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Member Since 28 Apr 2007
Offline Last Active Yesterday, 03:29 PM

Posts I've Made

In Topic: Underrated game genres that are really good.

19 October 2016 - 04:07 PM

Sandbox games. I am listing this mostly for my love of Kerbal Space Program

In Topic: Holistering and unholistering gun?

14 October 2016 - 02:51 PM

I'm looking up how to do it in Unity and there's a script for attach objects via a bone. However, I know you can use bone attachments for objects in 3DS MAX and Blender. The only thing would be properly implementing them into the game since UNITY from the way it seems expects you to do it their way. But that is a problem for another day. Thank you so much for your help!! :)

If I were setting up such a system in unity I would create an attachment point script and a attachment point group script

using UnityEngine;

class AttachmentPoint : MonoBehavior {
    public string name;

    void Start() {
        AttachmentPointGroup group = gameObject.GetComponentInParent<AttachmentPointGroup>();
        group.Add(this, name);
using UnityEngine;
using System.Collections.Generic;

public AttachmentPointGroup : MonoBehavior {
    private Dictionary<string, AttachmentPoint> attachmentPoints = new Dictionary<string, AttachmentPoint>();

    public void Add(AttachmentPoint point, string name) {
        attachmentPoints[name] = point;

    public void Get(string name) {
        return attachmentPoints[name];

You add the AttachmentPointGroup on the root element of your character's game object. Then you add AttachmentPoint scripts to any bone you wish to attach things to. The string name lets you specify unique names for each attachment point. You can then get the AttachmentPointGroup component whenever you want to attach things to the hands/head/torso ect.

In Topic: Unroll

12 October 2016 - 10:45 AM

I would try to isolate what is crashing the program. What happens if you put a constant 8 in place of MAX_TEXTURES and leave out the define. What happens if you unroll the loop manually? This could help you isolate the source of the crash.

In Topic: Sound effects sound like noise or are much too loud

07 October 2016 - 12:13 PM

What format is your audio in? Is it mono or stereo? Bit depth?

Are you using?

In Topic: need spell ideas

04 October 2016 - 11:39 AM

I love the idea of two branches of magic, but I do have some questions about your game.

Is this a PvE or PvP game?
Will the player only have a single character to control or will they command a team with a mix of white a black magic characters?
Will you be fighting large groups of enemies, will there be boss fights?
Is the combat turn based or real time?

But going on what you have, a few ideas for spells.

Black Magic
I think it would be interesting if many of the really powerful black magic spells cost more than just mana. Maybe you need to spend some of your own life to cast them.
A lifesteal spell.
Cursing. A cursed target will take slow damage over time.
Necromancy. Raise the dead to fight for you.

White Magic
A stasis spell. You freeze your enemies so they cannot move or attack.
An illusion you create a copy of yourself that distracts enemies.
Return damage armor. A portion of damage taken is returned to the attacker.
Convert. Changes an enemy to be on your team.

Also, what are you making this game in? If you are using unity I could help you get started with a node based spell editor I made for my current project. Am image of the node based system is on the bottom of this page.
Keep in mind the user experience isn't great. There are some major usability issues that need to be resolved like there is no undo and saving deletes free floating nodes. So be sure to have your project under version control if you use it so you can revert a spell back if parts of it get deleted. I have found it extremely useful for quick prototyping of spells and being able to treat spells as a resource.