for Help ! ! !
« on: June 25, 2016, 02:36:15 PM »
Thank you, I'll consider this, but my funds are nearly zero at the moment...

Work In Progress... / Re: Looking for Help ! ! !
« on: June 25, 2016, 10:53:44 AM »
The problem with the Asset Store stuff is that you would end up finding the same things in many games. Most likely not going to be noticed if your game won't sell in the hundreds of thousands, but still...
Then there's the problem of finding exactly what you need: if you need common stuff like, say, an ogre that walks, hits, dies, then you are probably in luck. But if your game doesn't have very classic characters, you won't find anything... anywhere.
I was looking for a cool golem for my game, couldn't find anything similar, apart on the Autodesk website. It's free but needs an amount of work to reduce polygons and has no animations.
And then there's another problem: style. If you buy two different characters from two different producers, most likely they will have quite a different style and polycount and quality.
The solution? Sell sets of enemies, but then we are again there: the risk of having your game similar to other games that use the same library. Changing textures help to an extent of course, but if you want your game to be different, and reflect the brand new idea of gameplay you put in, you won't find anything ready anywhere.

Work In Progress... / Re: Looking for Help ! ! !
« on: June 24, 2016, 05:45:17 PM »
Depends... can you do all or almost all alone?
From what you wrote I don't think so.
Animation takes a huge amount of time to do it well.
The problem as usual is that the project is too large.
You may thing it's small enough to do alone, but I don't think so.
That's why you need other people to cooperate.
I don't think you can pull this project alone, it would take you 2 years at least.

Work In Progress... / Re: Looking for Help ! ! !
« on: June 24, 2016, 04:46:33 PM »
Ye I know the feeling, I have myself much ready stuff but it's not complete in any way so it's better to not put it in a build... good then, keep it up, I know working alone requires a lot of effort and trust.

Work In Progress... / Re: Looking for Help ! ! !
« on: June 24, 2016, 04:21:20 PM »
I'm a one man team as well... that's why I give you these suggestions: I can go on with my project almost for everything because the idea behind it is innovative enough, nothing similar exists, but I see your game is an RPG (or looks so). So my suggestion is: put something new in it, or it won't cut a good slice of sellings... because the market is saturated by similar stuff.

Work In Progress... / Re: Looking for Help ! ! !
« on: June 24, 2016, 03:57:27 PM »
Interesting up to now.
Be sure to add innovative game dynamics, as the market is full of clones already, and "just another clone" from a very small team with very limited resources won't find any luck out there.

Work In Progress... / Re: Looking for Help ! ! !
« on: June 24, 2016, 01:46:53 PM »
It's unlikely you will find anybody joining the project if you don't show some screenshot or concept or game design note.

Work In Progress... / Re: UnderWater Adventure
« on: June 24, 2016, 01:45:42 PM »
Well I tried it again, WS work, space does no effect at all. And you can bet on it, my space bar works.

Playmaker Help / Re: Having problem with action 'Load From File'
« on: June 14, 2016, 02:39:05 PM »
OK, managed by insisting on Load From File, found that the right path to put in the field is "Assets/StreamingAssets/T_GameReset.txt" even though this way I have my doubts it will work on different platforms, but for now I will proceed with this.
I thought that the StreamingAssets folder was the root of the system...

Playmaker Help / Re: Having problem with action 'Load From File'
« on: June 14, 2016, 02:23:17 PM »
Tried Resources Load from the EcoSystem, gives me error all the time, don't know what is the path to put in there.
My text file is under "SR/StreamingAssets/T_GameReset.txt" in the Assets folder, but this doesn't work and throws an error.

Playmaker Help / Re: Having problem with action 'Load From File'
« on: June 14, 2016, 02:13:10 PM »
Uhhh but why? For what I read, StreamingAssets is the way to have files available in the local filesystem of the application, so I find nothing strange in loading a text file from there... also, the action works great by loading from C:/, why not just get the StreamingAssets folder path or tell me what it is?

Playmaker Help / Re: Having problem with action 'Load From File'
« on: June 12, 2016, 11:12:46 AM »
I have the same problem, I am using "Application.dataPath/StreamingAssets/T_GameReset.txt" to find the file.

I tried also "/StreamingAssets/T_GameReset.txt" but of course it points then to "C:/StreamingAssets/T_GameReset.txt" and it's not ok.

I want to make this once and for all to be sure it will work on Mac, Linux, and if I'll manage to port the game, also on PS4 and Xbox.

However, it seems I am having problems in general with some actions.
This one, like the other actions I took from the EcoSystem, seems to not complete the state.
It doesn't throw an error, it simply doesn't start any transitions.

I am using PlayMaker 1.8.0.f43 on Unity 5.4.0b17.

Edit: I've just made a test and put the file in C: and this way it works... so I guess there's some problem in catching the error... but I need to know how to point at StreamingAssets.

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