#archived-game-design
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can someone direct me to a proper game design discussion channel or discord server?
i can't seem to find anything anywhere lol
let me know if you find any lol
Uh... What's wrong with this one exactly?
@cold onyx It's not about finding a good server, it's about finding a good few people in said servers. The more people in a server the more likely you will find information, both useless and useful. This one has a lot of people in it. Just blurting out questions in any forum is a gamble to begin with, but if you find people who you see eye to eye with and ask them, then that gamble has better odds.
@cold onyx I gotta ask, do you realize how derogatory that sounds towards people on this server / channel?
@torpid grotto im gonna be making my own stories
@cold onyx maybe "game dev league", big server similar to this one.
@regal swan I'm sure he probably just wanted more altho I recon that didn't sound too good for who contributes in here
even tho more than half the questions that get asked on this channel aren't game design related
but that's another matter
@blazing kraken the term "proper" is what bothers me most about it tbh
yeah I can understand that, I honestly didn't read much into it ๐
can someone direct me to a proper game design discussion channel or discord server?
i can't seem to find anything anywhere lol
https://giphy.com/gifs/nathan-fielder-11mwI67GLeMvgA
though I think he means one that's more specific towards different facets of game design
as opposed to just like 1 channel
hey what would you like to play more? a 2d horror puzzle game where every level is a movie and you play as different characters or a online mission-based zombie survival game (2d top down for both)
@cold onyx I think that's the kind of thing you would want to do like proper market research on, rather than asking a bunch of developers
you can get probuilder by going into the asset store and searching probuilder
@cold onyx Whichever project you're more passionate about. If you're not already a big studio, it's better to go with passion than chase what others want.
That being said, option #1 sounds more interesting, depending on how you do it. Left 4 Dead did a good job making the game a "movie" so I can see the concept being really cool ๐
Canโt seem to find ProBuilder could you maybe send a link?
@faint rivet ProBulder is in the Package Manager
Iโm kinda new to Unity where is that
Window > Package Manager
Hello, I'm making a puzzle platformer and I'm running out of level ideas, can someone help me?
a mash up of levels like one part is sky and another is castle would be fun
@cold onyx I mean the puzzles in the levels
oh lol
ok im dumb
whats your style of puzzles where you use Tetris blocks or move blocks
Nah the puzzles are more like... well
Tester trying to complete one of the game's puzzles
Also this was very early development so sorry for the terrible graphics
Yeah you move stuff around to get to the clock
physics! im interested
I think I broke ProBuilder and I donโt know how to fix it
how would I use c# to code a Parallax like this using the z axis
@steady onyx #๐ปโcode-beginner might be better. this isnt rly a game design question
ok
What could improve this pause menu?
Glowing lights in the corners
Thinking long term here - So eventually I want to add VFX for stuff when my character rolls, such as water spray, or leaves blowing around, to do this he needs some way to detect which effect to use, is there any way to link this to the textures i've used to paint my terrain? or am I going to have to use volumes or colliders somehow..
@median oar You could add a vignette and make it pulse gently?
So I've decided on the abilities of the spirit emblems, once you unlock them, they give you a certain item to ability or boost which you can use during boss battles or even puzzles, the boost isnt extreme, but it is something
e.g
Emblem of Precision - When equipped gives you a homing bow and arrow with 3 shots
Emblem of Bravery - Gives you a sledgehammer when equipped
You can only equip one emblem at a time
Anyone want to help me make a space game? I know pretty much nothing about programming, and I'm trying to learn but I need some help
I just really want to see my game actually exist and I know ideas for games in the gaming industry aren't exactly valuable But I have wrote down my ideas and honestly I feel like it would make the ultimate procedurally generated sci-fi game. Getting a programming team together is an important first step to making something.
Hey i have a solid game but now i need some (3D-) art. Can somebody help me?
@celest jungle depends on budget, asset store is good for general things. Hire and artist for something more specific.
If on cheap, download Blender, grab a box of headache tablets and get learning ๐
@ivory canopy so i need 2x things a space background and a Stone Platform for my game
first place is check asset store, filter by free items... some are good others will work as placeholders till you get better. You could just use a unity block and texture it for platform, plenty of sites with free textures if you search or again asset store has free ones too ๐
also don't overlook the unity projects, they can be a good source of assets which you are allowed to use in your games.
@cold onyx my advice would be to start with something small as a learning ground for yourself. At least you get something going and learn by finishing things, even if it's a small clone of something simple. That's definitely more helpful than trying to reclute a team of programmers imo
@ivory canopy so is it allowed to use the assets from the Unity Create with Code Live Programms? Because currently i am using the Assets from these Courses. So am i allowed to publish Games for example on the Playstore with these Assets?
@celest jungle there's usually a readme / notice along with most Unity projects. It should state if you can or cannot use the assets for commercial use. More often they do allow it, Don't just take my word for it. If not in the project it should be clear on the course documentation somewhere.
@ivory canopy unfortunately i can't find that read me. I'll send you the link to the Project maybe you can find it. Would be great. https://learn.unity.com/project/week-5-getting-started-apr-20-24/?courseId=5e7282d3edbc2a0be7d6c2e7&tab=overview
@celest jungle I will admit I don't see any specifics one way or another on usage rights. The platforms do not look over complicated. If you have time you could add the ProBuilder package to your project and create some platforms in a similar style with that. There are some tutorials around on the net which can help you get going with the basics. Get creative and have fun! ๐
And the background? Can i use that?
This what makes it looks like its in space / night
I don't think it's that specific
It's labelled as a unity project and not a third party company so I think they would be cool with you using it.
@cold onyx I suggest getting a start on it yourself. Watch some tutorials and get a simple level blocked out to kind of show what you're after. Then showcase what you've done so far and see if you can get a team together to do some more work on it. That way you aren't just the "idea guy" and people won't feel like they're just making your project for you.
@flat atlas I agree but I'm seriously having trouble making any progress on code. Its been a year and a half.
I'll continue trying though
Hey! How do people feel about a turn based rpg where the world is in 3d but the battles are in 2.5D with sprites etc. Would that be off putting?
pretty hard to say without an example, but generally I'd say if it's well made it shouldn't be an issue
@trim blade if your going 3D world I would go 3D characters. in my opinion 2.5D mixed with 3D world is doable if you restrict camera from rotating. But then the 3D aspect is pointless so may as well do whole thing in 2.5D.
Just my opinion ofc ๐
Anyobody has a trap idea for a snow area? (I already got icicles and the trap need to be not too big)
@trim blade Have you seen Final Fantasy Tactics?
It sounds similar to what you're thinking and you could get some inspiration ๐
(I really enjoyed it and it's the only turn based game I've stuck with and played through)
@cold onyx That sucks to hear, man. Maybe code isn't really your thing and your skillset is suited for something else? Myself for instance, I'm teeeerrible at code, but I'm a good writer and I'm working on becoming a 3d artist/level and game designer to make myself more lucrative to teams and improve on the skills I'm already predisposed to.
I've somehow managed to befriend several extremely talented coders and am working on projects with them as a designer and writer and am involved in several other projects that play on my skills. So you don't necessarily have to be good at coding to find a team ๐
@cold onyx Pit traps are good for snowy areas, beartraps under the snow, saplings with spikes on them (usually tied down with a tripline and whip up when triggered), freezing water pools
Really cool ideas thanks !
๐
@flat atlas yeah I have! Isn't it 2d the whole way through tho?
I was under the impression that the battle stages were 3d with 2d sprites for the characters since you can rotate the stages around for different views.
But I could be wrong, after all I thought the original Doom was genuine 3d lol
What are people's thoughts on putting together a whole game design doc? I have been hearing that they are not worth the trouble...but it seems like coordinating a team around some kind of centralized document/wiki/plan would be important, especially if teams are in disparate locations. Would love some guidance.
I mean, it sounds convenient af
@iron fulcrum Depends on what your goals are, what your team is like, and how your personal managing style is.
If you're working with a large team, having a design doc for all your teams to reference can be a good idea so they know what's going on with all the other teams. That way your team leads aren't all trying to get ahold of one another and end up in a game of phone tag trying to figure out what to do next.
It can also help if you're not close to the people you're working with, it maintains a professional environment. Also when looking for a publisher or funding, so they can see exactly what you're doing and how organized your team is. They can be helpful for resumes and applications to join teams as a designer/lead.
They aren't quite so necessary for smaller projects or projects with a small, tight knit team where everyone is comfortable with each other and can speak freely.
@flat atlas Thanks for your input. Makes total sense to me. I teach kids about comp sci and game dev in a high school, and while our projects are small I think I will probably keep the kids looking towards doing something like this just to keep them thinking about a way to organize their work. Even if it is overkill, maybe getting them some exposure to operate that way initially will make them more flexible as they move forward.
How many words are โenoughโ in a word bank for a word game?
I have one file with 20,000 words that are very by the book and good words, and then a file with 200,000 words filled with garbage and names and weird strings
Hey guys,
I am new to game design.
I am a web developer with a ton of programming experience. But I am not good at designing anything other than a website.
Do I need a drawing tablet to design game art?
Or is Adobe illustrator is enough?
Also, do you know any resources that could help me get started with designing stuff?
Anything on YouTube?
I am not looking for one-off design tips. Something that could teach me more than just the basics.
Heya @worldly abyss! It sounds like what you're after is #archived-art-asset-showcase where they talk about drawing and art and such.
Hahaha. Yeah, I get it now. This is a game engine forum. ๐
Thanks for the tip @flat atlas
๐ good luck man, I'm actually in the market for a tablet myself hahah
@iron fulcrum I might add that a small GDD with the core ideas and aims of the project is good, without going too in depth but then use Trello to actually organize the tasks for the project
@blazing kraken Good to hear that suggestion. We used something similar to organize our tasks, but recently I have transitioned our work over to Trello to get them used to the workflow there. Most of the time I feel like I am playing catch up, so to hear that I am on the right track is fairly satisfying.
Appreciate the suggestions. Always looking for a better process, you know?
Absolutely :D there are many ways of doing it so experimenting is definitely fine
not all teams work the same
Yeah. #Truth.
My goal is to give them enough exposure to make sure you all don't have to start training them from scratch.
You always have to (and often want to) train them your way...but I have always worked from the position that it is always helpful if they walk in the door with some kind of idea of general process so you aren't having to do the full life.
What age range we're talking btw? I guess that also impacts the way you teach
@blazing kraken High school. We typically take on more complex projects than we should though, so I am trying to back it off and streamline things a little. It is a little hard though, because I got us fully equipped...and now we kind of have to pull off different projects with our equipment.
In some ways, it was the right thing to do so that kids can really get a really broad view to many things that are out there.
yeah I'm sure they can have a lot of fun
In some ways, not so much. We did some development for 2D, VR, HoloLens, AR with Vuforia...
wish that was a thing when I was a kid
we got lured in the informatics course with the promise of making games, never happened lol
but it is now so broad that I can't keep track of it all if I let them opt into whatever they want to do.
and the stuff changes so darn fast.
but I am almost entirely grant funded...so when i put in a grant that we are going to do X...we have to do X.
And to be frank...I was a dumbass. ๐
and there aren't as many resources for doing that work at the high school level. Most things are targeted at established devs or post-secondary. I really want to get a solid group together to talk about leveled supports for K-12 on some of the more exciting platforms like xR...but it has been hard to find other high school teachers doing the work. They exist...but there isn't a great place to connect with them and I have no idea who they are.
So Iโm thinking of making a procedural city generator for a game but I feel like the basic grid layout might get boring for players - just wondering if this is true or not for you guys? Youโll spend most of your time in buildings but if it is boring the I could look into diagonals, I just donโt know how and feel it would make it far more complex
Have a good one, @blazing kraken. Thanks for taking the time to weigh in. Really appreciate it. ๐
my pleasure :)
There's a symbol/image/icon that games often use as a kind of stylized magnifying glass. It's used a lot in co-op platformers when players are off-screen. The player'(s) image/model shows up inside the hole. It looks like this.
And the top part points towards the off-screen player(s). Anyone know what it's called?
not that specifically but it's basically a map pin marker
@drifting frost so you can find similar images by searching map pin if that's what your goal is
thx, but I was just wondering about the name cause I needed to name the png file something.
named it "indicator" for now
Ah ๐
I'm currently working on separating all the parts and making the base sprite
Yo Iโm trying to make a sorta flappy bird but with a bit going side to side not up and down itโs my first game so I wanna be simple I tired looking on YT but I rlly canโt find anything that works that like moves me left to right
So I need some help moving left and right moving a box/cube
You can literally google โUnity flappy birdโ and a bunch of videos and articles come up for us @buoyant knot
I believe there's a tutorial for a geometry dash style game that's super popular for beginners (I see people posting their results in #archived-works-in-progress and #502171626805133312 every day) and it probably follows the same style you're looking for. Look up "geometry dash unity tutorial" on youtube. I would link you directly, but my internet is kinda trash and it would take me ages to load up yt hahah @buoyant knot
I made SUPER COOL FIREWORKS using Unity....check it out.I hope you wanna tag along.so if you are interested , subscribe....
@placid mulch You'll probably get more interest down in #โจโvfx-and-particles ๐
In theory is it easier to design or scale turn based combat vs real time in a game?
I'd say turn-based but I also hate turn-based games so
I feel ya. I wondered tho cause it seems like it would be but wasnt sure
im stuck at the creating character part.. what should i do ?
With regards to head-bobbing in a first person game (think Elderscrolls), would it probably be best to minimize any sideways head tilting?
I'm doing it in a way that the camera is actually a part of the head so the bobbing is mechanical but smoothed with a script. With the walk animation there is a bit of sway from side to side if you look up or down.
Id like to keep head bobbing but not make people sick here lol
Maybe make it a toggle you can turn on/off in the settings if nothing else
(unless it affects gameplay in a competitive manner)
@zinc pawn Depends on a lot of things. Turn based is more of a flat numbers game to design and can be scaled pretty simply with an equation. Once you throw in rng like crits, misses, blocks, etc it gets more complex, but the base damage is still the same.
When you get into real time you have to deal with a lot more variable like what the player can do movement-wise, how abilities/attacks/whatever interact with the environment and the player's actions, and how the enemy behavior plays into it. Like in a game like WoW, you have to take into account whether a spell can be used while moving, if they have to be facing the target, if it is channeled, if the player is in range of the enemy, and more. So it becomes more about balancing mechanics with scaling rather than just tweaking numbers.
So simply put, I think it's harder to design an engaging, fun, turn based system than it is to design a real time one. It becomes more difficult to scale with the real time game, though as more and more variables are added.
@distant eagle As long as the head bobbing is somewhat consistent I'm all for it and it adds to my immersion. Inconsistent or unpredictable headbobbing really throws me for a loop though. I know some people who hate any kind of head bobbing so I would suggest having it toggleable in settings ๐
@stark frigate Is that a design question or a technical question? If technical, #๐ปโcode-beginner is a better place to go.
@stark frigate Is that a design question or a technical question? If technical, #๐ปโcode-beginner is a better place to go.
@flat atlas a design
how do i design a character
@stark frigate thats one of the broadest questions I've seen, what kind of game are you making?
i wanted to make a fighting game
already got the sprite sheet and all
but i wanna make a platformer for now
after that ill learn how to make other complex stuff
how do you alrdy have a sprite sheet before designing the character
that makes no sense
its on the internet
but im not talking about that
i want to learn how to design a character
Hello guys ๐ I am learning unity and I clicked something and now i can only move objects/assets with the arrows and not with my mouse can someone help? ๐
Can someone help me make this cube
I tried to put it ingame and it just summoned a very bright object
I'm searching for a GFX to make logos, DM me if you are interested
@whole token That looks like a #๐โart-asset-workflow question.
@dense apex Try #archived-art-asset-showcase and see if anyone bites? There are some really talented artists there.
@peak viper #๐ปโunity-talk might be a better place for that question and I'm not sure what you might have done lol
ok
@flat atlas thank very much !
๐
hey can someone help me with this question?
I feel kind of like a bad person...I posted a job offer in a designers group looking for a 3d texture artist. On the couple offers I got, I included a brief competency test (incredibly common in the creative world as I'm sure you know), to provide an original texture for a simple low-poly door mesh, with a few small limitations on it. I provided them the mesh file, the door's size and proportions, and basically told them to go wild: in other words, asking them "how would you design this door texture?"
And like, I had no issue except from one guy with "6 years of texture art experience". I find out he is very upset because the mesh doesn't have a skin on it, so he can't extract it as a JPG and reskin it. Turns out he's rather young, and was very confident that reskinning character models in blender using textures cooked up in photoshop made him a texture artist.
And I mean...I genuinely feel bad, like I crushed this kid's dreams with a wham of reality.
if they are really passionate about it, they will take this as a wake up call, and start learning the things they really need to learn
don't feel bad for being real
on a different note:
I'm gonna be doing hurtboxes soon, and Im trying to decide what the better way to do them is:
Instantiate a GameObject that has a 2D collider and a script. The script manages dealing damage to enemies, and everytime an enemy is damaged by the hitbox, their ID is added to a list, to make sure the same hitbox cannot hit multiple times (and names can be cleared from the list based on a timer if I do want multihits)
The other idea is Instantiate a GameObject with a script that 'flashes' hitboxes (either by enabling childed colliders, or instantiating prefab colliders) that are only active during certain frames of the attacks.
Anyone have any opinions on one way or the other? or other/better methods of doing attack hurtboxes?
@granite prism I'd say depends, what source is the damage coming from? Some sort of melee attack?
i am having these lines between my tiles
even if the anti aliasing thing is turned off
what can i do to get rid of them
@blazing kraken yea mostly
How can I write text on objects?I want to create a street sign with text on it.Tried adding Text container component and Text component but not working.Anyone can help?Thank you! 
@granite prism then you could do 2 things, attach a trigger collider to your weapon and then OnTriggerEnter2D if the collider is Enemy, call the Damage() method, I'd keep that on the enemy.
on projectile spells, I'll probably just do an always active hitbox, since those will be moving
like heres a bit of what I'm working with
the alternative would be to slap a trigger that has roughly the size of the weapon animation area, the trigger checks for enemy and when you attack, you send an event to all enemies in range with animation events at roughly the mid of the anim
aaah that gives me an idea actually, animation events
yeah I think the second might be an easy solution for something like that
I like doing animation events, so maybe I can flash hitboxes that way
it'd be much easier to line them up
just check for enemies in range and then slap a SendHIT() event in the mid of the animation to all enemies within range
oh yea, coding the damage and hits is no problem
its more a question of how do I want to handle multi hit attack hitboxes
so an attack that should hit X amount of times all enemies in range?
yea, if I flash hitboxes, I don't need to worry about keeping a list of targets, and it will be less coding work
hm idk, it kinda sounds unreliable?
I guess I'll see
atm I'm still setting up attacks and animations, with their hitboxes as just game objects that last the entire animation duration
I still havent created an enemy to test it on
How can I write text on objects?I want to create a street sign with text on it.Tried adding Text container component and Text component but not working.Anyone can help?Thank you!
Can you help me with this guys?
but as for multihit attacks, when I mean is, if you look at that shoryuken looking move, the dragger is rapidly spinning (which I'm also going to use for a grounded attack where the kobold spins the dagger in front of them on the ground)
I want that to rapidly hit whatever enemies are in range, say like, 4 times per second
I think it's a matter of deciding if you wanna handle the hits in the events, sending X amount of hits at different frames, or just have 1 method that starts at the beginning of the attack that does damage every X time for the duration of the attack
I think the second might be less work
cause you don't have to manually add a ton of event for each attack
and you can probably generalize an attack/damage method
with amount of hits, delay between hits, damage per hit
I can
A. add code in the method that handles the attack to instantiate hitboxes that automatically die after a couple frames, and damage enemies they collide with.
B. have one lingering hitbox with its own script that does damage, adds the enemies ID to a list that marks them so they can't be hit by that hitbox again, and then every few frames, clear the list
C. use the animator and animation events to call a method that instantiates hitboxes that die after a few frames, similar to the A, except this would be handled by the animator and a script thats just full of methods for instantiating the various hitboxes
I'm not sure why you need to instantiate hitboxes tho?
cause they dont exist otherwise
yeah but instantiating hitboxes sounds like a bad idea performance wise
you could simply do this
have 1 trigger per attack type on the player that represent the area of effect
well heres the thing
when you start the attack animation, enable the trigger that in turn checks for enemies and starts the method
a lot of my attacks are going to be instantiating effects anyways, prerendered sprite animations for the slash effects. Some of them can be baked into the character sprite sheet, but some of them I want to be disjointed/not parented to the player
and for those, I just attach the collider2D to the same gameobject
ok, but then my suggestion would be similar, use object pooling instead of instatiating, have a bunch of disabled attacks and when you need them you just pop them active and run the animation
disabling them afterward
you should really avoid instatiating stuff, especially for things that happen really often like attacks
hmm ok, I'll look into that tomorrow
i often have this moments that i look back at my 6 months of work of my personal project and i feel like it's such a spaghetti because i learned so much during those months and this cycle continues, everything i add feels old and decripit in a few days when i encounter next big thing that opens my eyes to yet another aspect i wasn't aware of. for example last "eye opening" thing i learned was how chaotic, unstructured and all over the place hollow knights animations were made, some hand drawn, some particle generator, some bone animation mixed alltogether and for parralax it was layered in 3D instead of doing it with code but result is top notch, feels amazing, feels unique and also discovered that it was made in unity. to this point i felt that "snappy" movement i achieved was good and enough but after learning that hollow knight was also made in unity, i got this urge to restart everything from zero. maybe when i feel the need to restart this often, i should restart, maybe i will always feel this way when i'm 6 months in a project because we always learn something new. ยฏ_(ใ)_/ยฏ
That's true but you should fight that feeling, or you're never gonna finish anything
what 3d software should i use to make objects and characters in unity (thats free)
i am slowly making a vr game as yet-another-side-project and had an interesting idea after watching a video on "physcological transferrence", which is essentially just a fancy word for feeling like you are the character rather than simply playing as the chracter...my game is currently lacking any story whatsoever an you just appear in the world for no real reason. my idea was; what if the story was that your chracter warped in...and moreover, what woudl that feel like? its probably a very bad idea but i thought, what if i create a short cutscene that intentionally makes the player feel slightly motion sick in the VR, but then the rest of the game is fine, and the motion sickness is tied into the game universe by having a character say something like, "you are probably slightly sick from the warp here. dont worry, the feeling will subside. thats normal, we havent worked out how to rpevent that yet"
honestly i feel like it is a bad idea but wanted to share it anyways cause of the creative aspect of it. ๐
Hi,
I fotoscanned some textures. Can somebody tell me how to make these textures worst? I need something like in older GTA games, like SA, Vice City or GTA III
You could pixelate them by scaling them down in an image editor if that's what you mean.
Do you know a tutorial how to make it?
I never done anything like this before...
hello has anyone ever created a car factory in unity ? i m trying to model one
i have a question how can i make my camera change from portrait like to landscape like in 2d mode
@ashen gazelle Blender
@cold onyx eh, I understand the creative aspect of it but making your player sick even if just once for the sake of narrative is a pretty bad idea imo. Cause you have no idea of the potential reactions of different players
I thought blender but my friend needs a modelling software that doesnโt use a scroll wheel to look at the model his is broken
if you want free and good that's the only alternative you got afaik
he might be able to rebind it
best designing tool for uninty is blender?
@ashen gazelle blender has a free flight mode too, just hit ctrl+shift+` or something like that, idr exactly
that can be accessed via the spacebar menu too though, like everything else
i need help with a unity 3d model
why does the walls disapear when you change the angel of looking
triangle culling I think ๐ฎ
only exterior faces are visible
you can disable back-face culling creating a custom shader and apply a material that uses this shader on your mesh, but it's not a good idea. You should create the interior in your 3D software instead ๐
You also seem to have duplication issues ๐ค
Does anyone else use your own dev textures? I have found them immensely useful. And started making my own.
so i have this game i made from a tutorial, and i wanted to take it to the next level and create multiple levels, i have all the code and things setup, now i just need to setup the actual levels, so my first level looks like the image shown below
now i just need to create more levels but i am wondering if theres a better way to make levels
besides just putting blocks in random order and places, its harder then you think
?
any ideas, as to how i should go about this?
please ping when you reply
https://i.gyazo.com/083368a8c232daca3c6fea2de0f87002.mp4
needing an idea for the light > light > light > (neutral) heavy attack animation
I know I want it to be the strongest heavy attack they have, since I want it to be rewarding to go through the 3 lights first
was thinking maybe like, a ground version of that shoryukens spinning dagger, that you can just hold for continual damage, a buzzsaw sort of thing.
It will also have a wind-magic infused version of whatever it is later down the road, but I appreciate critque and ideas~!
That's a cool game that you are working on
thanks!
@granite prism you can take some inspiration from stance mods and weapon variety in warframe perhaps
maybe, but warframes melee is mostly about being a space ninja, very asian martial arts inspired
I meant more in the sense of fluidity and the way the melee combat flows @granite prism
Could do a spin. Spinning attacks are classic. Have the character spin (horizontally), hitting like two or three times. Could even give it a knockback or some status effect if they hit all three times in the heavy.
Jump and hammer down? (best words to explain that)
Like 3 seconds into the video your frog/lizard jumps.. Hammer/attack directly below?
this would be between the attack like instantly jump and attac
Yo, how would you go about making mouse controlled gloves fun to swing around? https://cdn.discordapp.com/attachments/624347744714096646/711680193848279100/asdf.gif
@ionic lichen
(1) I prefer locking the scene when connecting and then just showing some form of loading when connecting to certain things.
(2) How you handle scene transition does not matter at all really, it's all personal preference really. I barely ever change scenes unless I do a major change in functionality of the scene. like menu vs gameplay.
(3) you should probably read up on best practice when it comes to UX, having both login and registration on the same page looks pretty messy since you will only do registration once, basically. It makes sense when testing as a programmer, but it's not pretty.
(4) personally I really dislike prompting someone to leave the game to do some stuff outside the game, I find that very tacky and I look down on developers for doing this. You can offer web registration of the game, but that should be fore like making a general account that can be used in game or maybe also forums.
(5) Game launcher is up to you, if you plan to sell it on steam, maybe not use a game launcher, I see a lot of negativity towards launching a launcher through a launcher.
Steam handles updates for you generally.
If you plan to sell it yourself and plan to have several games, then a launcher is to prefer. I know a lot of people who dislike having a lot of launchers, but personally I would do what fit your gaming studio the best.
already got something like that planned @mystic stratus
down + heavy in the air is a spike drop.. like, plunging sword attack that sends you straight down after a very brief pause
I do like the idea of a multihit attack that rewards you for connecting all hits though
I also want to mention I want this attcj to be fairly stationary, since LH moves you back, LLH moves you forward, so I want a stationary combo option to round things out
Then something like Probably Mike said?
Two to Three attacks that are like half a spin and then the heavy one is a on the spot complete spin ?
Idr which game, but this game had like 3 kicks, and if they connected you did a roundhouse kick automatically
without moving btw ^
I'm trying to modify a published Unity game's (with the developer's permission, of course) textures, and for the most part its working well. But if I try to import a texture that's larger than the original it gets cut off.
Is this because there is a predefined size for the texture written in the code?
or the texturedata?
@cold onyx is it baked into the asset meta data, and can also be modified in code
It depends though on what you mean about importing a texture. By default the textures are buried inside a resources file
I have access to the textures
And the code is confusing to me. So when you say itโs built into the asset meta data... is it possible to CHANGE said metadata?
how Iโm doing it right now is, exporting the Texture2D to an PNG and then reconverting the edited one back to the Texture2D
@sharp robin
Example, where the blue lines are, thatโs where itโs being cut off
Ok so, complex answer. The quick answer is to resize your new image to the same size as the original
But, the size of the image imported is stored in a .meta file through inspector properties.
But the sprite on screen also has size and scaling that can cause an image to crop
And if the image is added to the screen via script it can again be a specific size in code
Haha, thought of that. Of course it would work but would be super ugly >.<
Hit me with the complex answer
Hmm....
So. There are 3 spots. The importer. The inspector. And the code.
As you can see, Iโm trying to replace the first image with the second
I tried stuff like resizing the canvas, and more, but to no avail
So no sort of workaround exists without a LOT of digging around?
Hang on, are you still there
...
@tired wharf this is the unity discord, not many people probably use the tools you do... also, wrong channel. thats totally off-topic here, its not a design related question. This should be asked towards the developer of the package or a support section or smt. posting that here won't get you anything Im afraid
I'm working on balancing out a cost/reward system for a mission based game concept. It's all theorycrafting at the moment, I just like getting it down on paper.
The idea is that you can go on missions to an area to scavenge but the mission itself costs money to go on. So far I've got fuel cost and provision cost that can be changed depending on other choices in the game (Like buying a more fuel efficient transport). What are your opinions on a system like this, where if you fail your mission and make no profit, you're basically out the cash which will limit your capabilities in future missions until you recoup the funds. AND, how would you go about balancing it?
So I'm an idie dev making his first game... my big idea is to have a BIG top down open world retro arpg where you can complete quests and level up, etc., a lot like skyrim. I plan to make the graphics 8-bit, because I don't have the time or talent to make 16-bit art. I plan to use a tile based system to build the world, and for humanoid characters and monsters, plan to use a human base then build off it, all so I can work on the more important stuff, like quests and locations. Does this sound feasible at all? (I'll still do it even if you tell me no)
That's definitely doable with the right planning. I've got a friend making something similar as well and he's making good strides getting it set up.
Particularly if the base mechanics are simple and you want to focus on the world and questing and such.
Yeah, the main focus is going to be primarily exploration and survival. It will be set in a fantasy world similar to lord of the rings.
any one reccomend some animated night skys in the asset store?
hey, what are some good ways to do multihut melee combat hitboxes?
I was thinking make a script that is called on animation event that turns the collider off and then on again to retrigger OnCollisionEnter2D
@flat atlas Isn't this a bit similar to games like cities skyline for example, economy based games.
They usually balance it out with loans and other similar features or somewhere to farm for resources.
It's kind of similar to greater rifts in diablo where you have to farm for keys that you can use to play a more difficult dungeon etc.
I don't think it's a unusual concept that farming is required to run more difficult or valuable levels for example, but if the level is "useless" compared to the cost, then there is no value in doing it. I think that is the more difficult thing to balance, and that depends on the type of games and your audience.
Not easy to pin down on paper right off the bat, but the idea is not bad IMO.
Hey, I was wondering if I could get some feedback on the logic I'm planning out for my hitboxes and managing dealing damage to enemies in my 2d platformer
Sorry for my poor handwriting, but the left page is visual rep for how game objects are set up.
the player has child hitboxes specific to each different attack that are activated briefly during attack animations.
the logic for how they will deal damage that I am putting together is for the enemy to have two scripts: a General purpose enemy script that reads hitbox collisions and applies various multipliers depending on stats that are stored in a second script that is more personal to the enemy type.
The first script also applies any knockback/movement affecting properties of the attack that hit.
Does this seem like a sound way to do things? is there something I can do to make it less complicated?
@granite prism I don't see the point in having hitboxes depending on what attack it is, seems redundant when you can just send along that information in the hit.
anyone know easy ways to come up with platformer levels? (3d parkour)
@rare crescent Set like "Max height, Max length" etc of each jump and the rest will be much easier to design.
I can't really give any other tips really since it depends on what type of game it is, but there are so many obstacles that can mess with the player like different physics like ice, wind and water.
I wouldn't say there is any easy way to make a map though, it's a lot of trial and error until you find something good.
A really good obstacle map is not easy to find.
@dense talon it's because the hitboxes are in different positions, different sizes and different shapes
@rare crescent a good approach I've heard is the random approach. if you have a solid player controller working just slap something together a complete random and then play through it and adjust it as you go
@rare crescent Assuming you mean real-world style parkour like Mirror's Edge or Assassin's Creed: Block out the level you want. For instance we'll take a small neighborhood. Block out some homes and some basic neighborhood items like mailboxes and telephone poles. Next, figure out where you want your player to go. In this example, we'll say a two-story home on the street while most of the surrounding homes are single-story. Now figure out how in the real world items would be positioned to allow a person to access the roof. The path can be as simple or complicated as you need. Then just playtest with your character controller until it feels fluid. After that, have a few friends playtest it (without knowing anything about the level) and badah boom, you've got your parkour level.
:linus: :linus: :linus: :linus: :linus: :linus: :linus:
I'm trying to make a space game but I need help
Basically I want to create an infinite procedurally generated universe
full of interesting procedural planets
populated by procedural creatures
https://scratch.mit.edu/projects/396483207/fullscreen/
I made an example of the procedural creature gen in scratch
but obviously the game i want to make would need some better code and to also be 3D
I'm not very experienced in programming but I really want to create this game, and I figured asking for help was the best route. Maybe someone will read this and also want to create a space game? If that's the case please DM me
Hello guys do you know how to make clothes system in top down 2d games?
Links Trello board - https://trello.com/b/TvbY8gbP/creature-space-game Overview Theme / Setting / Genre - Sci-fi - Sandbox - Survival Core Gameplay Mechanics Brief - -
@limpid galleon Is your character made using "bones" or is it just like a megaman sprite sheet?
Bones makes it easy to change clothes, if you do it megaman style, you literally have to have like a sprite sheet for each and every single piece of clothing with all the animations on it.
it's just pixel character without bones
because i want to make creator menu with making some characters
that you can choose in its hair, shoes, pants, hats, female etc
So either you make a system that builds together these images to one, which is slightly insane but also pretty cool, or you just stack separate images on top of each other and animate each and everyone of them at the same time. There are probably other ways of doing this though
and another thing, when i play games i can see some gaps between my tilemap. How to fix it?
That can depend on a lot of things like mismatch between sprite sizes or tilemap scaling, some bugs only exist in the scene space while not appearing in the game space too. It's difficult to know right away what may cause it.
ill show you
when i enter the game i can see this gaps
but it's only when i enter the game
it isnt in creator
i tried to fix it by setting off post-processing
and also by making sprite material
Are you using pixel graphics?
pixel perfect camera?
you should try using the pixel perfect camera, it's designed for pixel animations and displaying.
Since unity is a 3D engine, it might not be best to use the standard camera.
Where are the gaps though...
ok
on each sprite there is a an option for it, makes the sprites look crisp
ok
this might help
https://blogs.unity3d.com/2019/03/13/2d-pixel-perfect-how-to-set-up-your-unity-project-for-retro-8-bits-games/
i have this issue
Hey guys, just a short little video on how to fix those black lines between your sprites in unity 2018.2.7. I really hope this helps! If what I did was not clear, please let me know and I will try and explain better!
I think it should get fixed with pixel perfect camera though, but well, have not worked in unity for a while now.
ok
Do you guys know how to make it more smooth??
Make what more smooth?
If you mean the lighting, you'll get more answers in #archived-lighting
Ok
hey i wanted some second opinions on a game that im thinking of remaking, it was a turn based rpg game that had rock paper scissor rules, there was magic but it worked with more melee magic, and the one thing that always never made sense, was how does ranged magic and attacks work, because in the system i made it doesn't
if im making a UI for a mobile game, is it better to draw everything in vector?
Anyone want to help me make this game?
Links Trello board - https://trello.com/b/TvbY8gbP/creature-space-game Overview Theme / Setting / Genre - Sci-fi - Sandbox - Survival Core Gameplay Mechanics Brief - -
I made an example of the procedural creature gen in scratch too
Hi all,
Reaching out to the VRchat community ISO female VRchat developers interested in collaborating with other female developers/artists to create a really unique setting for a large music event. If this jumps out to anybody please reach out! As a creative developer myself, I'm really into the idea of women collaborating on every level of this project. We're hoping to feature an all-female lineup. If you're great with modeling, texturing, environments, avatars, or more of the backend, we're looking for you!!! The more the merrier. Thank u<3<3<3
Anyone interest in a small project, I'm not really a good artist, i want to co-op, to buiild my first game.
why does this text box dissapear
when i click play on unity
like it's behind the background
so I don't see it
this is how my hierarchy looks like
the ExampleButton is behind the OverlayBackground somehow
even tho the HomeOverlay is above the Overlay gameobject
nvm figured it out haha
The hierarchy means nothing when it comes to displaying purposes @robust cairn
The engine determines that using layers and order.
The hierarchy only means it will move when the parent does usually and also Hiding the parent using visibility will hide all the children, but that's about it.
Your children can still be in a weird position causing it to be behind it's parent.
And I completely missed that you already figured it out, oups.
Does anyone want to design for me dm me
Soo
copy-paste from #๐ปโunity-talk
For a while now, whenever I have an inspector pop-out window open (selecting a material, color) SOMETIMES it closes when I click on it
But not all the time. Super fucking frustrating trying to select something and having to reopen the window 3-4 times before I can
Anyone else ahve this issue?
@cold onyx I feel like people need more information than that
i mean... any more info? what's the point of the company? what's it for?
For a while now, whenever I have an inspector pop-out window open (selecting a material, color) SOMETIMES it closes when I click on it
But not all the time. Super fucking frustrating trying to select something and having to reopen the window 3-4 times before I can
Anyone else ahve this issue?
@balmy kernel
I thought I'm the only one, I keep having this problem for months now, in multiple installs
@loud slate Yeah, it's frustrating right? Still can't figure it out. I'll let you know if I do
It's super annoying, would be great if you tell me what the issue is, if you find it
thoughts on colorscheme/ layout? mobile app
ignore grey bar at top and bottom
I want to make it more professional looking any help appreciated ๐๐
its very neon, maybe tone down the purple pink ish color?
Tone down all the contrasts?
Which of these logo designs do you prefer? Really rough ideas
what's the logo for?@cold onyx
Just a symbol to represent the game
@solid path I would look up some videos on colour theory, you can put together some really simple beautiful pallettes if you know what you are doing, and it isn't too hard
what's this game like?
80s retro themed
oooo
They're supposed to represent H and S in a single image
interesting
I personally like bottom centre
thanks guys, i think this looks a lot better (still working on what to do with play button)
we'll from my personal opinion I like the bottom right one, the thing neff said sounds like something you too look into
@cold onyx I like your profile logo the best lol if that counts
Kind of? Lmao
Alright design question:
Imagine a turn based rpg with a grid based combat system, where the players have their own side of the grid and the enemies have their own side of the grid
Like this:
Now imagine you have amelee attack that will come from a unit on the ally side and attack an enemy on the enemy side, I have two models and I'm wondering which feels more intuitive
First one: the ally attacks the space 3 spaces in front of his, so if he's in the middle he attacks the enemy middle, if he's in the front he attacks the enemy back, example
Second model: the ally attacks the same row they Are in, so front attacks front, back attacks back, example;
Which feels more intuitive ?
so i made a rock that kills you if you touch it and i need to make it respawn so i made the rock get destroyed at a waypoint and respawn
should i make the rock roll back or keep this?
@trim blade I'd say first example is more intuitive, but imo depends on patterns set up to that point + texture and animation decision
For the first pic there, say it was Megaman Battle Network with some giant sword card, you could make the artwork depict a rapier-like chip and it'd make sense it'd only attack straight
For the second pic, it's a bit harder for me to come up with an example as used to MMBN. But say attacks were unit-specific and say you had a unit with a cannon whose size changed depending on what row you're putting them down (and you'd be able to see the barrel size change and the target square highlighted when placing the unit). Thus, if put in closest-to-front row, the cannon unit would have a short barrel indicating it would only attack right ahead, and a cannon unit in the back row would have a long barrel indicating it would shoot the back. In that case, I'd say it'd be fairly intuitive
tl;dr: First example is more intuitive to me based on prior experiences
@trim blade Neither of those feels intuitive to me since I would feel it was natural to attack the first enemy visible in a straight line if I was the player.
I think your best shot is to have a targeting system much like Darkest Dungeon where you can see which character can attack which row.
It doesn't really make any sense if let's say soldier type A gets put in the back and he attacks furthest back ONLY, that's like an archer who is incompetent and can only use his full power or the explosives they are using are just too strong so they need to target the furthest away enemy x)
The second model would make sense if you made it to some form of mirror world or whatever.
But it will need an explanation for the player I'm sure.
Darkest Dungeon Have like a visualization depending on where the character is standing and which attack they want to perform, that decides which position they can attack. So you could have some visualization that when you move your characters, you also show their area of attack, maybe.
That could make it more intuitive, since the position seems to matter the most in the game.
And if you do this, it doesn't even matter which one is more "intuitive" they both work well as long as you visualize the attack pattern well and explain what they mean.
Thanks for your help guys!! I'll 100% use that
you guys like?
https://gyazo.com/d8ff1f20b4a4d0c752905bd17d8ff774 ๐
any tips in improvements?
@cold onyx It looks a bit rough with yellow on yellow...maybe try some other colors?
how do i cut holes in things in unity 2020
i tried but with other colors i didnt know if it looks good
i am trying to use probuilder
i have no idea how to do it
and i have watched many tutorials
Does this look ok?
I feel like the loading bar just sticks out too much over the image, like it's just floating there
yeah, the loading bar does not match the background aesthetically
you can get away with it without changing the loading bar if you just move it to the bottom of the screen
I'd recommend sticking to some color combination that is also inside the background-image for the loading bar
Hey, need an opinion
https://i.gyazo.com/054190bccaa257771b9ccab1d3704399.mp4
right now, the ice rotates with a smooth rotation animation, the closer it is to its desired rotation, the slower it rotates
but this means its really bad at tracking close moving targets
I could change this and making it turn a lot faster, and not slow down if its close to desired rotation, but this is kind of a balance thing. This is going to be the strongest magic attack because its relatively single target and single hit, do I want it to have that weakness?
There are a lot of ways to balance powerful attacks without making it feel bad to play, this seems like it would feel bad
https://i.gyazo.com/8ab33b8a6d97714f55525eb4dc7ae886.mp4
slow and smooth rotation
https://i.gyazo.com/aadc98b5baff0691036b6638e9c3fd84.mp4
faster non slerped rotation
the faster one doesnt look as nice, but functions better
but heres my thinking: giving it an unwieldly weakness like that means I can make it far more powerful. it rewards learning when its ok and not ok to use
and punishes you for trying to use it all the time just because it does the most damage
thats what I'm all about in games, skill based learning curves
like, think of the greatsword charge attack in monster hunter
its super powerful, but has a ton of drawbacks, and you can easily miss it entirely, even under good conditions
but when you land it, the visceral hit feedback, and huge number make it rewarding to use
Plus, I'm thinking of making the lightning + ice combo spell do a version of this that cannot miss, as it first zaps the target, locks them in place, and then fires the ice at higher speed
There are tons of different options to use for attack in my game, I think thats important context here
this is just one of many spells and melee attacks available
so making it not good to use in certain scenarios makes more sense
quick question, what would be the fastest or smartest way to colour multiple cubes? id want them to be unique in colour and i thought using seperate materials for each one would be too resource demanding
Can anyone suggest resources for balancing in game economies? I'm building a color matching puzzle game and want to give it longer legs with powerups and special abilities, but figuring out the balance of resources to pay for those powers is vexing. Obviously, 'make it fun' is the obvious answer but was curious if anyone had resources for this subject.
Can anyone give me any ideas for a challenge?
im a noob and trying to learn
@granite prism I would consider what kind of game you want to make. Is it focused on quick actions and speed or more into the more patient calculated genre.
Games like super meat boy for example don't need no fancy animations to be fantastic, it needs quick simple and fast animations.
But if you instead consider maybe Owlboy which is more scenic in it's form, you can have certain things take it's time and just enjoy the animations. Owlboy do have their quick action moves however, but a lot of games design the spells for a purpose, so think about what the purpose for this spell is.
Maybe you are not meant to use it on high speed enemies, but more on the slow moving big ones. Then it's okay for it to have a fancy animation. ๐
@granite prism Having a slow moving, hard hitting ability for certain scenarios or very skilled players can be extremely rewarding and if it's one of many spells/skills, I see nothing wrong with keeping it the way it is. My only critique of your ice chunk throw is that the player should be able to control when to release it, so they can charge it up and hold it for, say, 5 sec after it's fully charged. At 5sec, if they haven't released it, it releases on its own.
If you'd like to see an example of this kind of spellcasting, check out Dragon's Dogma: Dark Arisen, one of my favorite RPG games. The magic wielding classes in that game are particularly challenging to play because most spells take a very long time to charge up, but once they're charged you can inflict massive damage. You can hold onto them as long as you want at fully charged state to pick the perfect time to let them fly.
@rose granite Sounds like a #๐ปโcode-beginner or #archived-shaders dilemma. See if those fellas can give you any suggestions on how to get that effect.
@vital yoke Whatcha mean "Challenge"? Basically the whole game-making process is a "challenge" hahah
@drowsy creek Resources I do not have, but I can offer a workflow.
- Figure out what power ups you want in the game. Just brainstorm on it and put in whatever you want.
- Playtest with all of those power ups and find out how each of them impact the game.
- Assign a tentative cost to each of them and then playtest with that cost.
- Tweak cost and currency income and adjust as you see fit as you go.
- Get others to playtest and offer feedback on that system specifically and continue tweaking until you're happy with the balance between income, cost, and power.
Hope that helps a little bit, sorry I don't really have an "official" resource to offer hahah
Hope that helps a bit ๐
well any small game I can make to learn with
You can check out the jams in #๐น๏ธโgame-jams and see what stuff people are hosting to get some cool concept ideas. You don't even have to join a jam if you're not comfortable, just snag the concept/challenge and see where you take it.
๐
i personally feel game jams are not the best place for a beginner to start, imo you are better off taking a very well-known concept (like flappy bird or pong, smth along those lines) and trying to implement your own version. the reason i say this is because there are a lot of resources available to help you if you get stuck on a project like that @vital yoke
a lot of the game jam ideas, while interesting, do not really have any way to help you if you can't figure something out. they are something i would look at reimplementing once you have a little bit of experience
thanks for the ideas guys
@flat atlas wow, thanks the input!
It definitely is a spell I imagine the player uses on big or stationary enemies, and is definitely a sort of set-and-forget spell.
I dont think I can realistically make it controllable to that extent, because then that bars the player out from all other actions while managing it.
if you you can imagine, preparing 3 or 4 of this spell, or using its powered up version before a boss fight, and letting them all rip for a huge chunk of damage at the right moment.
I am trying to make a game that can be played wothout the use of advance mechanics and such, but will feel rewarding to master if you decide to put in that effort.
Would you guys rather the health bar be near the character so it's close to where you are looking already, or up in the corner?
i like the idea of health bar near what im looking at, but most, if not all, games design health bar to be elsewhere. i'd like to hear reason for that
@winged dove Depends on how much information you need on the screen imo. Like in WoW where you're managing, your health, energy/resources, cooldowns, gcd, silences/knocks, buffs, debuffs, movement, enemy and ally positioning, as well as whatever addons you have running. You need to be able to see all of it quickly without totally taking your attention away from everything else, so players typically cluster everything around their character.
In a game like skyrim where you manage stamina/mana/health, you don't need to constantly be flicking between your health bar and character, so the bar is fine where it is for most people.
@flat atlas what about in a roguelike game where dying will matter quite a bit?
How sensitive is your health and how much other information will be on the screen?
I could see going either way with a roguelike. Having a big chunky health bar at the bottom or top of the screen, or an overhead health bar. Basically comes down to what fits your game. Maybe try playtesting it with both styles to see which you personally prefer?
You could also have it as a setting so different players can change it to the way they prefer
I'm leaning towards a large heart/zelda style health system at the top left of the screen, maybe with -heart popups above your character when you take damage
@rare crescent not sure if you found a solution to cutting holes in Unity.
But I recently stumbled upon this since I also needed to create holes in my game
https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/boolean.html
That sounds pretty cool ๐
@vital yoke try and make a game in an hour, cut it up as a video, and post it to YouTube. Itโll let you self assess where you get stuck the most and help you with articulating your development processes and why you do things - you can learn a lot about yourself that way
Does any1 have any cool random idea for an 2d arpg ๐
@winged dove that helps 0 people :|
@celest burrow thanks for pointing that out? i thought it was going to help thousands
Heโs asking for some help, for some ideas.
Saying your game is a good idea, then not telling him that idea, is pointless.
it's also a way of saying i'm developing an action RPG, which means we have similar interests and future talks
I just donโt see the point in talking about it if it doesnโt help him. It would be different if you told him the idea, but you didnโt.
did you get out of the wrong side of the bed today?
He didnโt ask if anyone is making an RPG
He asked for 2d game ideas.
Iโm just saying, no need to do the opposite of help someone by trying to get clout.
it's quite funny how a small, innocent comment irritates you so much
he likes action RPGs, i like action RPGs. Telling him i'm creating one also can lead to future talks about said action RPGs, is it really that hard to understand?
No, I understand, no worries
However, still pointless in trying to gain clout by someone asking for a game idea.
Enjoy
whew
i mean i personally don't see the point in telling someone you're working on a game that's super secret
particularly given 99.5% of 'games' never go anywhere
^
it was the start of a potential conversation between 2 people that like action RPGs, if he wanted to know more then i would share some. If he wanted to bounce ideas around, I would join in. I enjoy action RPGs, i enjoy talking about action RPGs. Ruined by someones knickers in a twist for no reason
hell, i was talking about the health system in my game 1 page up.
so it's not exactly top secret
i have an interesting game design conundrum related to camera movement. I'm making a 2D game where you only move one character (a builder) and create buildings. So, the camera follows the character as you move with WASD/numkeys. However, I also want to allow the user to be able to view anywhere on the map -- not just where the character is currently located.
One way to solve this is with RTS-style camera, where you move the camera by moving the mouse to the edge of the screen
but i'd really prefer not to do that because edge scrolling is quite tedious on touchpads and generally less intuitive than arrow key controls
any ideas on how to have my cake and eat it too?
@wise delta do you want to leave the mouse alone and just use the key board?
could to click and drag on-screen to slide the view around, and if you move again it recenters on the player.
or something like hold SHIFT + WASD to pan the camera around?
or a mini-map somewhere in-screen, and if you click in the map it zooms the camera to center around the area you clicked? I believe Lemmings did that.
thanks for the reply! I ended up doing space + WASD
basically to create two camera systems, one that follows the avatar, and another that goes wherever you want
you switch into the "alternate camera mode" by holding space
i'm broadly concerned about using the cursor because I don't want to advantage people using a mouse vs those playing on touchpad
so I think I need to stick to keyboard...
on a touchpad I'd love the ability to do a two-finger drag to quickly pan around ๐
@wise delta i think touch screen users would almost always be at a disadvantage compared to mouse and keyboard
ahh the tracking pad im with ya now
so both would have full hardware keyboards
do you think people would play with a touchpad?
i'm hoping the game in conducive to quick casual competitive local multiplayer
i would think that would be incredibly difficult for a typical RTS
yeah, it's a bit of a strange RTS
you're really only controlling one unit
everything else is the buildings you create, kind of like a tower defense
except it's symmetric pvp
since there's only one unit, i'd really like to simplify the control scheme down to just using arrow keys. that also means I don't need to worry about pathfinding, selecting units, etc
i have no idea if it'll work but i'll find out once i get this prototype together ๐
sounds good, and a wise choice to stick with just keyboard ๐
I need some help with my game. I think there's a fundamental issue with how I'm handling some stuff.
For determining whether the player has completed something like a mission or any other kind of event, I have a GlobalStates class which holds a bunch of states. This states can be read by the node-based dialogue system I have so I can do different things based on the states with branches.
However, I came across an issue while trying to make a 'quest' where you have to find the ring of a character in the game. They said they last had it in the library. You find the ring by interacting with a specific bookcase. The problem comes with the fact that I have to make an entirely separate dialogue node-tree for the bookcase that had the ring for it which doesn't sound like a problem but considering that this is something that will have to be done multiple times for different things, it's pretty unideal.
Like, I have two node trees for the same object and one is just for a specific case, like the ring, if there's something fundamentally wrong with the node-tree, I now have to fix two things. It's something that could easily spiral out of control and indicates a very fundamental issue with my system.
Is there a better way to handle what I'm doing?
anyone got a fix to this problem
Elaborate
game object containing the assets are showing when i play the game only in the editor but wont show in game tab
u can see the dark objects in the right of the picture are showing but not on the left side which is the actuall game.
maybe the sorting layer?
Anyone wanna make a clicker game with meee
@limber ruin you can make a clicker game in circa 3 minutes
@azure yarrow ah I see
Yeah, maybe the way itโs sorted in the game object
Hey guys i'm having an identity crisis (for some game concept)
My game's based on elements. Instead of some human mage that controls multiple elements, you ARE 1 element.
I'm trying to explore the elements more instead of purely going the rockpaperscissors elemental affinity stuff
So, if you're fire, and you eat "heat", does that mean you're bringing coldness to the surrounding? What's going on here?
Or, you're fire because you "poop" fire/heat? Then what are you eating?
@deft patio Why would fire bring cold around itself?
Oh, you forgot to mention the eating part.
Not a very common aspect of element plays, but it can be done.
There are many games that you have to switch to the same "color" to counter said color, this with elements could work pretty much the same way.
Eat different types of heat to store heat power and use the heat power in certain way, and when you eat cold the cold could be use differently.
You could also do it so that if you eat like...water and earth after each other you could "poop" out a combo from the two.
Heat and water would be steam, fire and earth would be ashes and water and earth would be a plant or something.
But they could be used both separately too.
Hmm. I'm just having dilemma between whether a Fire should
- eat "heat" (and poops nothing), or it
- eats "fuel" (and poops heat)
#1 means they like hot things/places and eats fire to survive. they dont poop heat bcoz that's like suicide (no it's not like human needs water but pees bcoz that gets too complicated...)
#2 means they're functionally a match/lighter, eats fuel but i guess they can "store" it for whenever they need to (poops heat)
And an elemental "thing" stays that element, you're born as that until death
I mean, that just depends on your game mechanics, make what is more fun is the general rule to me.
Hey, so I'm creating a prototype for a metroidvania style game... the prototype is probably going to be closer to a level based megaman style game, but I'm using the mechanics I plan to use later in a metroidvania.
atm I feel like I might be adding too much to the combat system.
I have a light and heavy attack based combo system, and a 'spell drawing' system, where you can prepare spells ahead of time, and cast them when needed.
I also am implementing a spell combining system, so you can prepare two spells and hit a button to combine them into a new unique spell.
in addition, there is a melee + spell combining system, though it is only heavy attacks, and specific heavies are tied to using a single element, so thats limited well I think
at the moment I only have 4 element: fire, ice, wind, electric
this means there is 6 unique combo spells, and 4 extra spells that come from combining two of the same spell
I want to add a 5th element: earth, but this means making 4 more combo spells, 1 more double cast spell, and at least 1 more melee combo attack
I want the combat and boss fights to be the focus of the game, with interesting interactions between specific boss states and specific elements
i.e. having a mechanical boss who overheats if hit with enough fire, then tries to vent off the heat... but the vents can be blocked with ice, leading it to collapse and reveal a weakpoint for a short time, and causing it to change phase once it recovers
should I add this 5th element? or just work with what I have for now
would it be too much? is it too much as it is? is it not enough?
These are things I would appreciate feedback on!
There is a game I used to play on mobile that let u pick 3 of 6 before going to a dungeon
In a game like this, more is better, even if there's no visual difference, it feels like there's more choices.
But don't add it if you don't have the time to ensure the quality : D
"If you want to make video games, then you must love them too. Ironically, I know several people who work in video games that freely admit they do not like to play video games. That does not make any sense to me. Why would you work in video games if you do not love video games? They are fools. They should just step aside and let someone who loves video games make video games. Someone like you." - ok i'm going to love this scott rogers book.
Oof Iโm having trouble with my game XD trying to work on AI enemyโs but it wonโt work
@granite prism The best tips I can give you is really "What is more fun?". The pacing of the game might slow down if you add more complex features, making it more like a puzzle game than a speedy platformer. What you wish for it to be is most likely what is the right answer for this, might be really bad listening to other opinions in this matter since it is your game, you might end up creating something you don't feel is fun. And that is the worst.
when i create a new cube i can't change his color can someone helpme plz
@hybrid oxide create a new material ,asigne it in the meshrenderer and then you can change the color or whatever else you like in the material
what do you guys think about having shadows from the sun which change as the day goes on vs just a static shadow beneath the object like in stardew valley? (2d game with a stardew valley/secret of mana view)
like this (shadow moves as day progresses)
@winged dove I like day simulations in games, you can play around with a lot of secrets with it too if the shadow only hits a spot in a specific time of the day.
So im working on a first person game that's based around online multiplayer. Playstyle similar to something like elder scrolls but more combat focused.
I'm trying to decide how to handle enemy death/bodies.
With how I have characters set up it would be messy to create a ragdoll corpses. I'm thinking i could just create a death animation where they fade and explode into particles to clear the field. I aim for the game to be a bit faster paced where you will likely be taking on multiple mobs at once and cleaving multiple in some cases.
Thoughts on what to do with enemies when they die?
This would take alot of work to implement, but it would be a nice to have them decomposing with or without a dismemberment system on top instead of SAO particle death. So when a monster dies, they play their death animation, and if you add dismemberment, have the target limb drop onto the floor, after that their body slowly sinks into the floor and decomposes (turns a fleshy gray maybe) or desintegrates like in Jedi Academy.
It would be nice for the player to see how bloody they can make the battlefield.
Oh i forgot about that. I remember some games would have them turn dark and sink into the ground yeah
As for loot id like for it to float in little 3d models. For equipment, id probably use the actual weapon mesh as the drop visual spinning on a little disc or some effect
sort of like phantasy star
kind of reminds me of minecraft
yeah exactly
You can always use lootbags and those could lure players into traps since it could promise great rewards or none
Planning to also implement some abilities you can earn from mobs, killing them will spawn a little orb that flies and absorbs into you, giving you that mob's special ability drop. Could be a passive like a lifesteal from vampire-type enemy or an active combat spell, but thats more passively acquired
If youve played games like Castlevania SOTN or the older ones
Its usually a rare drop, modeled after that enemies attacks. Knight that tosses axes drop an ability where you can toss em similar
Gonna be re-using a bunch of code i did for another project similar to that
Hi everyone ! I'm looking at creating a game for a music clip that would be played in the web browser.
The game would be a 3" sort of very arcade rail shooter where you would be driving a car, jumping over obstacles and picking up objects. Since the world would be changing according to some timed variations to the music, the player would have to move, he couldn't break or slow down. But he would be able to jump off cliff if he doesn't follow the road.
I've set up a waypoint script from the standard assets which works in regards to the rhythm and i've set up a trigger that opens another scene for when the music changes rythm. But with the waypoint system, the jumps are impossible to make.. Do you have an idea on a better system for making this game work ?
thanks a lot !
@haughty flare You need to have a minimum space between each jump, I mean, you need to have some form of variable to adjusts difficulty and a minimum space for your car to move.
Most rythm games are not reliant on heavy animation processes between the rythms, but the ones that are might skip a beat here an there to cope with the fact that the vehicle needs to move to a certain spot before jumping again for example.
So basically what you need is a system that scans the "waypoints" for impossible formations, and then soften them out
hello i used a material but when i put a (gridbox) the color become black
help me plz
@hybrid oxide iz the object textured properly in the first place? you need uv's to apply a texture
@ionic lichen It looks very clean but could use some flair to make it appear like a game launcher. Have any game art you could put as a faded gradient behind the text or a logo you can put in the corner somewhere?
If it gets the job done for now i see no problems with it. Its pretty concise
Hello, I am trying to create a masking app, So i have a full flower image and then another image which is like a mask and is only one petal is visible, How i can apply that mask to UI image so rest flower gets hidden and just that petal will be visible, Note, Petal on mask is on same location where actual petal is on normal image and also size for both mask and normal image is same
so.. uh...
I installed the HDRP support pack for 7.2 +
this is the forest asset pack by Naturemanufacture
Idk wtf is happening
there's a sh!tload of errors
I'm losin my mind right now because this has never happened to me before
did you import everything in the pack?
well, I honestly have no f-in clue
I guess maybe not????
but
WHY not???
I can try reimporting the entire asset pack but f*ck
some things load perfectly while other shit is missing entirely
and I imported it exactly like I'd normally do, directly from the asset store
welp just deleted my entire asset pack out of the project, deleting all my work with it.
(not the demo scene you see there, it was in another scene)
(I opened the demo scene to see why the hell I couldn't find some of my assets)
so I'm reimporting the entire asset pack
Ok so now after reimporting everything, all the prefabs are now there, so the demo scene loads correctly
BUT
I am still missing splines
spline reaction when I go to create something new
@dense talon Thanks a lot ! It's not really a rhythm game, it's more like i would need to change the scene when the music changes at 2".. and for the jumps the player should be able to take them while being driven by the waypoint system... i don't if it's clear ๐ thanks a lot again !
Wait I thought splines were something native to Unity??
why the hell am I only finding info about asset packs then???
fuck...
ok so apparently this package comes with the fuckin materials for the rivers and waterfalls but not the actual spline creation ability
yaaaaaaaaay
no that's a SEPARATE asset pack lol
well then
@dense talon Is there another way besides waypoint systems to create that kind of static but moving games ? because the waypoint circuit making a curve isn't what i'm looking for ! thanks
K so I just downloaded EasyRoads3D and that works well it seems for making both pathways and rivers
just assigned a river material to it
I'll experiment with it more
@haughty flare It's difficult to say answer since a waypoint system can be many things ^^; I don't fully understand the gameplay it seems like. It kind of sounds like that game where you race and switch lanes depending on the rythm
Yes i know sorry it's a bit hard to explain.. It would be a very simple car game like this one ( at 1.56) but with jumps and objects to pick up and the world would change after 2 minutes.. and you would die if you go offroad ... https://www.youtube.com/watch?v=aIHF7u9Wwiw
Circles is available now: https://wr.lnk.to/circles
http://www.macmillerswebsite.com/
https://www.instagram.com/92tilinfinity
Directed by Anthony Gaddis & Eric Tilford
Produced by language.la
Special thanks to the friends and family who helped make this vision a reality.
T...
thanks againt ๐
@haughty flare So what was the waypoint impacting? the "coin spawning"?
How to make an object fade from top to bottom?
@vocal tree I'm new as well! Just started today and am laying down the bones for a little sidescroller platformer demo (just for practice.) My recommendation is to start with exactly that- So far it's done good at teaching me some basic things I'll need for the type of games I want to be making (movement, map creation, item collection, health systems, etc.)
Sounds great
if i were you, i'd use free assets off the asset store and begin by watching some tutorials. People make series on how to make such games and I've used a tutorial for every script I have in there
I need to know like. How i can create a surface
Alright, so
I've only used 2d thus far and, assuming you are as well, there are two 'workflows' you can use for that
You can use tile based, in which you have a grid to place surfaces on, and for that you will go to the tilemap layer and then add a component called 'Tilemap Collider 2d' and that will automatically make all of your tiles a 'surface'
Alternatively, using a sprite based system, you can drag the pieces freely and move them however you please
I only briefly messed with that but I think there are a few different colliders you can use for it?
Flat grounds you can use the box collider and adjust it to be a thin line wherever you want the player's character to 'walk' on or have the bottom of the model on
I believe there is also a polygon collider for more advanced shapes?
i'm a bad teacher at these things, here is a video that helped me create a level
Want to make a 2D game but don't know where to start? This video should help point you in the right direction!
โ Free Assets List: https://bit.ly/2tv7aBU
โฅ Support Brackeys on Patreon: http://patreon.com/brackeys/
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Thanks for your help ill try that
np!
Needs fog @edgy carbon
how can i make an image transparent?
@inland jolt alpha value of color?
I think the forest looks okay as far as denseness goes @edgy carbon
thats a wolf?
oh well i guess i can't judge since my arts are crap
it is pretty good tho
:p
would it be better if i draw shadows beneath the character or i use unity to generate shadow or just no shadow at all?
Is this the correct lobby to ask about how to use cinemachine?
no @distant meadow
Hello!I recently started pixel art and this is one of my characters (It's a tiny human that found a massive helmet of a god and is wearing it)
I would also appreciate some advice!
hello @eternal river , I just recelty joined this server and I must say it looks cute!
hello @eternal river , I just recelty joined this server and I must say it looks cute!
@bleak mountain Thanks ๐ฑ
help plz when i use the grids its become black
youre welcome ๐
@hybrid oxide I dont know how to fix that, im sorry, im very new in unity
You can try asking in #๐โart-asset-workflow too
mind if I pass some of my art too? where im study weยดre learning to create and design videogames
and weยดre in 1st year haha
Of course
what you guys think? its from one of my old pixel art works
Really good!\
thank you! ๐
But if you're trying to outline just his armour, do the shield too ๐
hmm, makes sense, ill fix it, thanks!
And the outline on the feet is 1x1 and it continues with 2x2
But it's still good
thank you 
Big pixel art is hard for me
its all about practice after all
I like to stick with 16x16 or 32x32 ๐
im not even a year studying this and we are learning quite a lot
16x16/32x32 resolution is always a good choice
where we are we learned to do it in 256x256 as max
and its quite hard actually
At that point it becomes more and more like regular drawing
Which i am not very good at ๐ฆ
hi, I have a simple cube with a darker edge outline. When i scale the cube in Y axis, the outline in top edge also gets stretched. I want its edge to be of initial width. Is there any workaround for this? I am using a simple black and white texture.
You will have to adjust the UVs in your modelling software.
The problem is that the cube constantly changes its scale during runtime
In 3D, is there something similar to 9 slice method we use in 2D to effeciently handle textures while scaling?
@haughty flare So what was the waypoint impacting? the "coin spawning"?
@dense talon Sorry i wasn't home.. Yeah the waypoint is impacting the springboards and the coin spawnings
@hoary kindle I know you can go into the image asset settings themselves and set it to be a 9slice image in unity.
I think it was done in the sprite editor.
@hoary kindle you could use a custom shader to do that
however, if that cube is your exact use case, you can pre-set the UVs in a way that it does that
then again, if you need runtime transformations, a shader is a lot easier
Can someone give me a good asset with some player models (just models, no movement script) ?
Check the Unity asset store or commission one on Unity Connect.
i need some ideas to make a game pls gimme ideas
Check out #๐น๏ธโgame-jams for some interesting concepts.
@hoary kindle the easiest way to solve this is using a custom shader, alternatively you could hard bake the uv transformation but honestly nobody wants to do that.
thanks guys @unborn trellis @vast patrol @dense talon
I just have to say, when terrain generation actually starts working, it's very fun to toy with...
Need some more variables for the noise and logic to the textures though.
http://prntscr.com/swov80
Since the first prototype of my small group is about to be finished and we want to go to the next step, I am looking for materials, resources and templates for anything game related that goes into the direction of:
- pitch decks
- business plans
- design documents
(please only resources that you would consider best in class)
Any help is greatly appreciated. Thanks guys ๐
What do people think???
DM me, i dont care just need feedback on what people think.
PS this is in a cave setting.
It's actually good
A classic 2d platformer
Thanks man though bit more confident to add it in know just feels like its missing something, might sleep on it?
maybe the only thing it could have is a bit more depth, but that's difficult with a limited number of colors
Yeah, thanks @median lynx. Ill have a look into it in the morning๐
made some changes what do people think?
Nice
I'd feel like I was in a cave.
You might get more feedback posting in #archived-art-asset-showcase @steady onyx
ok
I have a offer for you guys. Place in game dev team, we are currently making a beautiful 3D fantasy game, and we tried to go independent with 11 members, but we added more game content, so we are looking for people who can do 3D Modeling or Animations. It's a revshare offer but with contract so you can't get scammed. i won't bother you more here and I'm really sorry if I breaked rules. If you are interested please contact me in private. We are friendly, cooperative and very ambitous team that is taking this project seriously.
If I had advice for any new game developers I'd say be wary of project offers like the above. A project scope that probably has no reasonable end in sight - "very ambitious", splitting revenue that many ways will more than likely result in pennies compared to the work you put in, and a promise of not getting scammed through the use of a contract doesn't mean that contract is put together correctly or will actually hold up. There's also a high chance of that project never getting completed, meaning there is no money involved and you don't get a cut for your work. Be sure you know what you're investing yourself into, and if you do, be aware that the above may happen.
@digital owl I legit saw the "this is not a scam" and that raised all kind of red flags.
thats like saying hi to someone and getting a response kinda like "I wasnt stealing or anything"
like, I didnt say you were, but now you ve made me think about it
Could have misspoke, but yes it raises a lot of red flags based on my experience.
starting with "I have an offer" also sounds cocky as shit
I'm not assuming any malcontent, it could be a situation were it's a passion project led by some more inexperienced developers. I've just had my fair share of being in groups that were similar before I learned that it usually doesn't result in you gaining much. I'd personally stick to using this server if you were wanting to expand on your experience and knowledge by asking in the appropriate channels.
thats what i do. but im mostly here answering coding questions people are asking while I work on my game. occasionally I have a question and like discussing architecture
mostly hanging around the C# discord cuz of the higher quality coding content tbh
I had a project I joined a while back, and joine d a discord for a team, the first week it was active and everyeon was communicating. but after a week the main dev just kinda stopped posting for 3 weeks and then I left
I don't want to stray off-topic for too long here, but yes I'd say any general community for the subject would do fine as well. I've also had the same experience but more often when I was just starting game development as I was more naรฏve of what was possible and wanted to be apart of a group because development can easily be lonely. You can still feel apart of a community without committing to a large project. Anyway, I'd personally focus more on projects you could finish and present if you were aiming for portfolio material. It's good to practice achievable scopes and actually completing those projects. Most people never finish due to scope creep vs their resources and experience. ๐
I had to revisit coming up with and completing a small scope project to ground myself again recently.
true, I have a project I am working on with 1 friend. We know the scope and we have a clear plan for the project. we don't really add that many new things and elements to it and keep it to the point with our concept. Once we reach a point we think the game would be playable and we find it lacks something. We can consider adding stuff. But in all honesty having myself (programmer ,3d modeller, rigging and UI) and my friend (story, 3d modelling and worldbuilding) we can get stuff working with just the 2 of us. I never mentioned anything about wanting to sell the game, but the project is sizable. We are making it since we have a fleshed out story that we like and want to make a game more so than working on some project that is purely meant for monitzation.
His stance on current games is that the story of many games is slacking pretty hard, and he is an actual writer, so I trust him to be perfectly capable of writing a story. We are currently doing character design for npc and making sure we have a playable version of a book with as little text as possible by using environmental storytelling
I also dont think thats off topic, or I may have brought it back on topic with this response. This channel hasnt seen actual relevant activity in a long time so its refreshing to have a discussion about game design and development as a whole. @digital owl
Curious, how do most people get their art without having to pay a fortune for it?
@dawn echo In my case, I make it myself. although if you know where to look, art is not that expensive. Ask around for help in #๐โart-asset-workflow in terms of making your own models (but try first! install blender and have some fun)
There are some free resources online, but I would utilize the asset store as much as possible. You'll save so much money buying assets vs paying for custom work. With that said, do your best to make whatever you purchase unique to you and your project. Editing the textures to make their art style match the rest of the game for example. People are afraid of people calling their project an asset flip, but how many times does an AK-47 need to be modeled and textured from scratch? Though I say this with a warning, if you do buy assets try to buy only what you know you can use. It's easy to go wild and spend money on packs or bundles you don't end up using because they seem cool at the time.
assetpacks exist and are a good start and reference for modelling, develop a style that works for you and move toards projects from there
That warning is something I coulda used a year ago, before I bought Synty studio packs because I like em. Now I mainly use them for prototyping lol @digital owl
I got a bunch of Synty packs off of humble bundle a few months ago for cheap, but I haven't used them once! ๐
thats different tho, its humble bundle. its charity! so its fine lol
they are really nice tho
I convinced myself it'd be perfect for quickly putting together prototypes but I'm too busy with work to use them that way.
I realize now I wrote an entire fkn rant about my stance on game dev teams lol
It's a common indie developer trap imo but I don't see all that many people speaking about it.
the thing is, everyone can make a game if they put the time into it. but that doesnt mean it will sell contrary to what a lot of people think on this discord
Don't get me wrong, I work for revenue share. That's on top of being paid for my work as well, and with a publisher. It's completely different circumstances.
I do it in my free time, because I love doing it. if that ends up being a revshare project, all the better. but I am not banking on it becoming a hit
if i get even 10 people to like my game I'll be happy
Yeah I think it's fine as long as you're going into it with the correct expectations.
for sure, there are enough bad games that exist alrdy. I would rather not waste my time trying to make a clone of something that exists. I want to make a game that stands out. get some people interested and hopefully in a few years get some success. But if not, hey I tried and I can try again and again until I succeed
any 2d camera experts in here that can help?
What's a reasonable poly count for a 3rd person character? I've been out of game dev for so long, I have no frame of reference anymore. My mid 2000's brain freaks out anytime I see a polycount over 5k. But I know AAA games sometimes have over 100k
I know it's subjective, but in unity specifically, any recommendations?
My mid-res sculpt is 40k right now, I feel like that's probably too high for an in game asset. Is 20k reasonable? Or is that still too conservative?
https://www.youtube.com/watch?v=DbQyooOiKps
Hey guys, I watch this guy on YouTube and I was wondering (im not an artist but i want to learn some basics), is this considered low poly? And is this style achievable by someone who has never done art before within a reasonable time period? (6 monthns or so?) If not I would be willing to pay people to make art for me but I have no clue how that works and what going rates would be for indie artists?
Wishlists now available on Steam: https://store.steampowered.com/app/1335830/Lens_Island/
Catch up on the latest updates from the whole team creating Len's Island! See our new water system, audio and music composition updates and programming a building system.
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Hello Iโm looking for some blender professionals to make me some characters, DM me if you can do it and I will talk with you on how much I can pay
Also is this the correct chat to recruit ?
This discord is for learning, not recruitment. That being said, you can ask in #๐โart-asset-workflow to see if anyone would be interested. If not, you can post the job to Unity Connect, which is basically Unity's official job board. @jaunty umbra
ok
Any tips for the market district ? Does not look very ,,market,, right now huh :/
https://twitter.com/BlueCrystalStu1/status/1271748940921266178
Pre-alpha look of village/city in Shards of gravity.
Discord: https://t.co/vekKdLh1sE
#screenshotsaturday #pixelart #pixel #gamedev #indiedev https://t.co/uXBi7N72dZ
@uneven egret More people, some sort of food, maybe a statue
hmmm, basically the only one sign of market that is universal is some kind of shop identification 
signs, maybe?
Stands too, for merchandise
How do you guys usually handle the early-development uncertainty of which direction to move towards? I have some basic mechanics in play right now, but I am not sure where to take them
I'd add a parallax layer with people and more stalls
for the universal stereo type of market places, you gotta have a lot of cloth, like for market stand roofs and all over
do you have a tutorial how can i learn to use the blender?
ok
@wild osprey Do you have an end goal in mind? Easiest way to kill a project is to start without a target.
Kindof, but I am not sure if I can pull it off. I am in-between two possible end goals and have the basic tech in place right now.
I think that would be your first step. Pinpoint what you're trying to achieve and gauge whether it's feasible with your skillset or if you'll be able to get help to achieve whatever your goal is.
@wild osprey If it's not interesting or fun to you, don't make it.
Making a game purely for profit sucks, but if you make a game that is driven by your interests it's much easier to work on.
@dense talon Huh.. I wasn't making it for profit, but you made me realize that I could just choose whichever I found most interesting. No need for it to be good in the end. @fervent vector I think both are feasible with my skillset, its more of whether the format will allow for it(2D)
@wild osprey Yeah, I've realized that I sometimes tried to adapt way too much to the audience I wanted and it made me want to develop the game less. So I just started making games for myself and it made me much happier ^^;
It's important to, if you're not specifically after a monetary gain, to be passionate about whatever you're doing. I'm working on a project currently that I'm extremely passionate about and am excited to expand on it. I have no delusions that it'll make me rich, I just want to do it because I love the concept and idea of it. And if I make a few people happy for having played it, I'll be even more satisfied.
What is a good modeling/designing software for 32 bit system?
To choose not only something achievable, but something you're really interested in making.
@rigid quartz #๐โart-asset-workflow might be a better place for that question. I assume Blender has a 32bit version
@flat atlas Yeah, I am currently in a bit of a uphill battle since I have made a terrain generator, but I just need to convert it to DOTS. It's a very boring task, but when I am done, it will be so cool. But since I love what will be done with the game after this process is done, it still gives me drive to work on it. If I knew I would have to do some boring standard things I didn't care about, I would probably just put down the project right now x)
I have this game prototype where you are digging around until you encounter some enemies in the deep underground. I am facing the design issue of the player being able to see what ore he can mine around him, yet at the same time not be able to see exactly where enemies are. In this image I have a light that illuminates the "rock" around the player, but not the enemies. Do you guys think that will work?
@wild osprey Yes, it will work, but how will the player see the enemies?
The idea is that he seems them when they are close, but not that close
Not that you mention it.. Some sort of LOS system would probably be best here
you could have them only appear in the torchlight of the user, will probably make it a bit creepy.
That could work yes, good point
I was thinking how to signal to the player why the rocks are visible, but not other objects
you could potentially use a map instead, so the player documents paths in a map that is visible in the corner or on a layout, and then you have the player itself only view the area around him, making it a very creepy game.
Otherwise you can justify the visibility of the map as "already explored areas" so you don't need an extra map. But monsters still won't be visible there since it's only the map itself that has been explored.
In theory you can if you want only make the blocks that you have seen with the torch become visible ^^;
That kind of gives it an explorer kind of vibe to it, you are documenting the area while exploring it, so when you say break a block and suddenly you see no wall in the opposite side, that would be kind of creepy since you must have hit a massive room ๐
What would be on the map? The tunnels? Also I want the enemies to move around and sometimes even hunt the player, so I am not sure a static map would do ๐
You don't need a static map, map can be created on the fly based of the positioning of blocks and such, think of it like the old games "fog of war", meaning you can't see what you have not explored and you will remember the layout of what you have seen but you will not be able to tell where monsters are moving in things you can not see around your character.
When I say map, it doesn't need to be a tiny mini map in the corner, you could in theory just have the level be explored as you walk through it, otherwise it's all dark. which in turn would work as a map.
And still keep the mobs only visible in the light of your torch.
Ah yes that could work
Hello! I'd like to make the mural on the left side look like it's part of the room, but I really don't know how, as I work more on the coding ๐ if someone could help me with it or give some tips, I'd really appreciate it!
@past cypress Mural?
isn't that a mural?
the painting?
it has a vastly different color scheme in it compared to the rest of the room, what are the tiny squares on it?
One reason it looks a bit out of place might be because of the angle of the painting, if you compare it to the other two, it doesn't have the same perspective angle as the others. It doesn't stick out like an eyesore though.
but might be better to show the tiny path only when you click it or zoom in on it.
the tiny path was a mistake
it is not part of the painting
i'll give a better screenshot, wait a sec
The 2D art channel might help you in a better way with this though.
In that case I would just change the colors of the mountains to maybe flow more in line with the whole scene if you want it to "blend in", but paintings doesn't always need to blend in to the home IMO. the other paintings looks vastly too simple compared to that one however, which is probably also a reason it might stick out a bit.
is there any good free comic style grass texture? for the unity terrain tools
Hi, is there any good 3d level designer that wants to help me in my project? I will add him on the credits if he want!
unity doesnt seem to be loading my sprites would anyone be able to help me figure out why?
@past cypress
@vague shard what do you mean by not loading them? It isn't importing the file? It isn't creating a sprite from it? The sprite isn't displaying?
I'm thinking of adding in more than one type of wood which players can craft furniture with, this rarer types giving more bonuses for your house.... Though what if players don't like the colour of the best wood? Their whole house would change colour if they want the best...
@jovial arrow nice, but why did you post this? xD
@weary thicket i figured it out it has something to do with the layers on the renderer
hello hello. I need advice. Basically have a grid based game where every rectange of grid has its own area. Like own resources, creatures (which can move to other areas), etc. since the game is ascii and mobile I don't want to overfill the ui with items and other things but I also don't want areas to be too empty. Any ideas on how I can display like 20 things in 1/4th of the mobile screen and still have a nice ui?
@winged dove paint
or should I ask this in ui?
Text based games on mobile are pretty restricted if you want them to be legible.
Management games usually use categories to show similar items.
You can save a lot of screen space grouping them
You can make them unfoldable and show individually
im looking for a group that cloud teach me along with creating a game UNITY
What is the best way to fill in these gaps between the objects? im new to unity
....you place an object there which is the exact size and shape of the gap ๐
Complex structures should not be built inside of unity with blocks if you want efficient models, make the models in a 3D tool instead OR using vectors.
Hi, my name is Elio and Iโm a project manager. I began working about a month ago with a team of 5 people on a really interesting mobile game. However, we need some help in level design and in a few animations. If any Graphic Designer or Animator is interesting in helping, please do let me know. You will get credited and probably paid if the game is successful ๐
I like this "probably paid" part.
Nested ifs, probablity and success... Those are never a good idea
Nice nerd humor there.
do you think it's a good idea to design with consoles/gamepads in mind?
@winged dove If you are releasing it on consoles or if you want people who have a hard time using keyboards for longer periods of time play it, then yes.
But if it is a game clearly designed for mouse movement like a fast paced RTS, then maybe not.
It really depends on the game itself and if it lends itself well to cross platform. You also don't want to limit your design decisions because you're attempting to tailor the game for all platforms. Some games, like the recent Jedi Fallen Order, are designed specifically with a controller in mind and they tell you that up front. While at the same time, games like WoW are designed totally around having a keyboard. Had either of these developers made sacrifices to appease the opposite crowd, it would have hurt their game and initial target audience.
My games an action RPG similar to the old secret of mana games, except there's a building feature to build your own houses. The building feature would be easy with keyboard and mouse as you could point to where things are placed and even click and drag, much harder with just a game pad as you would just be placing around your player. I guess the problem is that the main part of the game is best on a game pad, where as the building aspect would be easier on keyboard, but I COULD change the building feature to just adding on rooms to your house and you set the layout rather than placing each tile but I feel then it loses a little of its creativity
I wonder how many people would actually play with a game pad on pc
I love action RPG's with a gamepad...but well. if it's with a bad gamepad system, I choose not to play with one
when ever i add a light to my project the updated texture loose there lighting options this is with the new 2d lighting
Hi can someone help me
@left kettle Don't ask to ask. Pick a channel #๐โfind-a-channel and ask your question
But there is so much channels
And if I ask a question
They don't respond
To me
If ask in the other channel they respond to me
That why I switch the channel always
Pick an appropriate topic. Formulate the question, use illustrations if you have to and have patience.
is there a way i can add motion blur to a moving object in unity 2d, or like a trail without particle system?
oh look everyone; free idea for a game (because its too big a scope for me to be bothered with. just give credit somewhere to "antonio knapp"): a battle royale, team-based multiplayer shooter, or other arena-ish game that takes place in a sci fi environment. the big twist: the sci-fi environment is entirely operated by a bunch of oddly benevolent AIs (which are actually real machine-learning agents trained to prevent the players from ever dying within a close proximity of themselves). imagine for example throwing a grenade at your enemy, but the ml agent(s) controlling the robotic wall panels near you decide to bat your grenade out of the air (and out of the map) in order to prevent the imminent death of the enemy. the goal of the game is to outsmart both your enemy and the AIs everywhere. combined with the team-based model, AIs on your base's side of the map could be trained to prevent your death but not the enemy's, and agents in the areas between bases could be neutral and just try to prevent deaths of any player
question is there any cloud asstes that i could find that could give the effect of my setting taking place very high in the sky
@cold onyx imo, that sounds incredibly annoying to play when most gamers that goes into a shooter game are incredibly competitive.
For an isometric tile-based game, my understanding is that a camera angle of 45 degrees yields a 2:1 aspect ratio. A 1920x1080 resolution works out at a standard 1.78:1 ratio - but I don't know how to translate that into a camera angle. Anyone able to point me in the right direction so I can understand this a little better?
@drifting jolt you dont need to have 45 deg per se. just make a camera angle that looks good for your game.
I'm getting ahead of myself for when I come to do sprites.
I want the game to be at 30 degrees, just down to preference, but I'm worried that will hinder other things.
guys i have a bit of a vague coding query. So hopefully you can help. What is the best way to set up scripts when i want to have a system where my enemies of various types take different kinds of damage based on a hazard type without it getting too convoluted with checks. So if they take fire damage they set on fire and take damage over time, if they get frozen some enemies my freeze others may just slow down. if enemies are on fire and they step on something combustable they cause explosion. Like what sort of thing do i need to look up here to get something like this working. not sure how to structure it. So different objects and enemies would have different effects to things that interact with them based on what they are.
@brisk monolith Like...different kind of status effects usually just end up in a massive switch/if statement chain tbh.
I used a system once which I had organized categories and all that kind of things, and yeah, it works. But do keep in mind that usually the stricter you make the ability system, the more limitations you place on yourself.
I like to categorize spells, so CC is usually one and the same but with different animations and ability data, like a freeze and stun is effectively the same, behind all the snazzy stuff for example. And if the freeze has some cold damage over time I add that as a DoT effect separately.
The most important thing is that you feel comfortable working with it TBH.
so there isnt a way to avoid that massive switch system. well damn lol.
so how do you handle different animations for different enemies getting stunned. are interfaces the way to go so it effects enemies in different ways depending on their logic
what is the style called where a 2D map, semi top-down, is in perspective? Such as the game displays in this image
@ornate idol i believe that is called isometric
Ah ok
isometric is when the angles are at about 30 degrees
not entirely sure what that is though. just that its used alot lol
how do you post pictures here?
copy and paste
oh lol
maybe 2d can help me
so this is isometric
this is same style as your one which is just done using tiles
i must say though that picture you posted does look like its makde in 3d and has a camera angle
but that being said you can do any sort of effect using flat tiles
like this one
is completely 2d but has some crazy perspective thing going on
not entirely, the game example I had changes the angles of the items when you move around.
those tilesets are plain top downs
how so, do they rotate?
I'm thinking its a 3D game but with 2d sprites and such
lemme get another screenshot
or could it be some sort of shader effect that warps the image
yeah I'm hoping it's that
what game is it?
The survivalists
Check out the exclusive reveal trailer for The Survivalists, from Team 17.
This Survivalists trailer introduces players to a new co-op sandbox game where players find themselves starting on an abandoned island. Throughout The Survivalists trailer weโre introduced to the core...
Like, watch the walls
i still cant work it out lol. its either 3d environment with 2d sprites
or they have added a curved shader on a flat 2d tilemap ever so slightly to make it look less flat
seems to sort of explain it?
I'm not entirely sure though
oh its the same perspective that don't starve has
oh lord lol so basically the technique used is what they did in early 3d games lol
so have you ever played the old tomb raiders or stuff like that where you had this weird 2d object stuck in the world that rotates towards the camera
or even further back than that
No but I can imagine it
yeah it used to look awful in those games, was used to save memory so they didnt have to make everthing 3d
usually used on things like bushes and trees
those old games do have their charm though
I think I found my answer, not 100% but https://gamedev.stackexchange.com/questions/44852/how-do-i-render-terrain-in-a-2-5d-perspective-like-in-the-game-dont-starve
it's like 2D tilted sprites or something
does the camera rotate in the survivalists?
or is it a fixed angle
basically you want to look into billboarding
so basically its 3d world. all the objects are 2d and they point towards the camera.
yeah games used to use it all the time
funny how games keep going around in circles. like that used o be a technique to make games run on crap hardware and now its a design choice lol
you'll find the particle system in unity uses billboards to make particles face camera unless you change the render settings
@cold onyx Since it's still frames of a game, I will judge them like most pictures. A rating between 0/10 is not very helpful to you, so will write it in short sentences.
Very dark and has a lot of bloom effects. Not a big fan of that personally.
I have no idea what the game is about from the pictures.
The statues look cool but I don't think they fit in there.
They kind of have that "fresh off the 3D printer look".
I can't see what the Evie is, but I hope it's a spider, I like spiders but their movement is very hard to get right.
I also have no clue why there is a big pearl to the right, but it sure sticks out a lot compared to the rest of the art.
The main character I can't see much of, but it looks good from just the still frames, kind of reminds me of that game "Brothers: A tale of two sons" for some reason, some little kid running around in a weird world.
I assume those statues are marble but scaled way up
Marble easily discolors though.
true. but considering the style of the game you can more or less get away with it. not if they are that big tho
oh yeah, ofc you can get away with it. Just giving him my two cents about the art style.
is this where I would go to showcase my models
is this where I would go to showcase my models
@cold onyx think u can use the #๐โart-asset-workflow channel for it
ok
yeah we worked it out
Can anyone explain why is it common for dungeon games to generate new rooms into random directions instead of generating them towards one direction? Doing one right now and it seems easier to generate them forward. And it seems like a better idea in general since it's more obvious where the player needs to go. Or am I missing something?
@coral adder There are plenty of dungeons that go straight, especially on mobile, and the reason they don't all go straight is simply because it's kind of boring and if you want to make it more difficult to find the stairs down to the next dungeon so players need to wander around more, a straight line is kind of not an option unless there is an endless loop forward and you hide the entrance to the next level in the interior somehow.
oh ok makes sense
Never seen a dungeon go straight. Will go search for some. thank you
One that is very dungeon like is Archero on mobile, you have to clear rooms one at the time and then you just wander up to the next dungeon room
@coral adder My wife actually just said "if it's not a maze like dungeon and a straight line of rooms, it's more of a level design where one room is one level and to reach the next level you go to the next room, there is no exploring". She is quite right in this point, it isn't much of a "dungeon" if you build all the rooms in a straight line, it defeats the exploring aspect of it.
does anyone know where i can find a template for the tiles i need to make all the pieces of a tileset like this
im going to be making the tiles autotile and i want to make sure i create all the right tile combinations
@coral adder Because the first dungeon games were based on graph paper and they didn't want to waste most of the paper
@brisk monolith https://opengameart.org/sites/default/files/with-indices.png
does that work with the style i posted. like the upper walls seem to be two high
Well, it will at least show you what you need
ooh that link seems like the style i want ๐ ty
its insane the amount of combinations you need. i did it before years ago and i remember back then i keep missing pieces
I dunno where this should go.
But I thought of a game where.
When you fall, at a certain speed of course, just before you land your player object will change into a bouncy object.
So you land safely on the ground, and then return to the original player object after a few seconds.
Same happens if an object moves towards you at a fast speed.
How easy would something like this be to pull off in Unity?
@cold onyx I don't fully understand what you mean, if you reach a certain velocity you will bounce, but if you hit an area with a low velocity, it does not bounce?
This is super easy to do, just record the velocity when the character hits something, if it's past a certain speed, just send him the other way x)
Well like.
When you jump to a surface that isn't too low from where you are standing.
Nothing happens.
But if you are falling and falling from a dangerous height.
You turn into an airbag basically.
And bounce safely off the ground.
yep, then all you need to do is what I described.
Most people just stop you on the ground and let you continue running, as most games with "no fall damage", but you could instead just add a bit of a bounce if you wanted to, don't know why you would like to do this, but it's not difficult ๐
To make falling have consequences.
And because it makes sense in a sorta realistic safety way.
Realistic in a scifi kinda way.
It basically changes the character from a "Falling" to a "Airbag" state
Ah, it kind of will behave like good ol' Maplestory then.
If you fell too far, you took a bit of damage and kinda bounced once which could cause you to fall off platforms and such
What do you think about it ? Colors and all
@runic wing I like the colours and the contrast of it. But I didn't see the deer at first
thanks, do you suggest i add lights on it ?
Since it's supposed to be night I might highlight the tips of the mountains and maybe some trees
But I like that dark style
I am not sure if this suits in here but how should I be making tiles? I'm not sure what size I should be using. I think 16ร16 is fine but I can't get the squares I unity to work to be 16ร16 so the tiles suit
What do you mean by highlight? The dark style is supposed to represent loneliness
Highlight as in maybe some lights reflected by stars on the mountain tips. In my opinion some light that represents some kind of freedom that is unreachable will make it a bit darker
thanks thats sounds good, as the player moves from left to right, where do u think the light should be headed ? idk about tiles i never tried unity 2d