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    • By congard
      Q1: Does such a need arise at all? Or should the reflectance model be used globally for the entire scene?
      Q2: If it is necessary to implement in the shader switching between reflectance models (OrenNayar, Lambert etc), how to do it better? Create a separate shader for each reflectance model? Or use something like
      // fragment shader uniform float reflectanceModel; ... switch (reflectanceModel) { case 0.0: diffuse = lambert(...); break; case 1.0: diffuse = orenNayar(...); break; case 2.0: ... break; } I will be grateful for your advice
    • By RoKabium Games
      Lelantos enemies – ”Riverine” is a venomous and poisonous creature that is slow but still very dangerous.
    • By ethancodes
      I'm fairly new to creating full 2d levels, so please feel free to correct me if I use incorrect terminology or if I'm doing something wrong here. Currently, I am using the Tile Palette with several sprites placed on it to create my levels. With that I can just run my mouse across the screen and quickly place tiles. Then on the TIlemap gameobject I place a Tilemap Collider and a Composite Collider. This works great, it's quick, simple, and efficient. However, for the next part of my character controller I'm looking at adding the ability to do a ledge grab. After doing some research, it seems like a common way to do that is to make the ledge he can grab "grabable" by putting a different collider on them. So my question is, is there an efficient way to where I can let the Tile Palette know if I use a specific corner sprite, place the ledge grab collider on it? Is there any way other than going through all the ledges in the game and manually placing them there? I'm also open to any tips on level building and using the Tilemap, etc that may help me out as, like I said, I'm pretty new to it all. Thanks!
    • By QuoVadis
      Hi everyone,
      I'm new to this forum, just getting to know the lay of the land, so I'll just jump in with my question.
      After some intense development period that lasted 10 months, my friend The Programmer and I (The Designer) just launched our first FREE game on GooglePlay, called Starman Journey to Mars. For those interested, you can check it out in the link bellow.
      https://play.google.com/store/apps/details?id=com.QuoVadisGames.StarmanJourneyMars&hl=en
      So now that production is done, we're stuck with the relatively unexpected challenge of actually promoting the game and getting players. To that end we welcome any advice about where we need to go from here and what we need to focus on. Can anyone help point us in the right direction? Any Marketing advice would be worth its weight in gold to us
      So far, our game has been received relatively well on the store but we are also interested in any feedback you might have, should you choose to play it.
      Do you like it? Any strong point or weaknesses we should be focusing on?
      Thanks in advance to anyone willing to take the time to answer or give the game a try.
      Cheers!
      Starman Journey to Mars Team

    • By syedMohib44
      Hello guys I am a bit confused on rotation and position in unity. The thing is when I am at 0 rotation on X-Axis and I restricted my player to not let it go more than 10 on x-axis and less than -10 x-axis but when I rotated it to 90 degree It stated to move forward on left key press and backward to right key press. I just want to clamp position between 10 and -10 on every rotation It must not move differently when rotated... e.g for some understanding the scenario If a player is on a road and it is restricted to go on foot path then it should also be restricted when rotated to left or right... Please help me with this guys any help would be appreciated. 
      Thank You.
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