#archived-game-design
1 messages · Page 2 of 1
paper plane but its a nuke
hey can I get some advice? So I have a VR Game where you are trapped in a house with a home intruder trying to get in (he's like a shadowy figure lookin dude) and all I could think of was a flash light that needs new batteries scattered throughout the house occasionally, ur only goal as of right now is to find which window he's at, flash at him, and then move to whatever window he's at next and rinse and repeat, but I feel like it needs a bit of spice to it, something easy to implement, a simple mechanic, but something that will make the stakes much higher and something that will make it much more tense and interesting as a survival VR horror game
(please ping me so I see it when I'm given a response! :))
not going to lie i have seen a game like that or that a bit it seems good
hey guys i got a question
im making a game right and right now its just basic movement its kinda bad but its super fun just moving around the landscape i made
it was intended for something else but what would a high mobility 2d fighter sound like
youd be restricted to only whats on the screen
there are a lot of game from Asia that use this concept. nexon had a game they no longer support that was a side scroller 2D fighting game.
he grabs your flashlight
hey , how many poly count to create AAA game building?
do you guys have any simple game ideas for like an educational, puzzle or escape room game?
you can have a 2 million polygon asset that looks like garbage
AAA is not about details, it's about budget
and it's impossible to tell because it depends on building size, amount of detail, the art style and so on
@lapis anchor Job postings should be posted on the forums #📖┃code-of-conduct
Hello friends. I've been dealing with this error since morning ”Object reference not set to an instance of an object” I don't understand what I need to fix
I know this is a bit dumb, but where do I get started making a game with a branching narrative depending on choices? Can I manage this with some kind of asset that lets me do it like a flow chart? Thank you
What kind of game exactly, something like Detroit Become Human or more like a novel
It's an FMV style game where different cutscenes are triggered by making certain choices in response to them
so it's basically cutscene -> choice -> cutscene -> choice?
yeah basically
I suppose it all depends on how much complexity you want with player choices, as well as whether or not you want to have different variations of same cutscene and such
You can make the game remember the choices that will have an effect later on and then simply do an if
I was intending to do that but I was worried about getting lost in a tangle of variables and if statements, I was hoping there was a way to visually flowchart it lol
I found yarn spinner and I might try to jerry rig it for that, if not I'll just use that method
I think it's best if you experiment with it a bit because making nonlinear storylines is hard
good luck then
thanks!
hey so it says the type ot namespace of myu script vould not be found from another script and i dont know why
looking at that message, probably a typo
any ideas for a simple and soothing and relaxing level in a vr game? (quest 2 and steamvr)
are you looking for something to play or make?
to make
@cloud frost
im thinking about a simple game of fetch with a dog as a test
but i gotta figure all that out lol
that sounds like a good idea or maybe like a game of catch.
could be interesting
but
i have no clue how to setup animations for a dog lol
but the catch thing
could be cool
im basically trying to design a VR game that's intended to relax the player
maybe just have a robot that is similar to those auto shooters for baseballs and you just throw it back at it to refill it.
i could but i really want to use a dog tbh, are their premade animated dogs I can use that I can just write some AI for?
i was thinking like a puppy on the beach or something
throwing a tennis ball
or smth
sounds good to me
now I have a question for you. How do you make prefabs you create show up in the editor like shop assets do?
like where you can drag them from the project folders into the editor and have like the preview of where its going to be placed
i think u just drag it from the project area where the folders are into the scene view
that's what I thought but when I do that it would place it in the sky lol
are u close to any objects in ur scene?
yea,
I'm using the fps microgame and I connected some wall prefabs to make my own prefab.
ah i see
well worst case scenario u just drag the object in and then move it manually from there
I understand if that's not ideal, but i suppose it would work
¯_(ツ)_/¯
lol yea that's what i've been doing.
Hey all
How would one go about building this? I have a tiny bit of Unity experience as well as a good deal of programming experience — so you can speak to me in technical terms
I'd like to implement something along these lines for my own game, and I have a few ideas about how to start. But really, I could use some guidance. What's the step-by-step required to pull this off?
Oskar uses Wave Function Collapse to generate procedural levels. It's beyond my understanding, but that is what he uses to determine what tiles can be placed next to other tiles.
The brute-force method is to check each neighboring tile to see if the model needs to be replaced when a new tile is placed next to it. But the more variations you have, the greater the number of the 'transition' tiles you'll need to create.
I suppose you could update the triangle for each tile rather than the whole tile itself though. That could cut down on the number of transitional tiles you'd need.
So it DOES use transition tiles!
I've read through his blogs, but there isn't much there and I couldn't make much sense of them
I suppose that approach has the benefit of letting you build the tiles independently in a modeling program, as opposed to generating them procedurally right in unity
He has a few YouTube videos where he goes into more detail, but it's still mostly high-level explanation.
I've also used this WFC tool that's on the Unity store. I've used it to generate buildings and cities, but I'm not sure if it works at runtime with API calls. I've only used it in the editor. It might be worth checking out though:
https://assetstore.unity.com/packages/tools/level-design/tessera-pro-161077
You sir
Are a gentleperson and a scholar
My compliments
Alright I need help, I am making an VR game. Does anybody know how to give specific people a colored name?
Looks like something for #💻┃code-beginner .
Also, an enemyGenerator currently doesn't exist in that context. At some point before using it, you need to do:
EnemyGenerator = new enemyGenerator();
Similar to declaring an int, but instead of just not assigning a value, you haven't called the contructor( important term for future reference ) to make an instance of EnemyGenerator. So normally, to invoke a new instance of a class/struct object, you do new DataType().
i'm just wondering if it would be more performant to spawn meshes using VFX-Graph or use regular mesh renderers in an ECS subscene?
Hi everyone!
I'm making a mobile game and I want to save player progress into a online storage, my main options are using Google play services or firebase but I'm not quite sure what tools is better for that (knowing that firebase is free up to certain amount of storage), how do you store that kind of data?
Look into PlayFab as well
I want to make a 3D hex planet game
I've looked at a number of resources already. What I'm unsure about is: should I create the planet a single mesh with assets placed on top of it, or, should each tile be an independent object?
What I'm having trouble envisioning is how to create a seamless transition from, for example, tiles of different heights
hello, i made a 3d game with a runtime level loader, but the issue is i don't know how a level editor should look like
it should be 3d, not "confined to a grid" like minecraft, and can rotate freely
maybe i should just force it to be confined to a grid/rotated freely for ease of use, but those things can enable some fun levels to be made
or do both, 2 modes, a confined to grid no rotation mode for the usual stuff, and a hard to use free mode
my game is pretty similar to portal2, so maybe something like its level editor
i simply cannot find a good button that works with this menu and its making me mad
please sugest
the one above is a joke obviously
yall got any ideas for me to make? I am pretty new to unity so not something to hard but that can be do-able for me well not new but i just suck in unity
New as in “never made anything” or new as in “have made basic games”?
never made anything 😭
i'd start with flappy bird then
alternatively you could do pong or maybe something like doodle jump
or the chrome dinosaur game
alr
I would think that you should use the same font as the title
the button itself could be transparent
Is there a term for games where the whole party is represented by a single character? Trying to think of examples - I think Final Fantasy used to do that, but... I don't play Final Fantasy games...!
Anyone know how lidar.EXE works? I'm assuming that it doesn't spawn a prefab for each dot because that would suck performance wise, does it have a mesh renderer and then add another triangle for each dot? I'm trying to do something similar and I have no idea how to do it well
Like this doesn't look awful but I doesn't look as good?
A friend who works in animations spent 30 minutes to make one for me and it looks ok
I think pure text could work. With no visual "button". Maybe it can have a line that fades out at the top and bottom.
I'd like to know too. Anyway, that's not something exclusive to rpgs at all, many adventure games allow the protagonist to carry tons of stuff in an inventory while the character's visuals are unaffected
isn't that something different?
he's talking about a party (warrior, mage, cleric, rogue) but on the map you just see 1 chr
I think idk
it's not a genre, because even games like dragonwarrior started with that 1 chr and ended up with like a train
Looking for: gamedesigner and pixel artist
About us: right now we are a small team of two programmers. So we want to fill the gap in gamedesign and art.
Project: Initially the project was for a game jam. But we got lots of positive feedback and moreover won a prize. Project can be downloaded here - https://enginee777.itch.io/happy-birthday-to-me.
Please DM if you have interest in work on our project with us.
using unity 2021 TileMap collider is not visible even on Wireframe mode player is not colliding either
Me and my Friends are coming up with a game idea (basically an fps but your invisible from the front) and were stuck on map design. Anything like walls, hills, or obstacles would be op bcuz you could just camp with your back to them and win. Would there be any other solution than to just make the map flat?
i have come up with a new idea for a game.
feel free to use the idea to at least some extent for your own purposes since im too occupied with other Unity projects to even implement said idea into one of them.
my idea is the following:
a fps roguelike/lite with open world exploration elements where EVERY point of interest is randomized from specific parameters when a new save file is made.
so all buildings would be spawned at the start from a specific list of buildings, shop spawnpoints would only spawn a shop to that spot, and specific enemy spawnpoints would spawn a group of specific enemies.
@orchid lance you should look at geometry dash and try to remake it as a learning experience
ye
i kinda also want to make a sort of geometry dash but you can only die cuz of the dissapearing floor/evil bricks that kill you when colliding
and its unlimited
Pits/Holes instead of walls
wait no that wont work
hmm, well maybe some sort of mechanic that prevents that abuse
Like Doom forces the player to get close-and-personal with enemies to get healing and ammo
oh and also sound is a thing so you can make enemies hear the gunshots so the player has to move whenever they shoot
Make the weapon choice more focused on close-range
Maybe without an aim-down-sight mechanic so the player won't snipe constantly
also a type of enemy that can still detect the player under some conditions (like timer or something), forcing the player to act quickly
The ideas basically gone to shit from the invisible mechanic anyways
im thinking of making a game where you basically have to fold different origamis, do u guys think that is possible on unity or should i use a different engine
Unity can do this, the same as any another other engine really. Depending on what your vision is on how the mechanics will work, it sounds quite complicated though.
i just made my map a little bit now i will script some stuff that i might need
any engine does anything. And that sounds like a very good idea
you can always do partial invisible walls
They would stop projectiles, but you could see past them
Turns out someone already made smth like that on steam 💀 so ima try to change up my idea a bit
Is very hard to get a new idea
what is the name?
Paper - a game of folding
I need some opinion, but here me out with my logic
I am making a virtual tour for my university. However, to do that, I need theories regarding UI/UX for virtual tour. But, because it is quite specific, I rolled back, and get non immersive virtual reality. So, I thought, what is equvilant towards the concept of first person prespective, and the subject is in a fake place, and that is, of course, FPS.
So, I need to know this, do you guys have some sort of book that tells you what to include in make of UI UX of an fps game ?
It mostly depends individually on the game, if you could list what elements you need on the UI, we could help you arrange it. If you're looking for tutorials, I recommend searching online a bit
Can anybody know Why the tilemap collider is not visible in the scene view in unity 2021?
guys, I' ve got a question, do u know how is called this type of cinematic? https://www.youtube.com/watch?v=ZbMC-3cHKKU
its like a comic made with graphic design?
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why cant i go to the asset store
This isn't related to game design. Not sure what anyone can do but suggested you try again later.
been thinking about a concept for a rpg game in which the progress of your overall account aids your general progress, so things like WoW typically you get a main to cap and then that makes levelling a second easier, then when theyre cap its another role you can play in raids or another profession you can cap etc, but the progression on multiple characters doesnt really aid your journey to cap level on your main
can anyone think of any examples where there are games like that? all i can ever think of is idle games but not an rpg
looking for some inspo and see how theyve done it
kind of hacky getting link click to work, i just changed part of the text blue and made a hidden button over the text I wanted and added a Application.OpenURL(url); line on a click method for it
one universal scene with gameobjects swapped out based on level vs multiple scenes loaded.. is there a big difference in performance/build size later?
Truth be told, I have much I want to add, but little assurance. I do know however what's the function the software require.
- the software has to have some sort of map that is interactive. In this context, the map is my university
- because this is virtual tour, it requires a camera. The camera has to show a replicated world. In this context, it is performed by using a 360 panoramic images, just like google street.
- The map can show the places avaliable in the university. However, the user are given user interface that is an FAB, and when the user interact, the user will see the a selected place (floating action button. GIven the context that it is a button that is hoovering on a space, I thought it's appropriate to call so).
- I don't know the design of the place is part of the world (the shown material) or the UI/UX. the first one is more likely, but it also questioned the designed.
ig you can take some inspiration from google street view
take a look at some Youtube analysis of Metroid games UI! maybe can render you some inspiration
let me consider it the second one
Clyne
Choose a name Chicken Clicker, Noodle clicker, or Potato Clicker
Anybody know why my textures arnt showing up when i import them into unity from blender
Now there is DEFINATELY a million of improvements that I can do, but so far, what do you think?
@fervent heron 2d or 3d
ill create a thread hold up
i need ideas for a game (because i lack inspiration hard)
Now there is DEFINATELY a million of
whenever i try to move an object with the xyz arrows, the transform tool moves to my mouse
how can i disable this?
does anyone know how to disable the mouse in a unity 2d project?
just ignore any input from it
ok Thanks
What could i change about this to make it look more realistic?
so what's a good angle for a top down camera?
To make it more more 'realistic' I would remove the point light for a start. Have the light source come from the windows(?) so either use area lights or add an emissive material and bake your lightmap to the scene.
The lighting depends on what kind of mood your going for in the scene though.
ok thanks
need ideas for game
stealth-based 2d roguelike
Clyne
hey
i think you should make it to where they drop it and it recalls when the hand reaches down
like this
whoops
I ll be completely remaking it definately
ok
@vagrant latch #502171626805133312
Hi everyone.
I want to draw a line between two GameObjects. One of them is draggable so I want the line to update its position when the draggable object moves.
Should I be using the Vectrosity package for this line?
Curious what you guys think about this menu design
Feel free to comment on anything else too. Crits always appreciated
Looks nice. I like the retro vibe and reminds me of games I used to play in the 80s. The two things you might want to consider though are:
-
Make sure your background and font colours have enough contrast. Google for colour contrast checkers to find a tool that can help you. Not having enough contrast can cause eye strain for the reader and will put them off, and for those who are colour-blind, they might not be able to see red text at all.
-
I'm not keen on having the options in a scroll panel. Constantly scrolling up and down to see what choices I can make could become annoying.
But apart from those two things, I think it looks cool.
Awesome thank you. I am new, I used LineRenderer.
Thank you for the advice. I have received multiple times that the font color/font design is not easily readable. I think this applies to the drawing as well. That's something I will have to work on.
As for the options, I will have to figure something out for that. I want a system that allows me to have as many options as I want for any given situation.
Thanks again
can somone help me? I am trying to make a Iron Man Game and I just Dont know How I can make the suit peices fly to the charecter
I am also very new to unity
then stick to simple projects for now
can I get an example
also making an iron man game would probably cause legal issues
how
start with pong
PONG?
what is pong
first videogame ever made, search it up
table tenis, ping pong
ok
Anything 2d is a great start in understanding the software even if you want to make 3d later. Tons of free tutorials and courses out there for it and some even offered by Unity. Recreating Iron Man would probably take some work even for a pro (also Unity beginner here)
You'll get sued.
ho it is a original iropn man battlefround game
I can't understand that sentence. I will move on, best of luck!
ok ty
Ironmans copyrighted. it'd probably be ok if you just make it for fun and don't give it to anyone, but if you try to distribute it then you'll be sued
Ok
Is there anyone who wants to help me make the game or atheist help me with the code
nobody is going to work for you for free
if you can't make your game with resources that you have then consider doing a simpler project instead
ik i just want to know if someone can help me with the code
if you have questions or need help solving an issue, we have #💻┃code-beginner
ok
I mean @austere pawn ... I will. To test the waters, I'm interested in working on a project who's progress isn't set at my own pace ( I should prob try to find a Game Jam team, imo ). DMs are open, but for free work, it's a "when I feel like it" basis.
ok
making an iron man game gonna get you a fat lawsuit
Not sure where this question should go since it's a matter of what should I use for my desired results, but:
I'm making a 2.5D, isometric game with shooter and melee mechanics, where my aiming system currently aims at a target point on a flat surface ( a flattened and spread cube ) collider, by returning the vector collision point of a raycast from the camera to the ground collider.
To keep aim consistent and predictable between units, I've designed flat aim indicators, including ground-level indicators for units' standing positions, which I intend to move, rotate, and scale for visual indicators. To keep the indicators from disappearing through the ground, I'm looking for a way to always render the indicators over the ground, for a start. What should I be using to achieve this effect ( as in, what should I research to get started )? Just changing the render queue in the material's properties doesn't seem to work, so I'm guessing I should maybe render to a buffer/texture in a camera.
Ideally for the desired effect, I should ensure the indicators are rendered between terrain and active units, without active units being drawn on top of terrain they're standing behind. Alternatively, I was thinking I could just render the indicators over everything in the scene, applying a partial transparency affect in shaders for the pixels that pass over non-terrain meshes; think the silhouette used in Super Mario Sunshine, used to display the character through terrain, but shadowing the silhouettes of indicators over non-terrain objects.
I think for now, I'll render my indicators on my canvas overlay.
Lead Man. His biggest weakness is gravity.
ope there goes gravity
So, I've mostly figured it out by rendering to a texture from a second camera, set to only render from a custom "Indicator Overlay" layer then projecting that onto the canvas. What I think I'll do later is render active entities' alpha channel to another texture, to be applied some way to my overlay texture.
I need your opinion about whether to make the thumbnail include the character wearing the costume or not. Because if not then some costumes will have a cut out, but if I include the character it seems to make the UI a bit mess
ummm actually
Next up: Glock.
Patreon: https://www.patreon.com/ahoy
Soundtrack: https://xahoy.bandcamp.com/album/the-first-video-game
Soundtrack also on Spotify: https://open.spotify.com/album/7aHFIw5GwuAUOPMCsHvzsA
and iTunes: https://music.apple.com/us/album/the-first-video-game/1481787667?app=itunes&ign-mpt=uo%3D4
The answer lies within this video idk I haven't finished it yet
Hi! I'm creating a survival game with a pixelart filter. That's the first implementation of the player:
What do you think about it? Is the player model ok? Colors? Is the world better with or without grass?
Grass adds a lot of details, but also twitches when the player moves or the camera is rotated. I don't know what looks better...
Any advice is really appreciated ❤️
(please ignore when the camera collides with the tree, that's a fix that's already in my queue)
@compact pulsar I like the style a lot. Reminds me of "A short hike".
The flickering gets pretty distracting. But even "without grass" there was a lot of flickering.
I wonder. If you lock the rotation and zoom level and then switch the camera to orthographic maybe that would work better??? Just brainstorming.
Maybe it would work, but I need to rotate the camera and zoom to make some game features work. Orthographic camera slightly fix the problem but completely breaks 3d style 😦
How are you achieving that effect?
Maybe instead of nearest pixel you might find that bicubic interpolation is more stable 🤔 but it will make the game a bit more “fuzzy”
Hey Guys. I am working on a hobby project: a tower defense game in a mystic setting.
We are on a good way to give the first demo to some friends to playtest.
But i am not happy with the readability of the center.
I think its to dark and i have problems to seperate the towers from the ground etc.
Do you have some ideas how i make it "pop" more?
you need contrast, for example have towers and enemies have color palettes with higher saturation than the environment
Yeah.. but its hard to make a stone tower seperate from a stone wall 😄
different color palettes, like I said
higher saturation
look at team fortress 2
both character and wall is blue but character's colors are wayy more saturated so they stand out
and here's kingdom rush which simply uses contrasting colors (and higher level of detail on towers)
A pedestal can also help.
Also your towers seem too small to me. Just increase the size by about 25% 🤔
Contrast can go a long way
So im making a scene that is meant to teach you how to pickup and drop items, what would be the best environement for this?
The game is about a businessman that was kidnapped and force to do a series of tests, which will then lead up to him doing something big.
series of what?
I render the camera not to a display but a downscaled render texture
then a canvas renders it
same trick as a short hike! I fell in love with its style, and luckily in a GDC he explained how he did that
I need a beginner 2d game idea
How about an RTS that can start dead simple? The only inputs are buttons that control the unit output of a city: guard, infantry, worker, and civilian.
Your civilian count determines how many of each unit you can produce per production cycle, worker count determines how much gold you produce per production cycle, and miltary units cost gold per unit, per production cycle. Guards remove attacking enemy infantry per production cycle, while infantry removes units ( of type of your choice ) from the enemy city per production cycle.
Units removed by guards and infantry of course scale off of how many you have. Infantry will just be a stat in your city, that is checked per production cycle for how many units you remove.
So, while civilian units don't do anything but produce more units, they do scale off of how many you have; so your production speed increases the production speed of your production speed.
Not even 2D, just a non-dimensional game concept to slap new mechanics on for learning.
Which is the good application to draw isometric tiles? Photoshop?
what kind of card game doesn't give you an advantage by hiding your cards?
pong
Lol
that would probably be pretty ui-heavy
how much of a beginner are you exactly?
like do you have a decent undestanding of the engine's basics?
I can make a block move and jump
yeah then maybe RTS is a bit too far for now
try making a simple classic platformer
K
with coins and enemies and stuff
Ya
just dont use assets from existing games like mario or it can get you in trouble
if you need free assets, check itch.io
Just to display resources. Like the controls only need to start with 4 buttons. Like, movement controls and unit selection are optional; the base concept is you control just one city's resources. I'd argue it's simpler than a platformer.
But I agree, classic platformer mechanics are a must for learning 2D game design.
Hey guys! I'm creating a game for my A-Level Computer Science coursework and am conducting some market research. If you could take a couple minutes out of your day to fill out this straightforward survey to do with gaming that would be extremely helpful. Thank you :)
@full wraith how do you recommend making the rts?
You can use just one or two GameObjects with scripts attached that declare the amount of units in it, and affect each "city's" unit count. Also, create a Canvas to declare some text elements inside, to display the amount of units in each "city" and currently selected production; or if you want to put off learning the UI to program ( you WILL need learn how to work with UI elements ), you can just declare each city's stats as public and watch them in the inspector 🤣 ; no seriously, I do that sometimes for debugging. In the Update() function, parse button presses to change the player(s)' city's production states, apply changes when Time.time is greater than the calculated time of the next production cycle, and update the UI text to display each "city's" stats. No movement controls, selections, or physics until you're ready; just manipulation the player-city's production state.
In this official course from Unity, you will learn to design and develop your own Virtual Reality (VR) applications. You will create prototypes, attempt challenges, and complete quizzes to build and solidify your skill set. At the same time, you will be guided through creating your own unique VR project from start to finish, beginning with a bla...
Add little additions to the maps, the walls could be slightly covered in foliage whereas the towers have a few barrels or other stuff, that will help seperate the look
no, ask in #🥽┃virtual-reality
and I hope you know unity basics already
do that first before jumping into VR
you need to learn to walk before you run
You mean to add some decoration at there bottom?
yes for the towers, you could add foliage to the walls of the gauntlet itself
Would a game like Horizon Zero Dawn use a RB or a character controller? What about valorant or Killzone
Well, none of these games uses Unity so it's hard to tell. But using RigidBody is basically making your own character controller instead of using Unity's built-in one
It depends whether or not the CC meets your needs
How can you tell if you should use CC or RB? When I first started I saw a lot of "just use rb why wouldn't you want physics" kind of talk. But I'm wondering if it's just extra stuff to think about.
Now when I see videos or guides the examples of types of games they give are like Fall Guys for rb or pokemon for cc. But like those are very opposing ends.
as I said, if you're "using rigidbody" you're basically just making your own version of character controller
if Unity's character controller fits your needs, feel free to use it. Otherwise, you can make your own
Hey all!
The game im buildings requires a world map and a battle/zoomed in map (like a castle or a battle in mount and blade)
I did some research and found a couple of solutions on how to handle but im yet to find one that fits my needs.
On the first scene (world map) i have the grid and a navmesh where all the players navigate to get from point to point.
On the second scene i have the point of interest (might be a castle or a
battle)
So I basically need the world map to continue working even tho the player is zoomed in or in a battle, so switching scenes is a bit unperforming since i need to redraw the whole map everytime i switch back to map view.
Im currently at using additive scenes and turning on and off the parent game object of the map/point of interest scene to keep the objects in memory, but the problem is that since the scenes are turned off they dont run their game logics (so while at the map, the battle does not go on, and viceversa)
Whats the best architectural approach to handle these needs?
Could just carry around the world map with you between scenes and have it occupy some space outside of your level.
@leaden trench You can use the forums for jobs and collaborations postings. #📖┃code-of-conduct
ah ok thanks
how do I post on the forum?
Make an account, make a post.
I dont know if this should be in code channel but it feels closer to game design.
Why do games (e.g darksouls) use i-frames instead of just 1 duration?
As far as I understand instead of using 1 period, they use small instances of invulnerability together:
E.g Instead of 1 seconds of invulnerability, 4*0.25 seconds of invulnerability.
Tumi they do use a timer, but even a continuous timer has its values rendered frame by frame. A roll has 10 iframes at 30fps, but it doubles at 60fps. If you make your own system for this, you will probably use a float to keep track of the invul timer, and add time.deltatime to it every frame. But this will render out as being invulnerable for a number of frames that your players will count and then it becomes iframes @digital quiver
Unless you can design an analog continuous rendering engine with an infinite refresh rate
One solution I've seen tried was putting physics for the two maps on separate layers, and just disabling sound/meshes for all objects for that layer, then enabling the other. That way, they can run in the same scene at the same time without interacting with each other. I believe you can also set the camera to only see certain layers, too.
i did think about this approach, do you think its scalable?
thanks for your answer btw
The game I'm making has items that can be held by the player and also put down / picked up at fixed locations in the game. The way I'm doing this is by having a separate instance of each item positioned in the player's hand and in each of the locations in game (so they can each be positioned / changed easily), and enabling / disabling them to mimic putting down or picking up the items. But sometimes this system feels a clunky when trying to find the right items to enable / disable, especially since items can have upgrades and different variants.
Is this a common approach to handle situations like this or does anyone have a better idea?
It would definitely seem more efficient to have a single object you just snap to a transform at the fixed position when you put it down. Only have to manage 1 object that way @oak current
I load ships with fittings and turrets and when I do it I instantiate the turret, set parent to a hard point transform, then set local position to vector.zero
Works like a charm
Yeah, I think I may switch to doing that. Thank you for the feedback!
I didn't do it that way originally because it will be a bit messy to deal with items that each have different transforms at locations, but it should be worth it
Any games based on Neuromancer (book) ? I'm thinking of making a first part in Unity, this would look great in HDRP
I guess Cyberpunk 2077 is kinda based on that..
Dues Ex
The camera approach absolutely should be, turning everything's meshes on/off with an event might require some clever programming to turn things on/off without lag when you have lots of objects.
Hi, i'm making a game called pill game, and im a little bit stuck on the idea of it. The problem is that im not sure in which way i should implement a currency in this game. There are going to be skins in this game, and u're gonna need a virtual currency to buy them. I'll also implement micro transactions.
If you have an idea, please let me know!
https://simmer.io/@EmielV/pill-game
There's a few options i can think of at the moment:
- coins on the levels (infinite)
- coins by getting a better time in levels (once collected, u can't collect them anymore)
- secret coins in the levels (geometry dash like)
- coins by completing missions
How do you make realistic grass terrain
Hey does anyone know if you are allowed to use like actual dollar bill decals in games. Like can I just use the dollar bill image or is that somehow against the law or smth?
The design of the dollar bill isn’t protected by copyright laws, and you can use it without any issues. Just need to make sure that it is not confused with a real dollar bill (which won’t happen since it’s in a video game).
Also keep in mind: most scanners and scanning software has built in protections to prevent the scanning of currency. You might want to look for some high quality currency artwork. Years ago when I had to scan some money for a project at a company I was working for, we wound up ordering and then scanning some movie prop money we got on Amazon. Not sure how intelligent the software is now but the prop money might still slip by it.
Interesting anecdote, when my mother died and I had to send death certificates to just about everyone, I could not scan an original and send it because there was some scan protection on it, I had to snail mail an actual original. A pain in the arse but great copy protection
Hey guys! Could anyone give me ideas on different kinds of projectiles, I’m combining together a list of potential ones ex. Molotov, ninja star, bullet, cannonball, tomahawk, etc would love input from anyone with an idea!
@pallid mist a simple throwing knife/ Kunia however it’s spelled, Brick, maybe dust or sand ,
Squirrel lol. Idk
Kunai knife 🙂 great ideas ill definitely add it to my list
Hey guys so I was wanting to make a unity game for android maybe iOS that is very similar to chess. I don’t really want to have to asks questions every step of the way so I was hoping someone could give me some key components I’d need to understand so I can kinda know what to look up to find what I need in the first place lol
Quick question, if I want to make FPS arms for a game. For multiple weapons should the arms be a separate rig? or should the models for the guns all be attached to their own set of arms that I have come in when the weapon is supposed to be present.
I was looking for some prototyping Tools/Engines(?). I remember there was some stuff years ago, but I couldn't find much.
Does anyone know some GoTo ressources?
Also... Is Articy Draft a GDD replacement?
No? Those are two different things.
You probably want your gdd to be somehow exportable to a PDF and readable by anyone quickly.
straight to level 55-66 mobs from level 10?
you coding fallout new vegas2?
just put a sign that says "dont go north"
i wanna make a slide puzzle game like this in unity but i am not sure how to structure the grid system
Probably declare a
SlidePiece[,] slidePieceGrid 2-dimension array, which would allow you to map grid positions to a corresponding SlidePiece monobehaviour. Make each tile be a GameObject with this component, then make methods to move them around the grid.
To check for completion you could have each SlidePiece class be given a Vector2Int preferredGridPosition at the start, and then loop through each one after every move, checking if there are any unsatisfied pieces.
thanks i will keep this in mind
Tyty
so basically like titanfall?
yeah I get it
so basically you want the player to have something to do when charging the mech?
so the player is meant to use a mech but still be able to complete the fight without it if they want a challenge?
how do you charge the mech? does it just charge over time or by killing enemies or are there collectibles?
how about letting the player use it without limits during boss fights?
you can make the player only able to enter the boss area by using a mech
like an obstacle only accessible to mechs
why do you want to force the player though
well then you should encourage the player to use the mech instead of forcing
simply give the mech weapons that are more effective in boss fight
like bigger DPS
?
nahh, no need to force a playstyle
some players will probably like the challenge of completing the game without using mechs
Titanfall 2 campaign alternates between areas that are meant for mechs and meant for players, with different kind of enemies in each
no, don't artificially boost it
just make mechs more effective at dealing damage to tanky targets
like a minigun that doesnt need to reload
while human guns need to be reloaded and need ammo
that would make sense, it's a large robot after all
maybe even a chainsaw
sure why not
make a prototype of the gameplay, then test it to see if it's fun
?
what do you mean by that
yeah I know those
that's quite a few features, you sure you can make that much by yourself?
time is one thing, motivation, energy, resources are the other
it's extremely unlikely, the SV guy was a rare exception
I'm making a game that's going to be basically a bunch of GUI, should I be using Canvas or Scene manager to change the displays?
you're much more likely to just get burnt out in a few days
start small
don't go for large projects
give it a try then
I guess I can't convince you otherwise
bye
Hey, don't know where else to ask this, but does anyone have suggestions for tools that help with online collaboration? I'm not exactly sure what I want, but I'd like to have some way of unifying a bunch of ideas into a cohesive whole like a mind-map, but also allow for discussion of those ideas like a discussion forum or Google docs suggestions. I'd also like to be able to reference these ideas in a task management system. I dunno, does this sound reasonable or am I overcomplicating things? Any suggestions?
Trello could be a good start
not sure if it has every single of features you listed but its pretty good
It is, Trello is awesome, but it seems like the next step after what I'm looking for. I've written out a GDD and we can kind of discuss that in Google Sheets, but I'm looking to take a step back from that to focus on some specific that's either not in the doc already (player models, enemy types, tools, abilities, etc) or to refine and change something that is.
Nuclino and Notion seem close to what I want, but we already have Discord as part of our process and I'd like to make sure that we can integrate our new tool into that
I guess ClickUp might work well
Random guy here, check out Milanote. @ripe relic
Oh wow, that is checking a lot of boxes. Thanks for the heads up!
If a programmer is looking for a 3D artist for a project let me know, just looking for something to work on!
#📖┃code-of-conduct has links to collaboration forums
you can find work there
Thank you! @cinder hamlet
What is it called when you make multiple characters designs with one rig so that I can watch a vide on how to do it?
hey does anyone know how to make a metroidvania story for a very small project with no experience in narrative design?
Anyone in here use blender to create assets?
yep, it's a popular tool so a lot of people use it
How do I negate from a physical object?
I don't understand the question
what do you mean by physical object? a mesh? any gameobject with a rigidbody?
bruh
I saw the cube
original cube
Take away this red cube;
https://i.gyazo.com/882faff51fda0173773882bf80a1b89c.png
mesh masks might exist
I don't think the thread answered your question
Yeah definitely didn't
Check into subtractive boolean modifier
I know what affect you want, but I have no idea what it's called or if unity can do it
I asked in another server, apparently there's no way to do that
isn't that exclusive to modeling software?
Even roblox studio can do it man 😭
Summary Another cool effect is to make the surface disappear when it’s beyond a certain plane.
To follow this tutorial, it’s best to know how surface shaders work - you can find a tutorial how they work here.
Define Plane We start by creating a new C# script which will define the plane we use later and pass it to the shader. It has a material as...
this might be more relevant
Seems like it
Yes sorry I got threads mixed up and thought you were asking about doing it in blender
but I swear there's a way to just put a "hole" in a mesh in unity
what I posted seems a little overkill
I gotta write code to negate an object? 😭
It's the right effect, but seems like so much effort for something seemingly so simple
I thought it was as easy as a ui mask
guess not?
anyway, this isn't the right channel
😔
Looking for some input on weapon system design
Preface - Side scrolling shooter IE: Darius, R-Type ect
Context - Weapon System, you get weapons/modifiers/upgrades from the bosses, mini, sub and main bosses per level.
Consideration - For balance with progression level 1 will be fixed, 2-5 do in any order, 6 is fixed level, 7-10 any order, 11 final.
1️⃣ Megaman style, you get different weapons from the enemy and use them, Primary (from mid bosses) and secondary weapons (from main bosses), Primary: [machine gun, lasers, spread gun] Secondary: [missiles, cannon, boomberang]. Specific enemies/bosses weak vs specific weapons
2️⃣ Weapons and modifiers, you get different weapons or modifiers from enemies. IE weapons [laser, bullet, cannon] modifiers [damage, fire rate, spread, penetrate, homing]. Any weapon can take any modifier(s)
3️⃣ Weapon upgrade and modification system. IE Weapon [laser, bullet], add more instances, set weapon angle and pattern. Earn energy upgrades from bosses, different guns use varying amounts of energy for a loadout. IE 10 bullets or 4 lasers where lasers do more damage. Probably have loadouts you setup that can be switched between during gameplay.
can anyone help me with a collision issue im having with my game
how does one go about making the flow of the game, meaning checkpoints of the story, and the progression of the story, for example, picking up an item progresses the player to the next area, reading a note the player pickups, marks his next objective, and restricting the player to go to these areas, unless he has progressed properly through the story?
and i am not asking for a detail answer, i just want a direction to follow
@steel lantern I'm a bit confused by ur question
if ur still there, I can try to help u out!
also I need some really really crucial advice guys
like rslys important
and ik it's a really tough question to answer but
which sounds cooler: RSM or RSU
("Research Storage Module" or "Research Storage Unit," it's for a game about space development and you have to store ur resources somewhere to build- if you have any alternative acronyms I'd also love to hea those :3)
Bunch of data containers that store information of previous-made progress, such as lists or arrays, which you'll read through each time a check is needed to be made.
Hey everyone, bit of a niche question but why is proximity blocking a feature in many fighting games nowadays? I don't see the advantages of forcing a character to block if they hold back within a certain range of an active hitbox, to me it has always felt jarring and restrictive. Not to mention it messes with footsies. But then again, I'm no AAA game designer so I must just be missing something!
TLDR: I don't understand the benefits/theory behind proximity auto-block. How does it improve the game, and am I safe to exclude it from my own game?
why does this look worse then my face? if ur gonna say cuz of the font idk which font to pick i have been looking for 30 mins
pls give advice
Font. Colours. Blandness.
Look at https://www.gameuidatabase.com/ for inspiration
The ultimate screen reference Tool for game interface designers. Explore over 500 games and 19,000 individual images, and filter by screen type, material, layout, texture, shapes, patterns, genre and more!
Idk is this right channel for that kind of problem. i want to start 2D game dev story again because i have a lot of free time. But i don't know which art style I want to use. I like pixelart as much as hand drawing games. i don't know how to draw and how to do pixelarts. How should I decide about that?
If your equally preferable options are A or B and you don't know how to do A but you know how to do B then the choice seems obvious
i don't know how to do both, and that's why i am struggling with decision
ok, that was confusingly stated and/or edited afterwards
but it's a question of personal preference, no-one else can tell you what you want
Maybe try learning both and later go with what you like or found it easy to work with.
okay thx
So, I made this little chart to explain my problem. When I first started my project I had the typical my grid running -x1/-z1 to +x1/+z1 but now I'm storing the data in array this problem seems a lot more difficult. My code uses math for generation based on 0,0, it's really simple and I don't want to give it up.
Plus, I just think the center of a map should be 0,0
If you want minimal changes, using a dictionary with a Vector2Int key would probably be the best solution. Another one is to offset the indices by half the grid resolution when you use them for math.
@willow epoch btw, that question probably fits more in #💻┃unity-talk or even #💻┃code-beginner
that does seem like a good solution, thanks.
I'm making a Basic Controls scene that shows you the "Basics" like Sprinting, Crouching and Jumping.
What should i use as a obstacle for jumping over?
a pit or just a ledge
ok
anyone got an idea on how to make my first person controller's camera tilt in the direction it's walking in? like holding w, the camera tilts forward a little bit, same with a s d
i've never tackled procedural shit before but i can attempt
Not sure if anyone here can help but Map Graph help on the internet is very limited besides the documentation but it was in the humble bundle asset sale so maybe some more people have it. So maybe I overlooked something when setting this up, or it comes later in the documentation, but how can I make my walls colliders so the player can't move through them? I'll send a pic of my Tileset and Map graph incase it's something in there. It makes levels just fine but the red can be walked through. I'll keep reading but I appreciate any info anyone is willing to share!
Is there Anyone love to design?? Yea. I'm here to help . Dm
ah
hey where you guys think i should put the health text ?
why text over a slider that goes above the player
what do you think about thos ?
i like that
i'd rather have it right over the icon like that
and i like the artstyle of your game btw.
thank you : )
♥️
❤️
try to keep a fixed pixel scale if possible btw, it will look much better
Hey guys, I've been having trouble thinking about when to start making the final house model for my latest large-scale game. I think I have all of the essential game mechanics coded, and they all rely on positioning and layout of this current house prototype that I have. I can't really move onto making values tuned for different levels until I make the house, but I'm kinda scared and nervous to start work on the final model of the house. Any tips?
why does this model you work on have to be the final model?
Settings font size could be reduced, maybe a half-life esque blurred background, have the SCP logo and text centered and have the “Special Containment Procedure” in small font under SCP
Just a recommendation on how I ((( personally ))) like the menu
@cold onyx in case it gets lost in the crowd
does anyone know what i should add to a little game ive been working on (i havent polished it yet)
also dont mind the finish line at the start of the game its for testing purposes
Perhaps, make the obstacles more engaging by having them rotate around their center.
ok ill add that thanks for feedback
Maybe make the camera just a little more smooth when rotating
Also make it faster in faster levels / Grow the difficulty in all ways
Hi guys.
How would you do a multiplayer fps game with full body ?
Doing the full body with the camera attached on and only desactivating the head model for only the own client and using animation rigging to make the player aim the target
Or
Create a full body for outside perspective and arms with weapon seperated
hey! I'm working on my own game! I made a short survey, if you want to fill it in that would be great! It's 1 or 2 questions (depending on your answer to the first question) so it hardly takes time! Thank you!
Hi guys, I just got into unity and game developing and totally new to scripting. I'm planning to make a mobile game that has several puzzle games in it. Puzzle game number 1 would be drag and drop kinda puzzle, where you have to put tetris blocks to the correct spots. How do I do that? Could someone give me guidance? The only thing I know is that I'd need tetris block sprites lol
well, this isn't the perfect thing to start with
as it can be pretty complex
start with things that have a tutorial for them (don't copypaste the tutorial though, just use it for guidance)
though since you're new to scripting entirely, you might want to consider first learning a programming language before getting into an engine
does anyone know how i can improve my ui
maybe make the title kinda like do a smooth repeating shake
ok thanks
yes maybe python I learned the basics in 3 days
hey where do you think i should put the dice ?
any idea ?
i need the enemy to use the dice too
so where can i put it to look good
?
what do you guys this ?
This scene I'm making is about Decision making and using your brain, this room consists of puzzles forcing you to use your brain. The computer across the room gives you 3 puzzles that will open a secret door upon finish. I already have a puzzle that makes you find 5 buttons. What other puzzles could i use to add some length to the level, and make it more fun?
I'm not sure if trying to spot 5 buttons requires a lot of brain usage if that's what you're going for
about the puzzles, maybe something based off slider puzzles could work?
ok
The button part is just the first part of the scene, so its not really part of the whole puzzle thing.
Its just to get you started into the puzzle
thanks i'll try that
I think that the font makes certain letters/numbers very hard to read
@covert pond We don't allow discussions about decompiling and asset modifications here.
Where do I start off trying to make a 2d fighting game
Hand drawn
Akin to skullgirls
Do you know how to program or draw?
then look at the pins in #💻┃unity-talk or just start with https://learn.unity.com/, but keep in mind you're a long way away from a skullgirls level game
Hey guys. So I'm trying to implement "falling" in a top-down 2D pixel game, but I have no clue where to start. There isn't much information there. Hyper Light Drifter's falling mechanic is something I would like to achieve. Any advice?
Im just thinking of making a demo with 2 characters
Still, making something like is a daunting task for a beginner. Learn to make a basic project like pong first
of course
I cant find anything on pong here though
oh the website
Try not to use a full pong guide. Go through some basics on unity learn and then make pong yourself
I gotcha
ill come back if im stuck
I want to add onomatopeias in my action swordfighting game like there are in spiderman:into the spiderverse, the problem that i have is that i dont know where to put them
There is so many movements you can do in the game that adding "SLANG" "BANG" "SKREEK" "CLAP" "SWING" texts all over it would be rather distracting
maybe add them only on big movements like high-damage attacks and abilities?
and make them small so they arent distracting
and maybe when enemies die too
Can I ask a workflow question? Searching guides and videos on the subject of Unity Terrain always focuses on very large open worlds. Something like, Zelda: Breath of the Wild.
But I'm interested in much smaller world design for my RPG game. Say closer to Ocarina of Time. The areas in that game are very segmented and divided. If I wanted to make something like that, should I still use Terrains?
I should also note I'd like to support mobile, so I'm not sure what the best solution is
Getting there. The only thing I would mention is that carpets aren’t really that glossy so it may look more realistic if you reduce the amount of specular reflection.
If you haven’t tried already, try googling for a free PBR carpet material.
Hey guys! im new here, correct me if this is not the channel to ask, but someone can explain me why my sprite thumbnails look rotated?
do they work in game?
i was thinking of adding this but didnt know how to do it lol
ok thanks
When a new device login to the game account that is currently online, should that new device be banned from logging in, or the device that is currently online will be logged out?
if I restrict new device log in when an account is online I have to always check for online status, but if I use the other method then someone might be interrupted while playing
What do you guys suggest making managers for in a game? for example
gameManager that holds what items are enabled, what the goal is, how much time
playerManager that holds player race, health, items etc
i guess im asking what data is good to centralize in one place
Hi everyone, I have a question I was hoping you guys would be able to help me with
Has anyone ever played any games that have really innovative health bars/health systems?
For example, I think Hollow Knight is a good example of this, if anyone has played and without too many spoilers, the trade-off between using what you get from striking enemies to either heal or attack them, I think, is one of the best gameplay mechanics pertaining to health that I've seen in a long time
I was just wondering if anyone has played any games that have similary unique/interesting health mechanics that stood out to you
TL;DR: Is there a performance increase if I have prefabs with unsaved changes in my Scene?
Example: I have one rock prefab (Rock_01) that i scatter in the scene. The Prefab has a material Material_Red. Would it impact the game if I would change half the Rock_01's materials to Material_Blue, to gain some variety in my scene?
Note: I just talking about the unsaved change not the extra material itself.
Does that has an impact big enough to save the blue rocks as a new prefab or are 100 prefabs with an altered material fine in scene?
Metal Gear Rising and Doom are designed in a way that makes you play aggressively to heal
original Deus Ex has separate health bars for every body parts
some games also dont have health bars and work with 1 hit 1 kill mechanics
Sekiro has a separate bar (I think its called Posture) for blocking so you need to break through it to kill an enemy (and it forces you to time your parries carefully because only well timed blocks dont consume your posture and remove enemy's instead)
I recommend you also see Game Maker's Toolkit's video on health bars
@fervent heron #archived-works-in-progress
What should I name my game (context: it’s a 2d platformer where the main character sees fake things like fake enemies and blocks but they learn to control this power/dementia and when they do they can make some fake items real and you can get upgrades like more items real and mind control for the fake enemies)
Need help with a valid answer for potential defense questions.
What are reasons to make a game 2D?
And since this is supposed to be a game where puzzles and minigames are the primary form of gameplay and the side-scroller is a vehicle to get to those minigames. The game is meant to teach or remind of important topics in first aid/NSTP coursework.
Kinda panicking since the mock defense is potentially next week, and if we fail it, we have to do a 3D game instead in the span of one college semester.
I have no experience in 3D game design at all.
Why do I keep seeing 'turn based games are easier to make than realtime games'? Like what is the reason for this perception? I know it depends on the actual game but the generalization appears to exist for a reason (if a bad one)?
Like I can't imagine that this is the case due to, well, the sheer number of timing events you're running with. Like where is this coming from?
If a third dimension isn't necessary to the core mechanics of the game, then it can be done in 2D. The real question is 'What are the reasons to make this game in 3D?'.
It's simply that you don't have to handle real time movement, or complex behaviours like flocking (if you're making an RTS). If it's multiplayer, there's far less to sync. It's significantly easier if everything is driven by user input, and in nice predetermined order of events.
where should i start with 2d game design
You could apply some 3d effects to the side scroller and even use 3d models. Do you know about parallax scrolling?
The game Diablo rendered 3d models and captured them as sprites from multiple angles.
Personally I love watching the "postmortems" on the GDC channel for inspiration, e.g. https://www.youtube.com/watch?v=rIXK3fRx4Zo
In this GDC 2019 talk, Westwood Studios co-founder Louis Castle, Erik Yeo, lead designer for C&C, Frank Klepacki, Composer for C&C, and, Wetherill, C&C's VP of product development, deliver a Classic Game Postmortem on the landmark real-time strategy game Command & Conquer.
Register for GDC: https://ubm.io/2yWXW38
Join the GDC mailing list: htt...
Halo
For a GDD, should it include pics/vids of the game in development?
It includes whatever you think it needs, it's supposed to be a living document.
Include concepts, inspirations and the like to communicate your point.
2D assets are usually easier to make
2D games run better on weaker devices
2D games often have simpler controls
Mind Craft
What do you think?
I'm joining a competition that only asks for a pitch deck
Vids, playable demo is welcome but not mandatory
https://indierise.games/application/participation-rules <-- these are the rules
Anyways i could keep emailing them to ask questions, but just asking here for common stuff
Should the GDD have a checklist and write off the ones that's done?
There's a milestone in the GDD template that i use
The thing is my project is pretty feature complete code wise, and any phase of development is allowed here too
So i'd like to show where the current development is at in the GDD
Unless that's not the norm?
GDDs are not production schedules, and it's not the job of a game designer to handle that, so no, it's just fluff that'll be incorrect information anyway.
Should i go crazy with the amount of reference pics in the GDD? Or there should be a separate doc for that?
Traditional documents aren't great for showing images. There are so many different modern tools for organizing things. But no, don't go crazy. If you need to reference something just find an example. No need to show a reference for every little thing (especially game standard things like a map or how an FPS works).
Lots of people have this notion that GDDs packed with information is more useful and slam it with walls or unreadable text. Less is more, short and to the point is easier to digest.
I'll start with making the pic smaller 😄
I think I found the solution. Thank to the help in GDL discord https://medium.com/@theworldrudo549/5b3c6a74309a
what program(s) do you guys use to plot multiple choice dialogue
ping if respond pls or i will not check
I've currently got this issue with my game when wherever I started from the main screen it has some very dark shadowing compared to when I'm not in it. First photo is when I'm in game scene and second is when I am not
@cursive ocean You can use the forums for job and collaboration posts. #📖┃code-of-conduct
Hi I'm new to game design can you help me make a story and the name for my game the basic game play is that You play as a robot that's just a Head and you have to find more parts to fix and upgrade your self but all humans are dead for the most part so all of the other robots are Trying to kill the player for the parts he may have or the blueprint for them
Hi can i ask you can somebody help me how to make games in unity i will give you money
Its great that you want to learn how to make games! There are great resources, I recommend starting by following some youtube tutorials, you don't even have to pay anyone for that. And if anything doesn't work you can ask in one of the channels in this server to help with the code :)
If I can recommend one youtuber to get started with I would recommend Brackeys :D but dont buy the course, the free youtube tutorials are everything you need
oh thank you
-Wake up in a factory after being hit by a lighting
-No clue what happened
-Discover all humans are long gone but some of them escaped with a spaceship
-You need a spaceship to escape to safety too
-Over the course of the game you uncover information about what happened to humans
the name could be something mysterious like "What happened?"
Unity learn is free and very comprehensive.
So I’m making a metroidvania she’s you play as a demon ninja sort of thing. The main mechanic is that when you hit enemies you get health back. So far the movement abilities I have are a double jump, a wall climb, a dash (intangible and tangible) which functions like a mix of Hollow Knights Shade Cloak and Celestes Dash, Liquid Run where if you keep moving you can move on hazardous liquids like lava and holy water, a glide like The Messenger, a downwards pogo (Like Hollow Knight), a grappling hook and a Sacrifice mechanic where once you’ve used your dash or double jump once in the air you can use them again in the air at the expense of health before touching the ground. I can’t think of any other movement abilities (other than a teleport but I don’t think that would work well). Do you think that that would be enough for a movement based metroidvania or do you think there should be more? I feel like other than the sacrifice the abilities are fairly generic and I want to make one that really stands out. But I can’t think of any. Any ideas?
Hey thank you for the invitation.
Me and some classmates have a school project where we programm our own game.
I joined this discord because I can´t find an answer for the following question:
Is it important, what size the lvl and the different objects have?
I see the quaders. What if we design our lvl to be as small as one tile?
How will it scale as a finished projekt?
Making things super small isn't going to make your game run faster. Just keep everything to real or reasonable scales.
Thanks for the reply but could you be more specific?
I mean, in unity you can zoom in and out till (almost) infinty. So what problems (if any) will accure, should we, dor example make the game while being zoomed in?
When is it "to small"?
Lighting and physics start becoming incorrect for starters
Positions become slightly wrong and rendering becomes messy the further away you become from the world origin, either in distance or scale.
Unity has multiple "squares" and squares in squares. Does the smallest squares count as one pixle? Do they have anything to do with the size of the finished product?
Or are they just there so we, as developers have it easier to put our objects, characters, backgrounds in the right spot.
I am sry if my english is hard to understand. I am not a native
I am usually pretty confident at my english skill but not for this type of environment
-
Unity uses meters. The default grid shows 1x1 meter, you can see this if you create a default cube
-
The size of the game doesn't change if you make things small, so don't think you need to do this.
-
As developers, keep everything to "real" scale in meters.
I am not talking about the file "size" of the finished product. I am more worried that right now, we might work with a "zoomed in" image and when we are finished the product is just one pixle big on screen.😅
That doesn't really make sense. You have your game camera, position it as you need it.
You can see your game view window and what the player will see.
Ok thx thats what I wanted to hear. It´s just that the camera starts to "bug out" sometimes and I thought that it might have to do with our scalling.
But the main reason why I was worried was because of the canvis (which is my part) window.
I seem to not be able to change the size and i am getting frustrated
The canvas, if it's in screen space, can't be scaled. It fits the screen.
Yeah it did what you said bevor but now it appears like this, whenever I do a new Menu😅
That's screen space. That's normal.
Ok then maybe i just get a little paranoid.
Thank you again for your help
I am sorry for bothering you again.
What do you mean with screenspace?
Because i am not able to build the Menu the same way I am used to build.
It looks normal when I go to "GAME" but on "SCENE" it looks that weird and big. I know that that did not look like this bevor and I don´t know what went wrong for it to be like this. My buttons and canvas had the same size as my background. What am I overlooking and how can I fix this?
Osteel was referring to the rendering mode of your Canvas. Screen Space - Overlay is the default setting for the canvas and what you are seeing is what it looks like.
https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/UICanvas.html
Thx for the link. It did help me to understand canvas more but my main problem is still there😅
There is better way to create 2D lava than this one?
✅ Get the Project files and Utilities at https://unitycodemonkey.com/video.php?v=_8v4DRhHu2g
🌍 Get my Complete Courses! ✅ https://unitycodemonkey.com/courses
👍 Learn to make awesome games step-by-step from start to finish.
🎮 Get my Steam Games https://unitycodemonkey.com/gamebundle
Let's make some Simple Fluid Simulation in Unity!
Patreon Spon...
You have to define The ‘better way’
guys would a 1st person shooter that leads on into a horror game be a good idea
kinda with doom graphics
why do you ask that to begin with?
What makes you doubt that it's a good idea?
Idk I never really thought I would be coding or developing games but i started taking this coding class and i find it really interesting and I want to create a old styled pc game but I don't want it to be to basic but also to extremely different.
too* x2 lol
Are you a huge huge fan of horror?
Yes I've always wanted to play those old retro pc horror games that have those funky graphics
Like those ones that you see on CoryXKenshins channel
Do you know about a youtuber Markiplier?
But I didn't want the generic "stalker hunting you down" yknow
Yeah
His "3 Scary Games" have ungodly amount of games in that exact style. So your learning sample pool is practically infinite if you take time to study.
I wanna say my idea but I don't want a super experienced developer to see it and do it before me
how old are you?
14
I'm sure there are a lot of people who can help you because that style is very popular and loved ^^
Oh no, sorry I'm the exception to that. I don't like that style.
I was just here to break the silence.
ok go ahead
Can I dm you?
sure
let me check my settings
and i cant add u lol bc it says u dont allow friend requests
I am working with Unity and have a polish related question on "projectile in the direction of the crosshairs" that I am stuck on is "how much should gravity effect the path"? Also trying to figure out a simple way to draw impact zones before firing.
Am basically wondering what the current standards or conventions people expect for polish are for a projectile? And if all projectiles fired in first-person are in the direction of the crosshairs? (I am making an FPS with no hitscans.)
Sort of like "rules" that people expect when playing a first person game that involves projectiles.
Basically trying to build some rules for this projectile system.
So, these are the rules I could think of to like build all projectile from:
- Projectiles are fired in the direction of the crosshairs.
- You can quickly flick mouse to change launch angle
- You can press and hold the mouse key longer to increase launch distance (almost like a Minecraft Bow)
Plus:
You can double tap the fire key to adjust direction of the projectile mid flight. (And perhaps input a direction so it has impact zone then a vector of sorts for the area-of-effect.)
You can double tap the fire key to adjust properties of the projectile mid flight. (Example of an instant detonate for example, or even like flammable oil and ignite it as a second press)
#📖┃code-of-conduct has links to forums where you can look for collaborators
I'm no guru or God. I'm just a guy going thru Brackeys first game tutorial. Lol
But:
Gravity effect path?
- That's up to you and whatever feels right/good to you. Without a play test, can't really say as an outsider. Just play with values and sliders and see what feels right.
Impact zones could be a simple png or round plane that spawns when your raycast hits an object. Just a small translucent circle like The Division's explosive area. Not sure how difficult this is to implement, so I'm sorry. Lol
If you're not doing hitscans, and raycasts aren't an option, then I say just let the player figure out the physics themselves. Not everything needs to be spoonfed. Like a soldier's rocket in TF2, Pharah and Junk Rat in OW, you give the player physics based projectiles, they'll figure it out soon enough.
Changing launch angle:
I'm not sure how you mean, but if anything the player will be able to do this with their mouse anyway. Just flick before they shoot. If you want it to curve, then you might want to look into how Battlefield BC2/3/4 handle the Gustav or SRAW. Dumb fire left click, but guided when ADS so long as they hold the aim button.
Increase fire power: you can add a fireForce variable that increases when the player holds the fire button, and the projectile fires on release. Just be sure to add a minForce and maxForce so they can't shoot themselves in the foot or around the globe.
Plus:
Double tap fire to change direction: You might be able to get away with the Battlefield system for this if your game allows for it.
Detonate/Oil:
You could implement this into Battlefield system but make it so when they release ADS, it detonates. Or you could put this on a separate key like COD to double tap F to detonate and have different ammo types to swap thru with R. If you really wanna have some fun, make oil arrows that have a shorter range/ more mass and if the enemy has a flame arrow equipped and they get hit, it ignites.
Idea for a game I'm making - a game where the whole idea is to make the player regret opening the game but still continue playing. How's that?
make very hard game but with fascinating story
like a psych horror or just very hard
Make the game fun, but difficult, and add in an asshole narrator who berates the player (in a funny way) for failing. Maybe have it screw with the player's settings or system a bit.
A game that's addictive but extremely grindy? Maplestory comes to mind.
I was talking about a sequel for a game I made, here's the link - https://jeffrygames.itch.io/brickolli
Great ideas though
The world doesn’t need more free to play mobile games 🙃
What is the Preferred Form of Horror Maps?
- Procedural Maps 🇵
- Hand Crafted Maps 🇭
- Other 🇴
[Please react so I can get an idea]
What is a system more addictive than "slot machine"? What might be the most addictive?
Like a game system that is using dopamine trickery and Skinner Boxes?
What is the difference between a game that maintain playtime because "good" versus a game that maintain playtime because "addictive"? Assuming the games are somewhat replayable and infinite opposed to more narrative that can only be experienced once.
the dopamine trickery is bad when it leads to micro-transactions which in turn are simply allowing you to continue playing immediately or skip grinding (vs giving you meaningful new content). If trickery is used to make someone pay for something that costs nothing to create (e.g. ingame currency), its a bad thing. Dan Olson called it manufactured discontent, which i like.
The game system stuff I plan to making or such will not have any sort of payments.
I was more just trying to figure out why some of my friends play games and often they are citing sort of 'the games they play more are the ones with more dopamine or deep psychological need' such. Like a friend who plays League of Legends and describe it as several fast dopamine loops followed by consequence and such. (Last hit minions for gold every 10 seconds/ Slay champions/ Feel relieved to return to base without getting caught by enemy, etc)
sorry, conflated your Q with someone else's
I then came to the realization that League of Legends just has more or faster ways of dopamine loop than something like Overwatch
all popular games have those
It may not be 'better', it may just have more 'loops' that give that positive reinforcement
thats the core thing of game design
I mean, currently what I am more stuck on I guess is just implementing this stuff and figuring out how the systems should mesh together. Mainly trying to get good indicators for projectiles like grenades in this FPS
This is less a code thing and more a trial-and-error to figure out the best polish conventions type of problem.
to me, finding the core loops of a game has always been a long journey of trial and error guided by intuition that often leads nowhere
I am now just trying to take the philosophy of jamming as many dopamine loops in as possible
probably a good strategy
Your weapons are all projectiles but randomized deck of cards. You acquire cards randomly.
but at a certain point too many systems/loops become counter-productive
more isn't always better here
simplicity of the core loops is key
Honestly, the thing I am most struggle with is figuring out the map. I want to lean towards "Defend your Nexus" but honestly do not know if this is more a Tactical FPS (Valorant) or Running FPS (Overwatch).
I am making this more like PvE campaign simple, not network multiplayer.
Yeah, I have not really proven any figure out of what the actual win objective for the mode should be. I have a simple 1-vs-1 mode that is basically just Smash Bros. But I sort of wanted to make this imply future eSport-like
(5-vs-5 FPS)
Randomness probably lean it towards Running FPS like Overwatch type. Now am really trying to analyze the Overwatch modes to figure out if better exists. I am thinking maybe a Capture-the-Point style.
So it still holds the Smash Bros mechanic, you want to stay in the Zone to acquire points or leech enemy points perhaps but you get more knockback the more damage.
This is sort of hard to be just describe. I will just try to demo something sometime hopefully. Knockback direction will also be a bit tricky to figure out what the default angle should be.
I guess first the Grenade Projectile implement some system where it can have parameter adjusted easily.
Then implement some sort of knockback default angle system thing (and the capture-points)
Does Anyone Know How To Create A Fortnite Battle Bus Mechanic In Unity My Friend Needs Help With It Please Add Him Xvez#8837 Thank You!!!
It isn't a mobile game
probably sarcasm
no, I did port it to mobile but it was supposed to be a pc game.
⚠️ ⚠️ ⚠️ STUPID QUESTION ALERT⚠️ ⚠️ ⚠️
So, i got a parent object with many child objects
Following issue:
I wanna have the child group work entirely as a fixed joint modifier
and i´ve applied it to all of them
and connected my joint modifiers to the parent´s rigid body
BUT everytime i launch the SIM the child parts explode and dont stay in place connected
Any posssible help is totally welcome
(by exploding i mean they seem to clip into eachother and get launched to the shadow realms around the globe)
You're not dumb. You're here to make a game. You just don't know any better. That makes you inexperienced, and that's very different from being dumb.
Don't call yourself dumb. It does nobody any favors.
also I think this is a good question for #⚛️┃physics
Anyone have any recommendations on 2d top down character art that is similar to zelda in the sense of being able to attach weapons separately? Oddly I can't find any good ones haha. I'm looking for something with a similar style to Secrets of Grindea.
Looking for a character with a bit more detail, like the ones above. Something that can be customized with different weapons, etc. (Doesn't need to be a free asset)
Hmm, i have somewhere in my PC. If i finding the tile sets, can send them here
Is it important a resolution on them ? 16x16, 32x32 or 64x64 ?
64x64 is ideal
hi!
where I can post a question about 2D games unity?
need to find a tutorial or some help to make a insult duel (like the ones in monkey island)
This game is an emulation of an insult duel in The Secret of Monkey Island developed with the unique goal of training with Unity.
Source Code: https://github.com/wazyen/monkeyisland
Play Online: https://wazyen.itch.io/monkeyisland
like that one!
Thanks for the response, wasn´t aware of the #⚛️┃physics channel so that helps
Wow, this is perfect! thank you!
can i ask about pixelart feedback on this channel?
No, you can use #archived-works-in-progress and create a thread for feedback
How would i use ragdoll wizard with a very non humamoid mesh?
Okay i have a question. im amking a game right now and ive got working movement script and look script and player model, and animations for walk, back, left , right, and jump, BUTTT my model now sits above the test ground about 6 units high, i figured out that if i cut off the animator component for my player it sits flush on the ground again BUT i need the animations, could anyone know why this is?
Do projectiles such as grenades in games have hitbox change with distance travelled?
Like if you just drop a grenade near your player it explodes in a sphere.
But if you chuck the grenade far then it sort of does a cone of shrapnel in the direction you threw it?
Because I would assume realistically a grenade thrown 1 meter and thrown 100 meters would have different impact zone shapes?
Am more just asking what the standard polish conventions players expect for projectiles are?
I am also still struggling to figure out how to actually create this. I can do fixed arc projectiles but letting the arc vary based on other conditions such as how long the mouse is held is difficult because I somehow have to also update and change the indicator path.
When scaling the line renderer path, it also scales the impact zone. I noticed like when you stretch the entire thing for further launches, the impact zone also gets more oval-like.
would the velocity of a throw impact the velocity of the explosion or the shrapnel in a meaning full way?
I would assume not. Expected projectile behavior can be trained. The main issue is whether or not to make some sort of 'hold mouse down to launch further' type of system.
Maybe this is unnecessary too, because the distance is controlled by angle flick. So in theory, the fixed angle is fine because if the player wants to throw it shorter they just change the lob angle up wards or something.
Maybe 2 fixed arcs. The first fixed arc is just 'normal throw' of the projectile. The second fixed arc is a sort of 'drop nearby'.
I just realized it adds unnecessary complexity if a grenade were to use a distance system similar to a Minecraft Bow.
While holding projectile, "Right Click" to drop it, "Left Click" to actually throw it. This is similar to Valorant with its projectiles.
This also means that impact zones can be fixed. Only issue now might be how the arc should be rendered if looking upwards. (And how to show the player the impact zone if it is at an angle they cannot see because 'throw the projectile upwards'.
An actual Bow-and-Arrow type weapon probably does not need a line renderer and impact zone for clarity.
As the fire rate is higher and the ability is more 'spammable' to quickly adjust.
The grenade definitely should have some indicator as they are less common.
@golden hinge You can use the forums for collaboration posts. Links in #📖┃code-of-conduct.
ohh sorry ty
that level of detail sounds incredibly niche for it to either be noticed or have a meaningful impact on gameplay
sounds like dev time that could be better spent elsewhere
as for grenade trajectory, some games have a normal throw as well as a roll
how do i make a non human mesh with like 30 bones in each arm ragdoll?
put joints on each
ty
i have animations for front back left right and all diagonals, BUT the transition from ALL diagonals to front left back right are choppy, the model will go to idle for a split second and then do whatever animation is inputted ei: front left back right,
any ideas on fixes?
I wonder how should I go back to the Blacksmith selection scene from the Katana selection list. I got some options :
A. Use the same e(X)it button on the top-right corner
B. Use another back to selection button in the scene
hey i wanted to model my own guns and swords and add enemies to unity where should i start
i am in there
learn blender then.
ik blender
then what's your question?
i want to understand the steps how to model my own gun and import to unity then make it actually shoot and damage
public class NetworkButtons : MonoBehaviour
{
void OnGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 300, 300));
if (!NetworkManager.Singleton.IsClient && !NetworkManager.Singleton.IsServer)
{
if (GUILayout.Button("Host")) NetworkManager.Singleton.StartHost();
if (GUILayout.Button("Server")) NetworkManager.Singleton.StartHost();
if (GUILayout.Button("Client")) NetworkManager.Singleton.StartHost();
}
GUILayout.EndArea();
}
}
getting error: The name "NetworkManager" does not exist in the current context.
pls help
"how to model my own gun" okay learn blender then.
ik how to model rig and animate now idk how to put it in unity
and whats the concenpts
by dragging the files into the Unity project tab?
export of fpx or ftx its one of the other and then just import in your project
@rugged pebble #archived-networking
I'm bored and uncreative, someone give me a mobile game idea to work on in Unity
which game type
Any mobile multiplayer game works
multiplayer games are not a good idea unless you're experienced
are you sure you're ready to make one?
It's a learning experience, so sure :D
yeah, though you should do singleplayer learning experiences first
multiplayer is Very hard to make
thats true
but if you think you have what it takes, then go ahead
you can make a simple 2d top-down shooter or maybe a strategy game
Direct connect stuff maybe but anything with a bigger server hello cyber security
job post go in the forums #📖┃code-of-conduct
Hello!
Estimating time for prototype
I'm looking for way(s) to estimate time/budget for a particular type of game.
Let's say I have 2 different games and I would like to merge. What I'm looking for is a prototype, where the two individual game combined. No extensive content or art, just some editor "level" things.
How should I estimate the time for the proto?
Is there any article you would like to recommend for such thing?
What do you think? I made my entire UI (more than this) in only like a half day. My second game btw. Not trying to flex, I'm just very proud of myself.
The "randomize letters" button is gonna be removed.
what is this technique called?
A skill based minigame? 🤷♂️
its a bar or a circle with a rectangle in it and it moves left and right and then there is a spot where you should click if the rectangle is there
what program(s) do you guys use to plot multiple choice dialogue
Yes, I figured. There's no technical name for it as far as I'm aware. It's just a skill based game.
Fun fact, I literally just made one for a game jam we did a few weeks ago. Lol
i made one too just a few seconds ago but yours looks very nice
Working on a sandox game and added a new map, what more can I add to it?
The player can build stuff himself btw
This is how the first map looks btw
hello, i'd like to know if i should be upscaling my pixel art images in the unity editor after importing or if i should just keep the assets in their actual size and just have everything on a small scale.
my sprites are mostly 16x16 tiles with a few extra assets around that size. im just not sure if physics gets weird on a pixel-by-pixel scale or the camera gets screwed up
Hello, may i ask i am new to this all and want to know is there a fast way of doing this?
https://blog.unity.com/technology/isometric-2d-environments-with-tilemap
Could try tilemaps
thank you
Hello Sir, what happen if I dont checklist this Interactable?
This isn't a game design question. If you don't make it interactable, then you cannot interact with it.
Oh sorry Sir, next time maybe I will ask about this in unity-talk.
Thank you for the answer
So, one of the most common interview questions game designers potentially could get asked is "The creative director wants you to remove an element from rock-paper-scissors, what would you do?" Many designers are challenged with finding potential solutions to this problem in different ways, and I thought I would help by sharing an example I thought of featuring a game that's pretty much just rock-paper-scissors with only two elements.
There was a short run game-show minseries called Take it All, and that game show, the contestents would at the final round basically play a version of rock-paper-scissors but with only two elements. They had the options "Keep Mine" or "Take it All". If both contestants choose "Keep Mine" they keep the prizes they accumulated over the rounds. If both contestants choose "Take it All" they both lose all their stuff. But if one contestant chose "Take it All" and the other "Keep Mine", then the one who chooses "Take it All" will keep their prizes AND the opponent's prizes.
This is obviously not meant to be an answer you give in an interview. It's just an example of the concept of a two-element rock, paper, scissor game you guys could think about when coming with your own solutions.
Is there a way to settle layers differently for some sprites on the same tilemap? (so as in the pictures I want the first one but my player should still be above different sprites if that makes sense)
I guess I could just create a new tilemap and for this instance it would be fixed, but since tilemap managing is already really tiring and I often create new things on the wrong one and have to delete all of them and add them again on the right one, more tilemaps are just gonna be more confusing If that made some sense I would appreciate some help
i hate to ask again but does anyone have an idea on this
As far as I know the scale does not affect the sprite in any way aside from the scale ofc but Physics dont have to do anything with that
Tell me wrong tho if that is incorrect
i think that makes sense
ill probably scale the sprites up a little bit so that i dont have to use as many decimal places in small changes ig
If you want feedback, use #archived-works-in-progress and make a thread.
Hi, I need name for game studio. Have you any ideas?
Gregs
Thinking of making an idle game like cookie clicker. Anyone got tips on idle games in general?
hello, ive got a small issue here. when making my tilemap, each sprite inside the tile is a little too small compared to the actual tile borders. how can i make the sprite bigger so that it matches the size of the tile?
Hi! Question: How would you approach keywords (think like traits in cards) scripting-wise? I'm looking for a simple yet expandable design
scriptable object?
If by traits you mean single comparison stuff like to check if it's airborne, or undead, then using a list of enums to tag each card would suffice.
If there's some more functionality to it, then I'd agree with scriptable objects.
guys sorry, I am having a ton of trouble setting up intellisense on vscode
I downloaded dotnet and set up vscode as my default editor
but it just doesn't work
try using visual studio instead
people seem to recommend it for unity instead of vs code
(it's free too)
what is the best way to make a battle arena with a genshin impact art style kinda vibe? like what program should i use for the environment?
Blender
if it's 3d, use any free 3d modeling package. art style is dependent on how you texture and shade the models . . .
Is there a way to make a character turn liquid upon death?
What makes for a good 2D open world?
Here are my thoughts
We're building a topdown with an open world for our CSCI265 term project. I've got a handle on the basics — simplex/perlin noise layered ontop of each other, and multiple passes over the world to add increasingly fine-grained detail
But then I picture in my mind creating a forest. Is it just a flat expanse of grass tiles with trees thrown in? That's not fun or impressive. Speaking from what little I know about good level design, I know that part of a good game experience is making world traversal interesting.
Often this means putting obstacles in front of the player that they have to bypass using items or by climbing/etc.
But with an open world, free movement in all directions means that a player can just go around most things. "Wide" obstacles like rivers or elevation changes can sorta solve this, but if you rely too heavily on this then your open world just becomes a series of massive "rooms" connected by the very same maze-like/graph-like points of egress that an open world is designed to avoid
Any thoughts?
post processing from unity registry is not working , i see that anti aliasing is working from default unity but not the imported PP
also your issue is that you're using URP, which has its own post processing solution
oh so i don't need to use pp asset from unity registry right
yes
thanks
If it's a 2d character you could either animate it beforehand or use a shader.
hey people!new in unity,i want my tree to look same like blender in unity.what am i doing wrong?its too shadowy
https://youtu.be/XdqV66m7Los
Hey guys! What do you think of this performance? Do you believe in the speaker's predictions? Has your view of the role of games in the life of mankind changed?
If you think social media is powerful, keep an eye on immersive video games, says futurist Noah Raford. As more and more people are drawn into gaming and virtual worlds, the communities they forge are spawning real-world social movements. Raford urges us to recognize what's really going on -- and then harness those forces to build the future we ...
@sour anvil what about 3d
Blender and unity have different renderers, don't expect models to look the same in both. For your issue, try adjusting the lighting
Hello I wanna start making art for a 2d game, but I don't know where to begin. Is adobe photoshop the software I am supposed to be using, how about Illustrator? Where can I learn to draw scenery (2D) for my game ?
What makes for a well designed world in a topdown rpg?
You can use literally anything that outputs images, even ms paint. Plenty of resources out there about how to draw environments (not limited to games), so search around for those
@ashen inlet make thread
Concept help
https://www.youtube.com/watch?v=_QajrabyTJc
https://www.youtube.com/watch?v=THnivyG0Mvo
I used those, literally just copied them line for line when I first started
good way to understand the basics
watch the video
there might be an ad or smth
didnt even watch 60 seconds 😐
Yes, games have made me lose hope in humankind
@cold onyx damn i am making same stuff
Why not i give you my code and help you set your game up?
Imagine not having an adblocker
Why?)
You will get wall running, sprinting and jumping
Imagine buying youtube premium to stop ads 
Because of toxic little 5 year old no lifers
Ew imagine using chrome
switch to Brave browser
@craggy grotto Stop being annoying, you're not offering anything to this conversation.
Oh alright, didn't know I was annoying. I was just about to help Flare but ok
watch the videos, learn how to do it yourself
its the basics
you're going to need to know them
yes
Maybe we should make a thread @cold onyx
that is indeed a floor
Hey Everyone, I want help with finding the right approch/syntax to effectively map out player pieces for a 2d goard game. like a "Setup Board" function. I don't need my hand help, I just want to know if i should use like an array of vector2s? with specfic data sent to that vector? idk, help would be cool. thanks in advance
You probably want make a class of some sort to store the data of each square of the board
i've create a Layout class
That doesn't explain anything. What does layout even mean in this context
I create a class that will store data of all vector2s and what i'd like to spawn there.
but its not finished lol
if you know how to read JS i could write a small example of what i'd like to do, and then you could maybe tell me what to do research on?
No, ask in #💻┃code-beginner at this point
@cold onyx #📖┃code-of-conduct has links where to post collab requests. Unity Learn has tutorials. Plenty of other sources for specific tutorials as well.
I am very new to unity, and I had an idea for a game that I want to make. Maybe this is the wrong place, but I would like some feedback on the initial idea to see if it even is coherent.
Heist based game, where the player can access computer terminals to create effects in the area to reach the goal. This would be more commandline and scripting focused, with elements of stealth.
for example: Let's say I am trying to steal a special Vase. I would need to crack the outside door system first, find a security terminal, and manipulate any security cameras in the area. Maybe there are security drones within that I can crack to think I am an authorized personnel.
very cool idea, a thief game but revolves around hacking
just keep in mind that if you're new to unity, it can be pretty hard to make it in 3d, so consider going for 2d instead
I am debating on that atm. I am playing Cult of the Lamb atm, and I love the 2.5D effect they do
Thinking about making a farming game where you have to plant crops and then wait for like 4 hours but i don't know how to make it detect time, any ideas?
hello, I was wondering how I would make my unity game view the same size as a mobile screen so that when it runs on a phone it'll look the same as it does when i'm working on it. does anyone have any videos or tutorials teaching this they can recommend?
When you're working in the editor, in the game tab you can click the down arrow to bring up simulators to give an idea of the resolutions you are working with.
ohh. okay i had noticed that but when i used it i noticed some of the graphics would cut off on some resolutions. so i'm assuming that means my problem isn't that I need a specific resolution to work on, it's getting it to scale on all screens?
i usually work on 1920x1080 and have a mobile phone that i used unity remote on to test, but the phones resolution is some weird numbers that's not on the list so that didn't really solve my problem 😅
phone stuff does seem hard to get the correct size for all resolutions. There's a lot of newer phones with some extreme ratios that's just a pain in the butt to adapt to. Specifically UI stuff.
do you have to manually adapt to those set of screen sizes? or does unity have some sort of auto-scaling feature
and yea it's mainly my UI that's giving me the problem at the moment lol
Yeah, it's a pain in the butt for some of this stuff, but I was suggesting just adding more adspace lmao
Just gotta play around with the canvas scalars to find what's best for your game
lol yea i'm probably missing some setting in unity i'm overlooking , specifically with "canvas scaling", but if that doesn't help i'll do plan b and add more space
thanks for the point in the right direction
There's got to be some middle ground, cause it's too hard to support all resolutions (specifically the odd ratios) perfectly unless you want to manually change the UI for specific cases.
I've been experimenting and I either end up with too small text to read, or butchered UI elements.
thanks for mentioning that, i wouldve gone on a journey trying to figure out how to perfect it to every single resolution lol
i'll just look up most popular mobile resolutions and aim for those
Yeah, there was a nice post somewhere on the forums I was reading. Definitely aim for the average.
I am working on a remake of sleepyjack and i am doing concept art
Wait wrong channel sorryyy
Hi, I got a question on instancing with persistence.
I am trying to do out a system similar to those "housing system" in mmorpgs.
So there will be available slots of land where player can choose to build their own house (the game will just create a gameobject in the plot's position). This is just the exterior look. When any player interact with the house, they will be transfered to an instance tied to the house. So each individual house will have their own special instance.
How would I go about implementing this system? I have a database and server available to use (playfab). I want to know how it is usually done, eg. serialisation techniques, data storage etc.
Any links to existing tutorials will be helpful too! I cant seem to find a tutorial explaining this kind of system
Thoughts on these mobile controls? (Btw the left jump button is a shoot button; just didn’t do the art for it yet
I suggest putting the arrows on left and jump/shoot on the right
because currently you can't move right and jump at the same time
and also because that's the convention
But it kinda blocks the lava
then you should redesign the game so that the UI doesn't overlap with essential world parts
Hold up take a look
first solution that comes to mind is raising the land and lava up
?
Look at the design of the controls
No like
The place of them
Doesn’t it look boas?
Boad*
Bas*
Bad*
sure it does because it covers a gameplay element in the world
but at least it's more comfortable to use now
now you need to make the world in a way that doesn't overlap with the ui
or gameplay mechanics
like having a non-fixed camera
I got an idea
wait what exactly did you mean by bad?
alright
yeah just make camera follow the player then
so when they're near the edge, they can see it well
that's nice
So is this perfect?
no
Dang it
if you want a perfect solution, you'll have to try more ideas
but don't bother with perfectionism
worry about getting a working prototype of the game for now
Aight thanks man
yw
does anyone know of a game idea that I could do that is not horror or mystery
a typical dungeon roguelike except with destructible environments
Any other ideas I think that the ideas are good but I don’t think I can implement it
is fusion360 or blender better for unity games
Neither have anything to do with Unity, so pick whichever you're most comfortable with.
Though, most people no doubt would choose Blender.
Blender has a larger community and more online resources, definitely take that into account
has anyone tried to make pong from atari time before ?
I was wondering what's the physics when the ball bounces on the paddle
because when the ball hits the paddle, the speed the paddle gives to the ball feels random
I've made these clouds in my game but I don't think they fit the game very well. Any ideas for better clouds?
maybe something similar to minecraft's clouds?
@heavy lichen Don't crosspost.
Hey, I'm creating a third person store game were you play as a stone golem. I think implementing movement abilities such as a jump doesn't make any sense because the golem is way to heavy. This causes the movement of the golem to be slow, I'm trying to think of ideas that could add more (& faster) movement abilities to the game. Does anyone have (somewhat) realistic ideas on how I can improve the movement (speed up the movement)?
maybe being able to interact with stone environment in various ways, like quickly travelling through it
or being a small golem or something
That's a good idea, thanks, I'll be sure to write this down.
Does anyone else have any other ideas? I'm trying to make a list of solutions
Dumb idea but you can make a arena type game where there is a bunch of enemies and you can use attacks like throwing them off the map jumping on them stuff like that because you’re a Stone golem which should be heavy
You could just compensate for the slowness by making the map a lot more dynamic