#archived-game-design
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thanks i really appreciate your idea :)
some rim lighting on the deer would help it stand out against the background much easier @runic wing
What are people's thoughts on making the main character stand out, as in be me memorable? Specific facial features and such
Do you think coloured hair is a no no? Like blue or green
Doesn't matter to me really, some anime's take it to the extreme like this:
https://static.fjcdn.com/pictures/Find+the+main+character+hes+not+flyinganime+is+mawaru+penguindrum_1c2afd_4953722.png
I find it rather amusing
https://i.pinimg.com/564x/22/aa/ce/22aace25959e19db84eed6728b28f3e8.jpg
Spot the main character x)
I think it's fine to do it in any way possible, the art style in itself is more important than what specific feature makes them stick out from the rest IMO.
@winged dove eh I think it's motivation and the personality and other traits that are derived from that motivation.
facial features, choice of hair/eyes color, clothing style, walking stride, pose, voice, tone, accent, behavior to strangers, that is derived from their motivations makes them stand out more and memorable.
Have ideea where i found original speedometer?
hey guys i have a question, im making a 2d top down game similar to gta, im trying to create the pedestrian system now and im not too sure how to go about it in order to make it look realistic, some constraints i have is that the pedestrians need to be able to collide with each other so they cannot walk through each other. Can anyone give me any advice as to how to go about this. I was using a* pathfinding for the pedestrians to reach one point to another point but they were colliding with each other and getting stuck
@cold onyx did you perhaps only do the pathfinding calculation once and let the pedestrians go?
Since pathfinding algorithms only work on a non changing field, if you add more pedestrians with collision you in turn change the path that the other pedestrians need to take since they become objects blocking your path.
you need to calculate it on the fly if you want them to avoid eachother too and take it along in the calculations as blockers
yeah i tried to update the path every 0.5 seconds but it was making the game stutter
yeah, it is probably since you want to do heavy calculations for a lot of people at the same time on the main thread
So what is the solution to this problem, is it to run the calculations on a separate thread?
im only running the calculation once every 0.5s not once for each pedestrian
wait. what? the pathing is only calculated for one pedestrian or are you calculating the entire pathing for every single pedestrian at once for all of them?
so each pedestrian is calculating their own path every 0.5secs which is fine, The problem is when i need to update the whole grid so that other pedestrians know where other pedestrians are on the grid
hm...I would probably use DOTS for this, but there might be some cheese way to do this.
i did use DOTS before but i still had some stuttering
wait, just how big of a calculation are you doing when you are checking the map? Maybe that's the one you need to limit to only calculate the ones directly around the pedestrians?
So it only checks obstacles that are non static directly around itself, that would speed up the calculations and you can do it more often but in a smaller scale
So it would be following its path and then check if there is an obstacle in front of its path? and then if there is, we update the grid again? which is what i tried before
Sounds more reasonable, but you probably don't need to update the entire grid if you get what I mean, you could upgrade only the surrounding area, like 10x10 around the pedestrian when they bump in to something and let the pedestrian assume the way is clear otherwise
I mean, this really depends on how you are calculating this, if it is a mega calculation that takes up the main thread, it's not gonna work in dots or other ways, but if you make it smaller, it's for sure gonna be no problem in dots at least
hmmm i didnt think about updating a small grid around the pedestrian
Yeah, it must be much easier, since a grid can be very large in some games, especially if it is something like a GTA clone
Like, imagine updating the entire gta city at once every time a citizen bumped into another, must be a heck of a lot of work instead of just checking each individual citizens 10x10 when they do bump into something
Just be careful so that you don't create pedestrians that end up in an endless loop and turn the same way both of them x)
๐ ok kool let me try that
Make them prioritize "right lane" rules or something, and you can probably do the calculations before they even bump in to each other to make it look more real.
๐
If only I spent as much time programming my own game like I hang out here chatting about making games.
I want to have some sort of river crossing puzzle for the 13th level of my game, where the player has to cross a pit on a platform with some objects
But I can't think of some sort of "catch" or challenge
I can have the platform fall if it's carrying too many
But I want some sort of puzzle to be included
Ever heard of Frogger?
No but seriously, we don't even know what type of game you are making, so it's very hard to discuss this based of the little information we have.
It's a puzzle platformer where the main mechanic is being able to control multiple entities
I mean, you can have teddybears flying from windows wielding kunais...but I don't know if that would fit your theme...
You need to collect all the coins in the level via for example stacking, building bridges or just good platforming
i can send a few screenshots if it will help
I mean, the most basic things are like moving platforms, pushers, traps, activation buttons for platforms/doors...uhm...
since it's a river it could be that you need a couple of the minions to cross on one side and then press a button for the rest to cross to the other and then they activate a button which helps the others progress and so on, like puzzles are hard to make good and will require a lot of time depending on your target audience.
I thought about something like needing to take a cube along with you so that you can put it on an activation button later or something
But the platform can only carry X at one time
IDK
I think, considering that your game is about controlling several minions, you should try to use that as the prime goal, it's like how Portal has the slogan "Thinking with portals" everything you do is basically with portals, so your game should try to really take advantage of the fact that you can control several beings/objects. I think of it kind of like "The Lost Vikings" if you have ever heard of that game.
The lost Vikings is an old blizzard game where you control 3 vikings, one with a shield, one which is fast and agile and one with a sword I think it is, and they all have very specific duties, making the puzzling kind of fun.
I thought about that too but I can't figure out what I should do
The player could easily just take 1 cube at a time
You could assign so your minions have different things they could do, like they are limited to one task per minion, might be easier to design puzzles that way.
All minions/players are identical
making it easier to make the puzzles hard to solve, otherwise it tend to be easy to abuse game functionality to cheese puzzles if you get what I mean
Maybe you should try it more "lemmings" style then?
I don't know, puzzles are very hard to create, and you are only on the 13th level mind you.
There is a reason why there are so few really good puzzle games out there x)
hi, I am trying to build a stealth game and am looking for some advice. Zhe guards have a vision cone which is flat. when the guard is at the same level it looks good , but when the guard is elevated it looks stupid.
Any ideas ? i could make the camera completly top down but i dunno...
@faint cobalt It does not make sense to me that it's a 3D game but the enemies only see flat...I mean, how does the player know if a flat cone is on their ground level in the first place?
@dense talon well the enemies dont really see only flat and they shouldn't. They just check if the player is in front of them and in their horizontal FOV. the problem is that the representation is flat.
Right now he doesn't which sucks.
@dense talon i came up with this. what do you think
or i just make it completly flat down, but i kinda like the 3d look
@faint cobalt Well, it's better than completely flat at least.
I still think it can be hard to see if the hitbox is above you or on your level, it depends on your player camera though.
okay thanks, yeah i agree. I'm gonna try panning the camera a little less so its more top down
It might even be more difficult seeing if they are top down tbh, since you might be standing straight under a collision box but before you step in under it you have no way of knowing that it's actually on the second floor
that is true, but from a mechanical view it doesnt matter if the cone is at the second floor or at the bottom, u get detected either way
this is the current situation
@dense talon i think the best way to make it more clear would be to make the camera ortographic, but its really not as pretty
ooooh, so you do get detected if you are on the bottom floor and the top floor guys pans over you?
Maybe you should make it that it portrays the area of detection on the ground instead?
So it like makes the walkable ground in another color if its within the cone.
yes, you do.
Oh yeah i get it that sounds nice
So something like this
guess i would somehow have to make this thing which i hope im not to stupid to do
otherwise it doesnt look as good
yeah, it would make it less intrusive ๐
thanks man
good luck
thanks, i will keep you posted ๐
thanks @dense talon and @wise horizon i think i'm going to stick with light brown hair and focus on her personality ๐
When you're fighting satan for a boss fight, would you want heave metal playing, or slow piano?
@everyone I made this level design in Unity and the video is out! Now in English. https://youtu.be/Mq-ZciriuIg
I made this scene in Unity's HDRP.
Thank you all for 300+ subs.
Tvisha's channel: https://www.youtube.com/channel/UC6OcnrkW15zHVIbp15QkmJA
Asset Store links -
Book Of The Dead: https://assetstore.unity.com/packages/essentials/tutorial-projects/book-of-the-dead-environment-1...
@vernal bolt Depends what kind of vibe you want, dark souls like to do the dramatic classical music for example. Even though the boss may be quick.
I have a question. Theres this game about a demon made out of ink. Could I do that but take out the demon and make him made out of ice cream and change the story, or is that considered copying?
So you'd just be using the same basic gameplay elements of it? You're talking about Bendy and the Ink Machine right?
Yea and no not the same gameplay elements @cold rover
I'll have completely original story and mechanics I just want a guy made out of ice cream
It isn't copying but more just being inspired by the idea in my opinion
So it should be all good
But I wonder what should come first, story or mechanics?
Like for planning?
For planning purposes I would suggest story first since it can often inspire mechanics. But the thing is, vice versa can be true. It depends on what your focus for the game is @cold onyx
you should always map out what the game and player want to achieve, thats what makes a good game over creating a game on the fly.
I currently make a 2d game and my platforms are just squares XD does someone have i idea how i could design them?
@tiny pelican Start drawing with other games as references, that's the best advice I can give really.
thank you
What I'm doing for my game is creating a monolith game design document in MS Word, at present it's currently 52 pages (then again my game is a much bigger game) and expanding.
The sections of my GDD are currently laid out in Hack'n'plan as simple to-do's. I also created a small simple prototype of the game using asset store scripts which I plan on creating my own versions of when the game gets into production.
I'll probably share my template for people to use once I've finished the GDD.
The prototype project won't be used as the production project as the code in it is hacky at best, and downright horrible at worst (quick and dirty).
I've also set myself a really short deadline (1 year) in my case as a way to stop procrastination and to just "get on" with it. Setting really short deadlines (for me) helps me to stop procrastinating and actually get past projects in a somewhat usable state.
Wow that's a whole lot of planning
yeeesh, 52 pages, I just fricken do it <.<;
I barely plan anything other than how my backend should look.
If I'm in a team it's different, but since I am alone in my hobby project, I don't feel the need for the planning since I have a modular coding practice...so I don't really shut myself in a lot and feel flexible enough to not do so much planning.
I generally like to have a pretty solid plan because improvisation on my last few games didn't turn out all that well
I usually do it in a team
hey
yeah, team based efforts are vastly different.
can i have help with an idea i had
just ask the question and the people who can answer will answer.
i had an idea where you're on a bus, in vr, that has some tv screens around the bus, and the bus is circling around a mountain, and you kind of just talk to people on the bus and mess around with stuff
like a social vr thing
sounds like a vrchat mod?
?
real
Ah
then it's basically just VR chat but in a bus?
Not to sound like a dick, but that's just vrchat in a bus
I think you should do ai
You could create an interesting narrative with that
And circling around a mountain in a bus in vr isn't ideal for most people
So maybe stationary
Maybe it goes to like bus stops
And every time you advance the story it goes to another stop and drops off or picks up people
oh
yeah, otherwise it's just a chat with some mountains in the background.
Unless you had other plans
Do you have any experience with unity maroon ball?
It sounds pretty complicated
vr games aren't easy to make on your own
if you have many things to interact with
Anyone have some puzzle platformer level ideas? Looking for inspiration rn
So like just whatever or do you have some basic starting concept?
puzzle platformer sounds like pushing boxes
maybe zero g to move your way around a maze?
Maybe everytime you jump the platforms shift (stole that from mario but whatever)
the game is pretty much complete but i ca fit whatever idea in
@cold rover Wdym platforms shift
They move?
also i would like not to mess with gravity
Like there's two positions they can be in and when you jump it swaps between them
well a thing i wanted to do if we go to the "vrchat on a bus" is have a customizable bus option where you could place image files and stuff on the bus and set the tvs to play video files you upload
also sorry for delay i was busy
It would be interesting I guess
Idk
Have you had previous experience with VR before @vital shale?
Idk how vr works all that well but I assume implementing multiplayer is probably kinda difficult
What you want to do with your game is completely up to you in the end though
Yeah seems really difficult for a solo project
Maybe think about what exactly your ideas are for it and pitch the idea somewhere to see if people would take interest
thamks
Does somebody know how i can make a fighter game like mortal kombat/Smash bros? I cant find a tutorial on youtube
If you can't do something in 2D i think it's better start with it and not with 3D
oh
I don't think that's true, sometimes it is actually easier to make 3D games, especially with unity.
Oh
The main thing is to basically make a 3D game like any other, but you lock movement in certain axes for the characters. Then after that is all done you can just animate the characters and add skills as you would with any other hack n slash game basically. One thing that is tricky with fighting games though is the multiplayer part, you want it to be as efficient as possible if you are going online.
Yeah, but i could also do it with bots right?
ofc
I mean those also need to be programed
yep
yep, just steal some simple sprite sheets and learn how to do the basics, then you just make it 3D when needed, it's basically the same thing in 2D and 3D, just a major difference in how you animated the attacks.
Yeh i found a tutorial
What do people think about not finding weapons as loot from monsters but in instead finding gem stones to upgrade crafted weapons? This would eliminate the constant stopping and looking at item properties in an action RPG like diablo. But it may make combat less satisfying because you aren't receiving the full result of your loot
@winged dove I think having super fun combat can be its own reward. I also think if you make the gems interesting enough it can be an exciting reward that helps the player reach a certain goal for their equipment
I do like the idea of being able to stick with a weapon cause you like it and not being forced to make that decision constantly to replace it for something superior in damage
It may make any quests feel more streamlined because you can focus on fighting and worry about the upgrades you've been collecting when you get back to a town or whatever.
In the end I think it can seem like the player has received more with the direction you're going
Thanks @cold rover i will keep going with that direction and give it a lot of testing then ๐
Hi, may I know what is a good way of organizing dialogue trees in the designing phase?
I am just recording it on a file which makes it quite messy
This explains the concept, you can apply this logic to an FSM. They work pretty well for simple dialogue systems
it is both design and runtime as well, since its technically a design pattern
@fleet quartz
I'm currently designing my game, and I'm wondering whether I should use URP or HDRP. I'd much like the features of HDRP (especially Ray Tracing, since I got an RTX GPU) but I'd also like to have the game to be as good looking and accessible as possible.
When you think of each of these nasties in the context of Greek mythology or just in general, what associations do you have?
- Spider
- Cyclops
- Nymph
- Shade
I want my enemies to speak volumes through their design and associations that the general public has around them, and so I'd love to hear any and all associations you guys have. As I've done alot of research and reading around Greek mythology so I might make some assumptions that I don't want to be making.
What abilities/powers/advantages would you assume them to have?
How about weaknesses?
I'll be honest, I'd just start reciting magic the gathering's theros block
Lmao that's actually a great idea for something to look into, MTG usually does their sources/inspiration proud
And they are great with associations and the like
๐
Thanks!
I have a question about making a room out of one cube
Bad example but
haha boss go brrr
โค Wishlist KARLSON on Steam - https://store.steampowered.com/app/1228610/Karlson
โค My friend Producing the music:
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On 2:00
Dani makes a room out of 1 cube instead of 6
Never mind I figured it out
@cedar matrix OMG PLEASE TELL ME
I WANNA KNOW HOW TO MAKE ROOMS WITHOUT HAVING TO DO THIS
pls someone help me
I'm making a TBS game, and each character has 4 stats(the fourth is omitted here as it's irrelevant). I'm thinking that the game wouldn't have that much fighting, but more scouting, hunting, and finding the shortest route to a certain objective, and a mechanic that MIGHT Encourage that is people getting pushed back based on how hard a character was hit. I'm wondering what these three stats would be> I know about the main themes behind them, but if they should ALSO be other means of attacking someone or not, THEY ARE...
arms- More attack power, more energy needed to act.
legs- more movement, gets pushed farther
Torso- more health, more energy needed to heal
-or-
Arms- less energy to grab, Less energy to get grabbed. Stat for attacks if the highest. 1st used
Legs- more movement, gets pushed farther. Stat for attacks if the highest. 2nd used.
Torso- more health, more energy needed to heal. last used for attacks if the other two are lower
What do think? one or two?
The first would imply an armless person can open doors quickly, but yet NOT be able to attack someone
the second's not able to interact with anything, but yet can kick.... And not be able to get grabbed.
Either way, he's STILL unable to use tools, but can carry them for others.
@near ridge this is all a very strange concept. I think I like the second idea better. It seems like that with something like the legs or the torso attacking they should be weaker attacks than the arms.
But it's really hard for me to say for sure about this because purely by description it's kinda hard to understand what exactly you're doing
I do like it because it sounds rather unique.
Anyways those are just my 2 cents, cool artwork
That's what I like about the 2nd. It feels a bit more realistic than the first, and let's say kicking or chest pounding still deal the same amount of damage as punching, but someone with arms has the potential to deal more damage because they can use weapons.
Ah
I can't really tell for sure but it seems to me like every stat has some sort of drawback
Yep, pretty much.
I was thinking arms for the first option would be attack power
But yet would need to more energy to deal a blow... or interact with objects.
So is this like some weird thing with the stats where increasing one increases like the mass of that part? So the player would need more energy to swing because of how massive their arms are?
Pretty much, really.
But the main reason for the dilemma would be the fact that it would just be.... bizarre for an armless person to activate switches and open doors in the quickest manner possible(0 energy to do so).
But the thing I'm thing I'm not a fan of for the second is the fact that everything is a bit more complicated if we make attack power just grip... And everybody has a means to attack.
Well based off your description of the game's mechanics, ditching arms and going pure legs would make you weaker than the people with arms and weapons but faster. For some people's style this might be an advantage
But would still give them a chance to fight
Unlike the first, where attack, speed, and health are in their own compartments.
And that's what got into this dilemna, as well, the fact it just look bizarre for a guy with 100SPD, 100HP, and 0 ATK to not be able to attack.
Think a muscle bound armless guy for that.
The strangest thing about the second one is that you can attack with your torso
Smashing people with your chest.
Yep! With your health higher than your grip and speed.
Ok now that I figured out what TBS means I can make sense of this a bit more
This is a really cool concept
Gracias, and what such a behemoth would look like.
Oh my
But I'm also imagining someone with pure arms and torso. Would they be able to walk with their arms?
Not part of the plan, BUT...
They would be able to ride others if need be.
And also thinking prosthetics and a "landship" as well to augment these characters as well
Yep! Like a rider and steed!
Gracias!! And could be two means as well.
The rider's attack and the mount's.
And taken characters with 0 grip couldn't get grabbed by their enemies.
Or at least would need all their energy to do so.
Think a bear hug.
His rider will be able to fire down with out getting pinned down by someone!
HOWEVER....
They both are gonna take damage from 1 attack.
And the mount's probably doing this at a reduced speed.
And kicking ability.
Based on how heavy(based on Health) the rider is.
Interesting
You may think an armless person a scout, a tank, a getaway, a porter, and anti-range, but not a thief like what the first would imply.
Taken now we're implying they couldn't interact with objects or putting them on to save their life.
Or at least efficiently.
But at least couldn't get pinned down.
Or if someone loads them up with the good for a run.
It'll take a lot of effort to intercept and steal the goods back.
Only for them to PROBABLY get stopped by a door.
Which they would need to enter a code to open.
Or probably just kick it down. They have thunderous thighs, but it'll take a lot of energy to instigate it.
Or perhaps pound it down with their chest?๐ค
Either way, @cold rover, your thoughts?
Sorry I'm a bit late on replying @near ridge, but yeah it really fits for them to be a scout type thing or as a mount. Their weakness of using tools is alright for what advantages they do get. Doors definitely gives them an interesting weakness. I think they also wouldn't be able to enter a code due to the lack of arms so I like the idea that they break it down with their strongest body part.
Probably the hardest part of all of this is to balance them enough for these kinds of builds
For sure, balancing such builds would be a ballbuster, but I bet it'll be worth it, and let's say, to open a door or enter a code, it'll take all their energy, if need be(with their foot or nose).
Or just bashing their head on the panel.
Either way, I'll keep you posted on how this shit goes.
Also, even if they couldn't, say, craft tools, as well, at least they can kick shit to people.
For certain! And yet, someone would need to don some armor on them.
And it'll be a blast, for certain.
When you think of each of these nasties in the context of Greek mythology or just in general, what associations do you have?
- Spider
- Cyclops
- Nymph
- Shade
I want my enemies to speak volumes through their design and associations that the general public has around them, and so I'd love to hear any and all associations you guys have. As I've done alot of research and reading around Greek mythology so I might make some assumptions that I don't want to be making.
@dusty breach When I think Spider, I usually think of giant spiders (like Skyrim's spiders)
Cyclops, I usually think giant one eyed demon
Nympth, I don't know since I read more Greek history than Mythology
Shade, I usually think a specific type of ghost that has been corrupted by an evil person (or demon)
Honestly though, you make these creatures what you feel makes most sense for your game, for example in Skyrim, Giants are docile creatures unless you get too close to them (i.e. they're territorial)
If nymph, think a woman turning into a tree if you get closer.
Best thing to do though would be to "break the meta" so to speak. I.e. Instead of having your antagonist being purely evil, explain why he is considered "evil" and how he (or she) may think they're doing the world a service. In real life, everyone is the good guy in their own story, even if their actions are otherwise reprehensible. Knowing that can be a very powerful game design "tool" which can help make stories feel more alive.
Like a terrorist undermining world governments, causing an entire war to cause people to riot and overthrow orders to ripen the world for a demonic invasion.
SOMEONE would have to stand against him and lead the world out of the damn turmoil.... And show who the real enemy is.
I think a shade could more be a person who was wrongfully killed, someone with many regrets and doubts, or an angry spirit. They aren't necessarily evil they just carry with them the burdens of their lives in the afterlife.
They could be frustrated and take it out on all living things around them
Idk anything about them in the concept of greek mythology though
I think of a nymph more as a temptress of the gods and as tricksters or jokers
That too.
I mean, if you guys really want the proper greek mythology, then you have wikipedia, it's full of detailed information regarding this. <.<;
This one is also very good and uses the more common terms for the monsters.
https://en.wikipedia.org/wiki/List_of_Greek_mythological_creatures
https://greekgodsandgoddesses.net/creatures/
Both of these are a pretty good resource for detailed information, the later is a bit more casual reading and does not require you to know a lot of tribal names however.
A host of legendary creatures, animals and mythic humanoids occur in ancient Greek mythology.
Interesting facts and information on the many creatures and monsters of ancient Greek mythology.
Oh cool
I do want to get into mythology inspired stuff
Probably like slavic mythology or something
@near ridge That is almost certainly someone's fetish ๐
Oh I know. Everything is, but I'm still going for it! Other than that, anything else, @weary thicket?
Well, the idea seems mostly armless ๐
Hello, "Text mesh Pro" asset has been removed from Asset Store. I couldn't find it in the "window" section of Unity. :( Can you send me?
I don't know where to write the question.
Now THAT....
Is a package for you to download from the "package manager," @spare minnow.
There is no package manager in the version of unity I use.
What're you using?
For now, unity 5. (I will upgrade to the 2019 version later.) (This version is required for the current project)
If you need to stay on 5, then you might have to scour around the internet for a TMPro package, or import it from a previous project where you used it if that's the case.
Yeah, I'm looking for that too. (But I couldn't find a working one.)
Unity 5, isn't that like pre 2017?
Yep.
BEFORE 2017
In the deepest darkest part of the new 10's.
A TRULY stone(d) age.
plz rate on a scale of 1-10
hello i'm working on an anime based fps, does anyone know where i can find shaders or textures similar to this?
I don't know if this fits here, but Is there any way I can convert multiple fbx files to prefabs (already everything scaled)?
@dark sinew I'd ask in #๐โart-asset-workflow, we have some artists in there. Maybe specify which program you're using, too, because Unity treats different software exported FBXs differently by default. (Scale and rotation wise)
Yo yo, does anyone know a way to set a linear direction for a prefab to be placed in Polybrush? I'm trying to place trees on a hilly area, and it just turns out weird looking when I paint them on a sloped area
@undone scroll im pretty sure thats a drawing and not 3d. you would need to create that yourself probably
how do i get the shader flow chart editor thing?
@rapid talon #๐ปโunity-talk but you can find shadergraph in the package manager
ty
Is it hard to draw in "octopath traveler" pixel art style? I really want to learn it, but it seems to be very retro and detailed af... Any ways or videos?
@green tree That shit is glorious, it takes a lot of time and effort. Just look at Owlboy, that games I think talked a lot about their art too.
@dense talonlooks real nice, but i liked octopath traveler more cuz of its retro style
The only thing with octopath is that it's standard pixel art with a bunch of shaders.
Like SNES style
hey guys
im working on my first horror game
it's a multiplayer game where you and 7 other players need to survive for 8 minutes in random maps while a npc hunts each player down
however
i'll need some advice on what you personally think is creepier
with eyes or without
just a concept, i'll remake the image later
and yes, that's a cat
I'm sorry, but it doesn't look creepy for me
i cant tell what it is, or what the difference is between the two images
I guess it's because of it's shape?
not enough definition of its features
looks like a doll-cat in ol' lady's fur coat
Im trying to use the FirstPersonController from standard assets and every time I try to load it it tells me there is something wrong with the script, or Unity cannot load the asset
Eyes than no.
is this ok?
@cold onyx Both versions look way too adorable.
I mean, they are less creepy looking than the cats movie characters. ๐
@rapid talon Define 'ok'?
I dunno, I guess it depends on your requirements. I have characters with more objects than that.
Hi everyone, hope you are having a great day. I need someone to make me low poly 3d model(character in free)
I thought with eyes was creepier
@cold onyx with eyes is creepier
I imagine in a dark room it'd be scary... floating around after you
good luck!
@potent spade there's probably stuff like that free in the unity asset store
@potent spade not many people will help you make stuff for free...like ever, in your life.
Exposure or not. It's quicker to just learn how to do it yourself nowadays :p
@shut plover Does it disappear from the gameobject hierarchy?
Might be some layer problems, might be that you move the player somewhere or might be that you change the sprite in an animation of some sort to the wrong value...can be many things.
@dense talon thank you, but @signal garnet helped me in #๐ปโcode-beginner my camera was just a little messed up
So guys. Making an editor for math expression, for damage formula n stuff. Pls give feedback on my approach here
It has to be fast, and no parsing
Its all contained in a List<MathEntity> for the whole formula steps
Class MathEntity{
MathEnum step;
Float value;
StatEnum statFetch;
}
MathEnum {Add, Mul, Abs, Pow}
StatFetch {Strength, Intel, WeaponAttack, Index}
Nvm ill delete n continue later. On phone..
But basically the key innovation here is the Index enum, which simply takes the value of the step in a previous index
Generally speaking, making freeware/open source clones of really old games (assuming the person creates all of their own assets) is very unlikely to draw legal action, right? Specifically, I kinda wanna make some clones of old Commodore 64 games, but a lot of those were made by currently extant companies like Electronic Arts.
I think that cloning those old games would be a great way to practice, but I'm definitely going to want to share any I complete, and I just wanna get a general idea of how cautious I should be.
If anyone knows of some reliable documentation on this topic, I'd like to read it. I looked at the Wiki entry for game cloning and the answer is basically 'it kind of depends.'
@deft patio that seems like complicating things when you could just use one function for each formula you want to create?
This is for editor design time
And it's not only for damage. Maybe fireball's projectile speed takes in Firemastery too? Then it can use this
Morning everyone, I have a quick question. I've added a set of animated and rigged hands to my player in my game, but I want these disabled until my character picks up a weapon. The script I made works well, except for the camera has some strange issue. I'm curious if you guys have seen this before because it's really so weird:
This is the camera before picking up the gun
And here is after
You can see the arms and gun in the center of the camera, which is how I know that portion of the script worked, but I'm just so confused what this is for the camera, when I go to scene view the position of the camera hasn't changed at all, so I don't know why the angle looks like this, I'm not zoomed in at all on this screenshot.
This is the script I attached to the weapon on the ground that you pick up:
"juanInHands" refers to the gun in the hands of the player.
Okay turns out im disabled and just figured it out
actually
my friend nico figured it out
im disabled there was a extra camera about 3.9 clicks out of the scene
im making a vr game
anybody got ideas about a cool game mechanic i could add that would make it different from all the other vr games?
feel free to dm me with suggestions
So what do you guys do to solve aspect ratio issues in your 2d games?
For example when my camera changes shape/size my background does not do the same
I just made this background, its ok but its my very first one, how does look?
okay I made this hexagon holographic style map.
but it looks ugly as af.
any pointers to give me?
How do I change the primary background color
Anyone know what program / software i should use when making indoor / building assets for a 3d game - I'm really new to Unity so if im being stupid please just tell me. Thanks in advance
Making 3d assets i think most people use Blender... youtube it lots of info on it
...
its about a little boy who falls down a hole and you collect rocks and sticks which you use to survive by throwing them at bats
and its a 2d platformer
O
Ok
kinda like spelunky
There are videos on 2D platformers
Just follow them then input your own things later
but there not good
Like
O
brackeys uses a 2d kit
First make the map
Then worry about the other stuff later
Starting with just a flat landscape might be easier
I have created a simple low poly map, but it's square and doesn't look good - you can see that there is nothing on the edge. I don't want to draw something fancy to fix that, it would take much processing power for nothing. What should I do to make it look good?
I have an idea to make it an island, but I don't know how to make the ocean horizon effect without using much processing power. Anyone knows how to do that?
Trying to make a projectile particle system that looks like...
this
this is what I have now. new to particles, not sure how to make the desired effect
please rate this short clip out of 10
it would greatly help us
and please let me know any feed back other than
the texture of the glass looks off
Door texture has issues
Door model is weaksauce
Nightstand model/texture are weaksauce
the main frame or the handle
Both
Mainly the handle assembly though
Same issue with the shower handle
yeah the cubes suck
You need trim on the surfaces where wall, floor meet
No tooltips on how to use things, Windows are not realistic. Bed is Massive, Realtime lighting will ruin everyones PC who plays it
frosted glass texture is alright
strangely looks like gamma lighting instead of linear
lights on ceiling are decent
bed material has too high of a normal value and should utilize a different texture
isnt a king sized bed supposed to be massive?
obviously you need to fill the space more
ok thanks man
will do
The bed size is too big for the room, its scale itself is fine
thank you for feed back
when you look out the window, better sky HDRI would be nice
To be fair, the bed in my bedroom is too big for the room too.
Awesome job, sk3tch. You did this? All of this? Yourself?
no way man
5 people
2 modelers
1 programmer
1 sound designer
1 story writer
the layout of the rooms is good, and you did well by creating elevation variation in the ceiling
OK.
thank you so much
10 / 10.
Also your dark gray rug is nice
wow thats generous
and floor texture is decent
oh thanks
if you dont mind can you sum up everything in one text
material around TV texture is messed up
no, lol
Actually sure
"Better than a poke in the eye with a sharp stick"
ouch
+2 charisma for also having the name Sketch though
yea i was about to mention that
what are the odds
mine's short for sketchup
what do you use to model?
blender
i used blender
idk what the other guy used
i made the sofa and the bed
also the door handles i made but then that was later changed due to animations reasons into a block
also made the shower glass also modelled a couple of stuff like the shower head
you did a good job with the sofa
the vid didnt show it much
did you make those pillows yourself?
pillows i gotta hand it to the other guy
the back pillows i made
the fore ground ones no
rip
yea
i really liked the pillows too
Looking for some ideas here, I have some procedurally generated models (inside unity) i want to render a preview of each for selection. I'm interested to hear how people would do it? They should all display at the same time.
I'm having a issue designing the world for my game because of it's unique way of doing the gameplay
more how the screens and transtions works
.
Designing a game is a lot like being a writer, in that you end up looking for answers to very suspicious and oddly specific questions
Question I just asked my gun-nut dad: "When you pistol-whip somebody, do you hold the gun any particular way or do you just hold it like normal and beat them with it?"
terraria nice
Lol
Hello, can any one help me to fix the tilemap?
Yes. Change the grid size or decrease the pixel per unit of the sprite tiles @supple saffron
yeah that worked thx @split yoke
Does anybody know how to fix your shader mine isnโt going onto the material
Anyone got some template they can suggest for a 2d platformer game design?
@cold onyx Cool I'll check it out. Thanks
anyone up for a little brainstorming regarding abilities?
@shrewd thunder sure hmu in dm
How can i make this more.... Realistic? I have a tunnel but i dont want the player to go in there, so atm its just a black plane signifying its pitch black in there
@vernal bolt Add some light probes in there, better brick texture. Depends on if you mean realistic look, or practicality.
i tiled the concrete texture and turned off the metalic slider so its pitch black now, works well
How does one make a skybox(sorry Iโm kinda new to game design)
Hey, Unity community! Is anyone available to help my friend with his college assignment? Heโs trying to get a lever to open a door, but he keeps getting error messages. He can screen share to show/explain what heโs seeing.
Hello everyone! I have a base game with a placeholder name of Exploration. You can walk, drive, or fly to do things and go places. It is a lowpoly style game. Right now I am really lost on what I should do. I am mainly looking for ideas on things that you guys think would be cool to do. Some ideas that I have gotten myself have been a survival game, economy game (Go around collect resources, make things, sell things), or a battle royale.
hi umm is anyone there
anyway to keep the collider from moving
thats the script for it so i cant make it a child
#archived-game-design someone here to whom i can pitch a concept?
So I made it the "third" stat for humans is "grip," and this allows them to grab, use items, and interact with objects. I want to make it Chimera are unable to use items, like armless humans. They're animal people, and I'm planning their abilities to be based off of the animal parts they inherited. Name me some animal parts and what they can do with them. SO FAR, I have...
Claw swipe, to hit multiple people
Bite, to pin people down, clamping down on them if need be. Similar to grab, but without the ability to use objects.
Flying, to go across the map
Horns, to ram people in a line.
And go for it, @shrewd thunder.
@Cotton#6601 I can help your bud! Dm me!
Hi there
I'm having an issue with a asset i bought where everything is pink ;P
are you using the default render pipeline?
How would i check that? Sorry,im very new to unity
no problem
Go to Edit > Project Settings > Graphics
And whats in the "Scriptable Render Pipeline Settings"
it says none
well it says "None {Render Pipeline Asset}"
okay hm
here is the link: https://assetstore.unity.com/packages/3d/environments/abandoned-parking-modular-pack-142158
even in the non demo scene, it doesnt work
Made a new project, still shows up as pink
are there any good resources someone can recommend on balancing tower defense games? ive read a couple things and always looking for more
Hey, can anyone give me a tutorial or something to learn how to do this kind of lightning (karlson game one)
The blue/orange lights please
๐
@gusty ice I don't have any specific tutorials but look up emissive material and post processing. That's usually how I do glowy lights anyway
Thanks
hi, how do i know that a level that im making in unity 2d will fit on any screen without other screens being able to see out of bounds?
ik the question maybe sounds dumb, but afterall i am new at this...
@merry stag Anchor GUI elements to screen corners so they can adapt to the screen sizes, and make sure the camera can handle multiple aspect ratios (4:3 though 16:9 at least, or 3:4 though 9:16 depending on screen orientation). Change the game view size and aspect ratio frequently while developing to make sure it continues to work on all screen sizes. Also make your GUI resolution-independent, so high-dpi screens don't get stuck with tiny GUI elements.
In short, it's not easy.
PixelPerfect camera makes it a bit easier in 2D
right, thx for the help!
quick question
how do I import Quake 3 mobility into the unity FPS project?
would I need a seperate quake model and aniumation rig for it to work?
I'm just trying to make a simple hoard shooter game, I just don't know how to start all that well
In the mean time, I'll be working on the room adding tutorial
@wild sandal There are plenty of tutorials where people make quick FPS character controls. Quake is one of the more basic and straightforward ones and can be coded completely from scratch relatively easily ๐
I have never heard of anyone "importing" them though.
Wait, you don't code?
mind you, this is my first time getting into anything new. any tutorials you'd recomend to a guy whos brand spankin new?
i got unity because everyone says its easier than from scratch
Well, going into any kind of development, you kind of need to understand simple code at least.
Even roblox uses a script system ^^;
I see
unity is easy, if you know how to use the unity scripts in C#, if you don't you have to rely on a lot of other peoples code and it may not be what you really want
but there are some character controllers on the asset market you could use.
But I would for sure recommend learning how to code a bit before starting coding games, it helps A LOT.
okay.
Just understanding the basics of logic scripting is very helpful when watching these tutorials.
There are very few games that actually don't have custom scripts in them.
You could on the other hand just hire a programmer :p
Neither do I, but it depends what you want to do, MagicaVoxel is splendid and free for people who want to just make some blocky pixel art characters in 3D, helps me a lot ^^;
I just wanna make a game. would it be wiser to do a design doc. if so, what would be a good template?
I mean, you could learn unity from the unity tutorials, they give you assets and everything
and you might pick up some coding along the way
https://learn.unity.com/course/getting-started-with-unity This is probably a good playlist to start with since you have no experience
Hey guys, Im not too sure where I should really be asking this question, Im REALLY new to Unity
But I have had a 3D environment made within Unity and its been sent to me as a Unity Package, Ive imported the package but Im not sure how to load the environment.
Who would DM someone and giving advice when they don't even know the subject of matter? ๐
๐
hey can anyone go over to #533494613332459531 and give feedback. this would greatly help me
How can i make this boss room more "exciting" but not block player / boss movement in the process?
@cold onyx asperite on steam 100% its paid for, but really good.
@vernal bolt What you could do is create depth in the walls, so instead of just having straight up walls, it could be an iron fence blocking the player to move out and behind it you create a more dynamic backdrop. It will make the room feel bigger even though it isn't.
@dense talon thats a good idea!
Also, you could make the environment change height, but that can cause a lot of bugs and weird shit to happen, like moving walls and such
or pillars moving places.
@vernal bolt create differently shaped pillars, different lighting in different areas and maybe make a lava flowing beneath a cage structure
basically break up the symmetry a lot
Ill work on it through the week and ill post a new picture / video of it when i feel like illl need more feedback @dense talon @shrewd thunder
@vernal bolt https://www.pinterest.de/hvlmnns/dbt-layout/ here is an inspiration board
this is the first time im trying unity ๐
Thank you for the advice!๐
What is good about unity 2020.1
So I'm working on a multi-choice sim type game. The character is allowed to move around from room to room and talk to people and what not. Should I have a state variable for my character? Where 0 is when freely moving around, 1 = in conversation, 2 = doing something else, etc.
Hey!!! Does anyone uses blender for the 3D models, because i'm using a color palette png to the UV but it only creates one material and I want that only one of the colors have post processing, is there any way to do this?
@gusty ice Try #๐โart-asset-workflow
@pseudo lichen You will probably end up with several state machines tbh, but yes, game state is a very commonly used one, used to lock the controls in place when in a cut scene and so on.
Or even change control scheme when in a conversation compared to moving about so you can use the same interact button for continue for example
Thanks
Ive watched a lot of tutorials and none of them ever use state variables.
@pseudo lichen a lot of games in the world are also riddled with bugs. Doesn't mean you should follow that example.
idk if this is the right text channel to ask for this, but are there simple ways to improve the performance of a 2D game
Depends what you are doing to slow it down. @still estuary
DOTS can help you make certain calculations and actions run on multi-core.
Some spawning game objects can be rough, so it can be best to use a storage for them and just move them into the screen when you need them and have them leave the screen and disable them when they are not needed.
thx
hi,
I'm making a chess game for practice but I intend to release it, I've created the art for the project myself, but it is still chess, so, where could I check about copyright infringement? I'm assuming there is no problem, but how do I search if there is?
I don't know if this is the right place to ask, if it isn't please tell me where could I go
how do you access probuilder from unity 19.4.4?
Pretty sure this can go here. Iโm pretty new to Unity and I was watching one of Daniโs Karlson videos, and I saw him turn a normal cube to this
So Iโm having trouble figuring out how to make a cube like this. If you know how to, you can DM me or do @sturdy jewel Thanks!
I also want to know this
@sturdy jewel @ornate nebula create a cube in blender and then invert the normals (normals need to face 'into' the cube)
Any other way which doesn't involve blender
Unity's probuilder, create a cube, invert the normals
A shader with culling reversed will also do same trick
@sturdy jewel i think he used pro builder
aight so i'm having a problem. I've attached a gameobject to my main camera. in this game object is a simple cube. When I look up and down, the cube stretches out weirdly and I have no idea how to fix this
Letโs make a big team and make an app!So there is a on going project Assistbot, the application will be like a chat with a bot that knows everything (no gulag command) for example the user will type the bot: what is the most high mountain and the bot in a matter of second will answer . Finding the questions answer on the internet and taking the shortest thing out and if possible sending the link it can also send pictures videos and answer to 100 000 000 388questions.
ok
oh ok
I planned to be a game designer when I was 10 ys but then didn't take computer science.
@hearty fern the idea itself is good, but this already exists without having to make/download an app.
Its called google ๐
But this model is more convenient
i dont understand how
you have to download something, and everytime you want to use it you have to open it, type your question, wait for it to fetch from google and then you see the result from google
just typing it into google is faster, especially if you use gesture controls on your phone. all i do is swipe up anywhere on my screen, type my question, done
and the way google displays an answer for questions that have a definite answer, doesn't need improvement imo
and taking the shortest
the shortest also isn't always the best answer, especially if the question is more complicated than "whats the highest mountain"
One question guys?
I am creating my own character and dont have Photoshop with these individual Tiles (Arms, Legs ...) and want to use a png. File. But the problem is in sprite editor i cant combine the body parts with each other, how do i do that?
(I separated the body parts in the png. File
)
hi guys, quick question:
I just started implementing LOD levels in my game, let's take something like grass for example that doesn't really need any more than LOD0 then Cull, if my textures are 4K is it good for performance if I duplicate the mesh for LOD1 and assign a material that DOESNT use a 4K texture so it transitions to a lower res texture too?
(i'm planning to add more LOD levels to other models, was just wondering if the material used would make a difference)
Also:
I have code that lerps some colors, hows that effected by LOD levels? doesnt each LOD have it's own material instance? or will the code work on all LODs simultaneously, and the renderer of each is just enabled / disabled by the LOD group?
or does it literally enable / disable the LOD objects?
Can someone help me make a game
Also:
I have code that lerps some colors, hows that effected by LOD levels? doesnt each LOD have it's own material instance? or will the code work on all LODs simultaneously, and the renderer of each is just enabled / disabled by the LOD group?
or does it literally enable / disable the LOD objects?
@cold onyx
I think lod only changes render model and material if you have it chanegeing colors then its still gonna work
Hi, not sure if this is the right place to be asking, but I'm attempting to make a metroidvania style 2D platformer, and I've run into a dilemma; I have a single player object with a cinemachine camera & bounds, working just fine, but when the player enters a new room, I am unsure of the best way to implement the camera confiner (bounds) for each new room, as depending on the size of the room each one should be different. As my player is one prefab with the camera attached, I'm not sure what the best approach would be. Any advice is appreciated.
Nvm, got it figured out lol.
Okay
Hello. ๐ Quick question. Is it possible to bake a nav-mesh on, say, the ceiling? Or a wall?
@viscid sonnet Maybe if you use the new NavMesh system (https://www.youtube.com/watch?v=CHV1ymlw-P8). There is an option to bake based on colliders I believe, not 100% though and also have never used it. But maybe it helps you out. (could also be there in the old system but don't know)
Wow this channel so ded
would this be the right channel to ask why my camera looks one way on one computer, but cloning the repo to another computer it looks off? even though comparing the values of both computers,the transform and camera components, the values are identical?
Hey guys, I need your help. Who here fancies themselves "good" at VR game design (just the design) with good ideas? With COVID19 locking us out of all the "fun" outside we are unable to visit and feed Llamas at the zoo this year for my wife's birthday early August. I would like to commission a VR game for the Oculus Quest (via Fiverr, but if you have suggestions please lmk) where you can pet and feed Alpacas and Llamas in a field or farm or some other beautiful "cutesy" environment (cartoony).
Features list so far:
* Oculus Quest Sidequest sideloaded, v19 (current) Update compatible
* 2 Animals required minimum - Alpaca, Llama, [Maybe 1 more Animal?]
* Hand Tracking used AND Oculus Touch controller
* Interaction with animals: Petting, Feeding
* A "Happy Birthday!" message somewhere clever? A way to make this game "feel" like it's my wife's birthday game?
Anything else you guys can think of that I'm missing before I contact someone on fiverr?
Thanks Drissy. ๐
Please! Who can say how to make camera "look left" or right pose by holding Key on keyboard?
Sorry for my english again))
I need it so much!
This shouldn't be in this channel @cold onyx
probably #๐ปโcode-beginner
@heavy snow really?
@plush flicker lol are you accusing me of stealing your name haha
@heavy snow lol are you accusing you of stealing my name haha
Seen so many silvers on discord that I'm heavily considering changing my name at this point
xD
๐
My full name is Sylvester, so it's a real thing
Some Russian dude with a T9 input Nokia phone back in the day didn't want to use all the characters in my name, nor could he possibly fathom the spelling, so my name got changed.
That's quite the origin story - I just chose silver because it sounded cool. I was 10 xP
I was 16. I still remember "Boris" stepping into the backseat as he was taking down my name and number.
No idea where this dude is now
I just started adding things to the front of the name for handles...
Made a fire mage (Bright Wizard if you know Warhammer) in an MMO, so I called him Flamesilver, and then all of a sudden thousands of people in an MMO feared the name.
I commanded zerg armies and wrecked havoc on my MMO server. There were many forum posts and even "Downfall" memes made in my name, when memes were still a new thing.
Well, I guess you can claim more of a connection the name than I can then
There we go
Nah. Silver's just my real name. On the internet I usually go by Flamesilver ๐
It's super weird that my wife is the only one who doesn't call me Silver. All my friends and ex's do.
How do I export my Aseprite pixel art to Unity?
Started Game Dev 5 Years ago and only learned the coding side, took this week to learn how to make terrain and use post processing
Thought i would share if there was anyone else learning too to give some motivation, i know its not too much but this is something im proud of ๐
@lucid pewter @ me if you still need help
So I have worked with unity making little games but have finally started a major project that I intend to publish. One problem though, my artistic abilities are like drawing blindfolded. Does anyone have any suggestions for me for finding people that work with an independent developer like myself to help produce an a game that people would actually want to play?
Depends, would this be paid work or is this free work the artist would do in their spare time? @distant whale
@dense talon well I guess idk. I would like to think I could pay an artist but I also have no idea what pricing for a job would cost me.
It depends on the artist really, you can find some really cheap art on fiverr for example, but if you want an artist to work on your project exclusively can get very costly.
So yeah, it depends on how much art is planned for the game. Not having an artist for the project can get very stressful too.
Finding an artist that works for free which has experience with working like one is very rare, students might be up for it, but as said, VERY rare that someone would accept % on the company shares for example since the gaming market is a good gamble nowadays, there's no guarantee that your game will sell since there are games published like every day, so the competition is insane.
will I have issues if i import a map with lots of duplicate assets directly from blender to unity or no?
Got a question, I'm making a fan made sequel to a few years old game. Should I add in the same mechanics that the original game used, or come up with new ones?
@cold onyx both.
Keep the nostalgia, then evolve it ๐
@cold onyx It's very difficult adding new feature to a game you specifically reference as a "sequel", die hard fans can be cruel AF.
you need players to immediately feel like they know how to play it already (as it's a sequel to something that already has a fanbase)
yeah true
but one thing im worried about
theres one enemy that has a very distinct voice i can't replicate
or should i use the lines from the first game?
You can always hire someone on Fiverr to replicate it, do not steal content...will probably not end well
you could either rip the original apart and find it, or do a hacky recording, or get someone to approximate the voice
Is it still under copy-right law though?
depends if he's selling it actually
true
OR you know what I could do? So this game is about a furby, for the fanmade sequel, I could have another company take over the company that made the furby that was the antagonist in the first game, and have them rebuild her with a new voice
if you are not selling it and ripping stuff off it, they can still get angry though
It is a sequel, so it works for sure.
I smell sarcasm
Not really, my emotions just doesn't bleed out in text.
It's like the megaman clones out there, not mentioning megaman at all but clearly looks like it. just look at like 20XX which is getting free to download tomorrow on epic store.
@cold onyx Ok, a few things:
Are you using artwork from the original game?
If so, are you selling the game?
If you are, dont bother using ANYTHING from the first game
If it's a free mod or expansion you can use whatever you like, it's just effectively modding, but labelling it as a sequel
Completely different game, but looks very similar
Yeah, the modding a sequal landed a dude a job at Bethesda x)
im not selling it, and i am using artwork
modding led to League of Legends and DOTA 2, nuff said lol
Then it should be fine really to just copy everything, you might get an angry email, but it should be fine legally.
Well the thing is that company has been inactive for about a year
they're still active on twitter, but they havent said anything about the original game since it's debut
yeah should be fine, IMPORTANT TIP:
50% of your target audience will like what your doing
50% will absolutely hate it and will most likely spam you with fruity emails and DMs
Pro Tip: Ignore those people, dont bite back, it leads to you getting on every YouTubers dirty devs list
Let's just put it like this, I have never heard anything about a furby game, so I think it will be safe, and they might even feel honored that you put effort into it.
so if i get emails and dms like that, stop?
yeah tbh, thats some hardcore loyalty to make an entire game for a Furby XD
@cold onyx dont stop, just ignore them
@dense talon look up a game called tattletail
Nah, only bother stopping if it's from the actual company I would say and only if you respect them. It should be fine legally.
I do respect them
theres no way they take you to court for a free mod game, they wouldn't win, unless you portray a Furby as a sex-obsessed serial killer your fine.
I'm not gonna pull a yandere dev and milk the game for money like he did for 8 years (if you don't know who yandere dev is, what are you doing?)
I think....as long as you mention their company and what inspired your sequal, it really is completely okay
But yeah... look up Tattletail sugar
yandere simulator is a shit of a mess x)
That coder I would never handle, I looked up the game btw.
And it was released 4 years ago.
so you really do have to release it for free
ok well i dont have a bank account anyway so i cant get money even if i wanted xD
wtf, wait, how young are you?
22
with no bank account? O.o
but i live with my grandma and we have a joint bank account
so yeah:
Use what you like and keep it free
Keep it PG
Ignore the haters
Have fun making it, otherwise it's a huge waste of your time
What could I use for placeholder sounds until i get voice acting?
do some generic muppet sounds!:
"memememe!!"
just have some simple sounds you record yourself for testing, keep it simple
My best advice would probably be to get your own bank account and fix a job instead TBH.
shared bank account at that age is a bit sketch
Do you think having WASD to move around would be a bad idea if you are constantly mashing keys 1 to 4 for abilities?
Diablo 3 did it well with having mouse movement and being able to mash abilities easily... Might have to go that route
@winged dove Are using the mouse to aim the skills?
if so, then you basically need to go down that route for it to feel good, if you are not using the mouse to aim, then you can move with WASD and shoot with UIOP for example.
Trying to make a 2D pixel art game
Got a 160x120 background and a 32x32 sprite
Canโt work out for the life of me how to set the scene up! despite setting the scene resolution to 160x120 (along with the pixel perfect camera resolution too), the background doesnโt fit the camera size
And then it doesnโt even seem to display at all when I run the game?? Any ideas?
hello
how would i make a addition to my game where if you click a cube, it opens a GUI where you solve a puzzle, solving the puzzle turns the power on which powers a light and a bridge, then another guy inputs a code to a terminal, if its correct and the power is on, the bridge extends
Hey, does anyone have an idea how to make a pixelated (8-bit style) bigger in Unity without making everything blurry and out of focus afterwards?
Whenever I enlarge this pixelated image (graphics is a bit like Minecraft), I don't have single pixels anymore, but a blurred image.
It's a 2D image
if the filter mode is set to point you shouldn't get that
oh that was asked 2 hours ago ๐
how reliant are small projects on assets? Im worried that if i start using programming assets it will interfere with learning to make things myself but i want to be realistic about it.
personally, I like to make everything myself because I want to create what I envision my project to be, but you can use whatever you need
im not talking about artwork or anything, but programming assets
oh
if you're planning on making games, I can see it being okay to use for small projects, but if you want to make your own larger project, I highly recommend learning how to program so that you aren't reliant on other people's code, especially if you can't find what you need
Or at least using visual scripting
right now im learning game design and Unity, ive already got a programming background ive just never worked on games before
If you're comfortable with c# then you'll be fine with programming in unity
are there any packages youd consider essential to look at?
I don't know any
oh okay, im looking to upgrade my kit so trying to get some more info on packages that are pretty universal
Does anyone know of a tool that you can use to plan out terrain maps and 3D level design?
@dusk dome ...unity? No but what do you mean, actually creating a model for the entire map or just like creating a minimalistic area that will portray the level but in a measured but clunky way?
I like using MagicaVoxel for creating like a temporary blocky version of a platforming map, works pretty well since it's all just blocks in different colors.
@dense talon A minimalistic one, yeah. Something that lets you plan a simple map, like where a forest goes, or where a village goes, without actually having to place down these assets. To make it easier to plan how big your Unity terrain needs to be and what assets etc you will need.
I would just use a voxel map and have the block color represent certain things, and you can have "1 block = 1-3 unity units" depending on what kinda size you need.
MagicaVoxel is pretty chill to use for drawing such things, and can also be used to create voxel models for import into unity if you want that kind of art style in some other game.
I read that some do it with pen and paper but I wondered if there was a proper tool for that
I don't like pen and paper since the 3D element get's a bit messy and becomes hard to view in complex environment, which is why I make an actual block model
I know of MagicaVoxel and it might be worth trying to use it that way
yeah, I usually make a very much downscaled version where like 1 block is the size of the player.
And it's kinda fun to create models in MagicaVoxel, especially when you learn the shortcuts and can do it a bit quicker.
Thank you, I will give that a try
@humble briar give it some sort of mechanic that makes it fun and unique
do you have any examples?
Okay, so I know this is all opinion based, but my game has an identity crisis...
I am making a boss rush and I have no idea whether to have an inventory and items or just skills from killing bosses, and one main item
or even anything else
can anyone help me pick out the right choice? or suggest anything I might like?
Anyone pondered about how fog would work in a 3rd person?
limits how far you can see?
Does anyone know of a tool that you can use to plan out terrain maps and 3D level design?
@dusk dome what do you mean by plan out a terrain?
doesn't the default terrain editor do that already?
Anyone pondered about how fog would work in a 3rd person?
@deft patio how in the sense?
Well diablo is top down (anything not fps is 3rd person i guess..)
and it has a 2d shadow/fog thing
@stark sundial if you give the player new skills after each boss you have to take them even more in concern to the boss design then items
since this skill should have a meaning most likely
giving players items to increase their basic abilities or to grant a temporary help would be the way to go for me
But that's like 2d top down
If it's 3rd person 3D, and u can rotate around, then there'll be times when u can, like, see the 2nd floor of a building when the chara is in 1st floor
@narrow dagger Basically something you design before using the terrain editor so you get a rough idea on how large it needs to be and what the basic shape is. Also design and plan where forests and cities etc go, especially when you don't have the assets yet
Does anyone have examples of interesting enemy ai?
Im making a top down shooter but anything similar should be fine
I just canโt think of anything to put into my game
All I want is something that isnt
Go to player and attack
Or aim at player and shoot
And I gave no idea what to do
:(
More like behaviors
Alright, I need some info on the enemy
Are they strong?
Sure
Do multiple fight the player at once @humble briar
I was already going to do that
Ok, so they should kinda circle around the player
taking turns jumping at him with a knife
and some shooting the the background
Ok thanks
np
Halo. U kno in a 3rd person non shooter (so camera has free look), how do they have aim skills? Like fireball?
As in, non homing projectile
If i aim with mouse, most probably the raycast hits ground for the direction. And then i cant handle doing overlobe shots over hills..
Anyone have experience with RTS game developing?
This channel is not 3D related. That's #๐โart-asset-workflow
ok
WO
my art is 2d
ok.
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this
if you learn you can make guns in 2d
and herehttps://www.youtube.com/watch?v=airc75QbgEE
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ok
these are great youtuber
have you tried making a gun in photoshop?
yea
Guys this channel is not 2D related either
You should continue the conversation in #archived-art-asset-showcase
oh ok
if want to import a model i just put the obj file into the obj folder in my project?
or dose it go in assets?
I am getting so many errors that I just can't fix for some reason, I have been working at this for hours
Here is the code for anyone who wants to help
https://hatebin.com/muulmjygvq
and here are the errors
if mahmoud is a monobehaviour, you have to store a reference to it instead of using it as if it were static
public Mahmoud mahmoud; would be a nice start
HELP
im trying to make a score there are no errors but it dose not work
code:
using UnityEngine;
public class Score : MonoBehaviour
{
public Transform player;
void update() {
Debug.Log(player.position.z);
}
}
Hi can i get advice and feedback on how to improve my ui. This is just for my inital sign in and sign up screen
Thanks
@carmine wagon that looks pretty sharp to me
@turbid spear Always import things in Assets, Obj file isn't used for that kind of things ๐
anyone know about uploading worlds to vrchat ?
This is the current TargetAim that i got, for a 3rd person non shooter game
To avoid the projectile "hitting the ground" immediately, if the mouse raycast hits ground, i add a half human height padding upwards (in hit.normal), which works kinda ok
But when trying to do a parabolic shot, which involves aiming to the sky, it's kinda annoying..
Without getting into any more details, anyone got some tips for this?
Anyone know a quick and dirty way of creating a material with multiple gradients? I done it before on some other project I just forgot how ๐
What should I replace health with in a 3d platformer?
I don't want to have some arbitrary health bar with hit points
@open saddle how about power ups like in mario?
whether or not I have powerups is still in question
Could you add more details on your game @open saddle?
Third person 3D platformer, like Mario i guess
A collectathon
I'm also not having "extra lives"
Which seem like an archaic remnant of arcade cabinets
I want to somehow hinder the player without it being too brutal
Losing body parts instead of UI would work?
Im not making snuff mario jfc
i thought about maybe doing something like Sonic, whereby you drop some of the non-important collectables upon taking damage
Or maybe slow down player, disable double/triple jumps until player heals back
heals back up to what? There isn't any health
Oh, right
make so that each time he gets hit he loses more and more collectables
@open saddle
I'll add knockback so you can fall off platforms, and design it so you lose a small percentage of collectables that you'll be able to pick up again
Seems good
What should i do with this little prototype? ( Don't mind the free models-animations, they are just placeholders) https://streamable.com/8x4p3t
I'd fix the moonwalking first
anyone know how to make a fun enemy ai?
all I have right now is an enemy that goes to player and attacks
What can the player do?
melee attack
Give the enemies a shield
that's not AI
@humble briar Depends on what type of game it is TBH.
2D, 3D, bullet hell, action adventure, FPS, dungeon crawler, JRPG style...
There are quite many ways I would improve AI, but you need to know some context. ๐
I dont wanna use the term"damage". Whats a more generic term that can apply to damage, heal, mana burn/restore, etc?
I guess excluding temporary stat buffs
Attack?
That still sounds "offensive"
it's a top down shooter but the player can only do melee attacks
Action?
That sounds more like the verb. And im already using it for player actions
Besides, c# already have Action class
Think about what would make the game more fun to play @humble briar That is usually the best way to start.
If it was a top down brawler I would probably make the twin stick action more fun in making a lot of things to dodge for example or giving the enemies some spells/weapons that you had to avoid.
The most generic term would be "Change" but that sounds too philosphical, and doesnt sound to involve numbers
how do I make it fun?
That depends, a lot of people have a different opinion on what fun is.
I like when twin sticks give me a challenge, like make it difficult
Reward/punishment. Challenge. Competition with friends
are there any guides
Not really when it comes to this @humble briar The best way would be to study what other successful top down shooters/brawlers are doing and see what makes them so fun to play
oof
Dodge mechanics, projectiles to avoid, environmental objects, there are a lot of things you can do with AI.
Make AI work together
@deft patio I don't really know why you want such a general term for it, it's kind of hard to picture what you need it for :p
And is it in the code or is it in the UI
If it was in the code I would be all super specific instead of extremely vague.
Go all like "InstantEffect", "OverTimeEffect", "Buff" and "Debuff"
Yes in code. Its base class of instance of damage/heal, mana up/down etc
In game ui, itll be displayed more specifically as DamageNumber or HealInstance etc
Yeah this doesnt really go into general code bcoz well, kinda a case of variable naming that often gets kinda philosophical..
Question:
should enemies teleport to their spawn location once they killed the player, stay at that spot (could cause problems if the enemy is sitting at spawn) or if it should walk back to it's spawning location using the agent
Question:
should enemies teleport to their spawn location once they killed the player, stay at that spot (could cause problems if the enemy is sitting at spawn) or if it should walk back to it's spawning location using the agent
@fickle raft walk back
@deft patio Value
@Nax sorry if this is a bit late but there's also the weirdo option of swinging completely in the other direction and just having one-hit death. it sounds a bit punishing but if the game is paced correctly with shorter segments and more frequent checkpointing it can lead to a breakneck sorta experience that feels really cool.
a great example of a classic platformer that accomplishes this really well in my opinion is metal storm for the NES: https://www.youtube.com/watch?v=ZLUc7KJteW0
A playthrough of Irem's 1991 platforming shooter for the NES, Metal Storm.
This video shows me playing through both loops of the game for the "true" ending and credit roll. The second loop, the expert mode, begins at 19:34.
Metal Storm is perhaps one of the best NES games th...
metal storm generally has one-hit death but the levels are pretty short and checkpoints are frequent so the pacing feels quick and risky but satisfying and not too intimidating
@deft patio When it comes to variable naming, the best practice is to be as specific as possible, long descriptive names are way better than a short and not as accurate name, even if it looks better with the short. ๐
Hello my screen of phone have rounded edges, how can I prevent the game have rounded edges?
@terse goblet while I like the concept I'm going for a casual collectathon and I don't want to punish the player severely
That said I could always add difficulty options
makes sense!!
yo guys is there a free realistic water on asset store?
2d or 3d
@cold onyx Good luck with this, you have to know the many different radii in the world on phones and put a border inside your game that frames your game to not end up stretched all the way to the sides.
Or just have a box inside your camera that is nowhere close the edges and place your game inside of it.
I would say, design your game so that the UI is okay with the round edges instead.
It's the better option.
@dense talon the plural of radius is radii
cool, never heard that word before.
i guess adding textures is related to game design
how do i add textures to my 2d game.
@cold onyx Not the purpose of this channel. Do not cross-post and try searching your questions first.
ok.
A concept I liked is, asking them a list of 5-6 things they liked and 3-4 they disliked
I've always found watching how they play without my input gives me a wealth of feedback about whether the information I convey to the player is good
up to you, people are bad at giving feedback.
Streaming is a thing, you could just watch their stream and have them actively comment their feelings. And at the same time you can see them interact with the UI.
hello, our team are arguing a bit about progression in our game
FYI, it's a boss rush bullet hell game with roguelike elements
after every boss you get to choose between saving your progress (once per level) or getting an upgrade (stats/weapons/whatever)
since you can save, and the player is presented with a rewinding ability which can basically restart the level if you mess up, i feel like it's enough to warrant permadeath
my partner feels like it will be too punishing and make the game too hard
his suggestion is to have a hard save every few bosses, where it's impossible to drop to the ones below the checkpoint, unless you choose to wipe your save
we can't decide, help.
"impossible to drop to the ones below the checkpoint, unless you choose to wipe your save"
this rewards bad players imho
and moves to far from being roguelike
having hard punish elements, like not adding an ever inflating safety net, makes succeeding more rewarding
thats my opinion too
how i can fix the VoxEdit Colors inside Unity
@stray bay maybe an inbetween like you can add a very small permanent boost to a stat
Or an ability to carry over
I dunno i never played rougelikes except for mystery dungeon
@stray bay just make two game modes, these type of games usually pride themselves into being hard, so if you have your mode "normal mode" and his mode the "easy mode" it would let the player choose themselves and it's not much of an bother to implement.
EDIT: And it's much easier to just pick the easy route of development first and then after the beta test see what people think and implement the easy mode afterwards.
hello! I have kind of a silly question I hope you can help me with ๐ค I'm doing a card game and was having a design discussion with the designer about the description of cards, I'm trying to make the best of the space we have in a card.
The original card description is: Deal 100% ATK as Physical damage.
But I'm proposing leaving it as: Deal 100% ATK Physical damage
ATK is an attribute of the player. Do you think without the as works? We are not native English speakers so there is where the discussion started haha hope you can give me some light on this.
Not really "game" design, but definitely design. I just whipped up this concept for a pistol this weekend and now I want to build a game around it.
@indigo violet if you really are this tight on space, you can just have the description in an information hover icon, usually card games description might be quite long, and it's more often than not better to have a very detailed description.
So I would suggest to have an info tab with a detailed description and maybe only icons that show the basic attack stats in the upfront visual description?
And if I would be perfectly honest with you.
"Deal 100% physical damage" would be enough.
unless the attack means something else than "direct damage"
I prefer very detailed descriptions over vague descriptions though, since the mathematical formula behind the card might be very different if some key words are missing.
how do you prevent a texture from stretching? Filter mode is set to repeat but it still stretches
im not sure if this is the right place but i cant seem to find a text channel for particle systems so ill just write my problem here
i have attached a particle system to my player and it works as intended to when standing still although when its moving it glitches and looks like this
i cant get an image just now but i basically stretches and becomes transparent
any help would be awesome ๐
@wind panther sounds like you have initialVelocity on
ok ill check that out thanks ๐
does anyone here have experience coming up with damage formulas for rpg type games?
I tried searching on google but it's very confusing