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    • By Octane_Test
      I am developing a mini golf game in Scenekit. I have applied dynamic physics body to the ball and static physics body to the grass surface and the brick walls show in this image.
      Issue:
      When I apply the force to the ball, the ball’s linear and angular speeds change as shown in the graphs.  The ball’s speeds don’t reduce to zero (so that the ball can stop) but remains constant after certain value.
      Ball linear speed graph
      Ball angular speed graph
      Analysis Tests:
      When I increase the values to both the rolling friction and the friction, the ball speed is reduced quickly but remains constant after certain value (similar to the above graphs). When I increase the values of the linear damping and the angular damping, the ball speed behavior is same as the point #1. When I set the gravity value to -9.8 m/s2, the ball’s linear speed remains constant after 0.1 m/s. If I reduce the gravity value to -5 m/s2, the ball’s linear speed remains constant after 0.05 m/s. The friction, linear friction, linear damping and angular damping are same throughout the motion of the ball.
      There is 1 millimeter overlapping between the ball and the surface of the golf course.
      Questions:
      From the analysis test #3, I think the gravity is causing the constant ball speed issue. Is my assumption correct? If yes, how can I fix the issue? I can’t remove the gravity field as without the gravity field the ball will not roll along the grass and it will slide. Why the friction and the damping properties are not affecting the ball speed after certain value?
      Are there any other physics properties can cause such issue?
      From the analysis test #5, are there any chances that the ball is receiving upward push to correct the position of the ball?
      Solutions:
      If I increase the physics timestep from 60 FPS to 200 FPS, the issue is resolved. I am not able to understand how this change can fix this issue? After reducing the gravity value to -1 m/s2 and physics simulation speed to 4 (4 times fast physics simulation), the issue is fixed. Again, I am not able to understand how this change fix the issue? I would appreciate any suggestions and thoughts on this topic. Thank you.
    • By ethancodes
      I'm having a weird issue with detecting a collision. I've tried everything I could find online but nothing seems to work. I have a brick object. It has a 2D Collider attached and I have also attached a 2D Rigidbody on it. I also have an EndScreen 2D Collider. The EndScreen 2D collider is tagged with "EndScreen". I am trying to detect when a brick collides with the end screen collider and simply print "game over" in the console. 
      This is my current code for this part of the program, it is attached to the bricks:
      void OnCollisionEnter (Collision2D collision) { if (collision.gameObject.tag == "EndScreen") { Debug.Log("Game over"); } } Several things have happened depending on the set up. If I have the rigidbody 2D set as static, my ball object can still collide with the bricks, but I get no Log message. If I set it to Kinematic or Dynamic, I get absolutely no interaction between the ball and the bricks, and nothing when the bricks pass through the collider. I have tried to set the collider to a trigger and use OnTriggerEnter2D, no change. I have tried to put the rigidbody on the EndScreen object and tried to set it's body type to all 3 settings, no change. The only thing I can think of that I have not done is put the script on the EndScreen object and switch the tag to the bricks. The reason I have not done this is because I will have several types of bricks, some of which will have different tags. 
       
      Please tell me somebody can see what I'm doing wrong here, because I'm losing my mind over something I feel should be ridiculously simple. Thanks.
    • By Sandman Academy
      Downloadable at:
      https://virva.itch.io/sandman-academy
      https://gamejolt.com/games/sandmanacademy/329088
      https://www.indiexpo.net/en/games/sandman-academy
      https://www.gamefront.com/@sandmanacademy
      http://www.indiedb.com/games/sandman-academy
    • By Sandman Academy
      Downloadable at:
      https://virva.itch.io/sandman-academy
      https://gamejolt.com/games/sandmanacademy/329088
      https://www.indiexpo.net/en/games/sandman-academy
      https://www.gamefront.com/@sandmanacademy
      http://www.indiedb.com/games/sandman-academy
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Looking for a Programmer and Level Designer

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Who We Are

We are Forged Interactive, a small team of like-minded game developers with the sole purpose of making games we love! Currently, we're progressing very quickly with our first project and there are plenty of opportunities and work for new interested programmers. With this project, our development platform is Unity 5.5.2 and C# as our behavioral language. Since this project is our first release, the game itself is a smaller project though progress is moving quickly. We are looking to finalize the current project and get started on future projects in the near future and are expanding our team to do so.

 

Who We Are Looking For:

  • Programmer
  • Level Designer

 

About the Game

Ours is the tale of two siblings, thrown into a world of chaos. Living in the shadow of their parents' heroic deeds and their Uncle's colorful military career, Finn and Atia are about to become the next force to shape our world. How will you rise through the ranks of Hereilla and what will be your legacy? Once defeated your enemies turn coat and join you in your adventures. Players can enjoy a range of troops and abilities based on their gameplay style which become more important as maps introduce more challenging terrain, enemies and bosses. Strong orc knights, dangerous shamans, and even a dragon are out on the prowl. Knowing when to fight and when to run, and how to manage your army is essential. Your actions alone decide the fate of this world.

 

Previous Work by Team

Although we are working towards our first game as Forged Interactive, our team members themselves have worked on titles including and not limited to:

  • Final Fantasy Kingsglaive
  • FIFA 2017
  • Xcom 2
  • Civilization

 

What do we expect?

  • Reference work or portfolio. Examples what have you already done and what projects you have worked on academic or otherwise.
  • The ability to commit to the project on a regular basis. If you are going on a two-week trip, we don't mind, but it would be good if you could commit 10+ hours to the project each week.
  • Willingness to work with a royalty based compensation model, you will be paid when the game launches.
  • Openness to learning new tools and techniques


 

What can we offer?

  • Continuous support and availability from our side.
  • You have the ability to give design input, and creative say in the development of the game.
  • Shown in credits on websites, in-game and more.

Insight and contacts from within the Industry.

 

Contact

If you are interested in knowing more or joining, please email or PM us on Skype. A member of our management team will reply to you within 48 hours.

 

E-mail: Recruitment@ForgedInteractive.com

Skype: ForgedInteractive

 

Regards,

David, Colin and Joseph

 

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Facebook: https://www.facebook.com/ForgedInteractive/

Twitter: @ForgedInteract

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Reddit: www.reddit.com/user/Forged_Interactive

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Edited by ForgedInteractive

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Are you still looking for a C# / Unity Developer ? Im a Junior / student level and interested on the project.

Edited by GazzyDev

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