#Snowy's Reasonable Ideas
1 messages · Page 1 of 1 (latest)
aye! there ya go
Cool. How do we invite other people to this?
ya, u can copy the link generated
should be around the top right ^
There we go.
Man, I always ask the question and then try to figure it out and often do immediately.
Right Click has a certain charm.
Snowy's Super Ultra Mega Dope Ass Third Person Competitive Shooter
How's that?
there ya go.. now when things get rolling and conversations start getting big u can just ask em' to take it over here..
it'll keep the main chat clean and moderators off ur ass lol
not a clue
Mostly focused on Visual Effects for Games, but it recently started a Indie Gamedev journey: twitter.com/GoldenBugStudio
All my assets are available on Patreon, some, exclusively. By supporting me you get rewards and you keep the channel alive :)
Patreon: patreon.com/gabrielaguiarprod
Discord: https://discord.gg/AN7CrC3Qbb
Enjoy!
GAP - Est.1...
heres a guy i used when i started learning shaders..
he's a bit hard to understand.. but easy enough to still follow along
smart 👍
and if u haven't Blender is a great tool for 3D modelling and its free..
nice to learn a bit of blender when u do game-dev
when u do shader work alot of them require basic shapes to map the effects onto..
like.. cubes, cones, cylinders, domes, etc
I like blender. I'm much more confident about doing the art for this game. Although I don't know if I know how to do a walk cycle animation. Tutorials online usually rip the animation from Mixamo and show you how to use it in Unity.
that kind of stuf can be made in blender really easily
dont ask me mate 👐 i hate animations..
i'll usually only animate hard-surface stuff (things w/ hinges and pivots only)
if u talkin about organic type stuff (humanoid, run cycles, etc) i usually also use mixamo or animation packs from the asset store.
game-dev already requires juggling so many different jobs..and tools..
i don't think im ready to commit to learning animation
Makes sense.
This is what I did to get down how it all works.
The model will change drastically.
Well, still similar proportions and stuff.
its a start 💪
Just a matter of putting more time into it.
Do I do shaders in Blender or Unity? I want to do as much as possible in Blender.
you can write them via text..
but most shaders in Unity now-a-days are done in shader-graph
a visual node based work-flow
Like how Blender does materials and things?
Alright cool. Gotta go for now.
np, best of luck 🍀
I'm looking at using Photon Fusion 2 for multiplayer. The thing is that I'll need different types of topology, I'm pretty sure.
Game modes:
Player Home - Start the game, spawn here, interact with objects to maneuver through menus. Can invite up to however many people IDK. Basically like a lobby but it's a map.
PvP - Typical 10-20 player PvP match like CS or CoD TDM, Dom, other game modes.
Survival - 1-4 Player Co-Op survival mode like Zombies or MW3 survival.
Extraction - 50-100 player area. Can be played PvE or PvPvE depending on settings. Could play a solo instance or co-op instance as well.
Social Area - A zone for you to interact with other players, maybe some mini games, show off skins and gear, chat, all that stuff. Needs as many players as possible while still using the free version of Fusion 2. How many would that be? Probably gonna need more than one dedicated server for this if my game gets enough players.
Capping the players at 24 across all modes.
Scrapping the social space.
Just gonna have the spawn area be able to be changed to areas that are thematically social, not just player houses.
Gonna use Host Mode and optionally Dedicated Servers.
Only going to the second digit after the decimal point. The hundreth place?
Hundredths
MLP Horses are like 3ft for youth, 4-4.5 for female adults, and 5ish for male adults.
I'm gonna do 4.5ft for both male and female.
Was considering voxels
Not gonna
Potentially easier modeling and consistent dimensions but idk
Idk. Try convincing me to do a voxel style
MagicaVoxel Official Website
Hooves of Havoc
Hooved Havoc
Hooves and Havoc
Havoc of the Hooved
Which of these sounds the best? Got any other ideas for a name?
Name for my game
Can you think any other names that might work?
Hooves of Havoc - Probably
Hooved Havoc - No
Hooves and Havoc - Sounds more broad. I want the hooves to have the quality of havoc.
Havoc of the Hooved - More of a single-player sounding name.
Hooves of Havoc works
Unless you got something else. Now how do I rename everything to that instead of what the project's name is now
Too late, already going with Hooves of Havoc
@ivory flower you mean this one?
Don't suppose you'd help me out with making things, would you? I'm looking for a mentor of sorts
thanks
✌️
"digiholic — 3:54 PM
If you want realistic movement, you would use AddForce instead of setting velocity
However, realistic might not be what you want"
Some Other Guy
"they show you ways of using it that are not useful or omit the info for when you would pick one approach over another. Most use PlayerInput or the generated C# class, the first one uses a messy query API; SendMessage or UnityEvents so its only good for prototyping, the C# class breaks your code whenever you change the input action asset and they generally omit any info about the static API (works like old Input Manager), omit how to create default actions in code and as mentioned, never tell you how useful action references are or how to organize action maps in a larger context."
you get ur colliders worked out yesterday?
Sharing the transform (dimensions, rotation, scale) of parent object with what? What is it being shared with? Is the box that isn't lined up with the model some sort of object/compenent/variable thing of the model?
And what about the rig/armature? What's the armature? It seems to be the model, mesh, rig, and pose all together right? I should select the whole thing when doing the share transform, right? Or just the mesh? I feel like getting the right thing selected would be important down the line for some reason.
@sleek lodge
sup
armature is the mesh data linked to the rig data..
if it happens to have animations thats just data to tell the bones where to move relative to the transform.
then the mesh moves b/c of its data being linked also.. (each vertex is assigned to a bone.. and also weighted, meaning how much its influenced by that bone..
all of that together is what makes an armature
and for the main question i see..
I should select the whole thing when doing the share transform, right?
I have zero idea what that is.. I've only rigged one humanoid character.. and i used mixamo animations for it
The sharing transform refers to the box around my model when selecting it. It's not a cube and it's not right up against the model.
This
they were asking you to show them a screenshot of it's parent's Transform component's inspector
I don't think there was a parent object at the time. I check it out again next time I'm in Unity (idk when that'll be)
Also found this. Good reference for ladders.
Noticed after posting that it's kinda funny too
Awfully lonely 'round here
Unity's new input system is event-based plus it handles keyboard mouse and gamepads easily and quickly. The video looks at action maps, actions, bindings, action types, interactions, and processors. Which can be used to dial in the controls for a Unity project. The system can broadcast messages, use Unity events, or best of all use C# events whi...
Ambient sounds. Water pipes with flowing water.
Learning character controllers
Quests?
Singleplayer?
First and Third Person?
4 player co op with 4v4 (two co op session groups) competitive pvp.
This many polygons and texel density