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skmongol

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About skmongol

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  1. skmongol

    Unity 5 2D collisions

    I figured it out. Had to add rigid body to both player and collision objects.
  2. skmongol

    Unity 5 2D collisions

    The player is set as a 2d rigid body and my colliders are set with 2d box colliders. I made the colliders in Tiled and then imported them into Unity and they still retained their polygon colliders but they aren't working for some reason. Do I have to code them in?
  3. skmongol

    Unity 5 2D collisions

    this makes my player fall off of the map for some reason unless I check "Is kinematic". I added the 2d rigidbody to my player and box colliders to my collider objects but they don't seem to work either.
  4. skmongol

    Unity 5 2D collisions

    I've tried this and it doesn't seem to work for my collider objects. Maybe I am missing something?
  5. Does anyone have a guide on how to make collisions with Unity 5 2d? I know how to make the collisions in Tiled but I do not know how to get them to work in Unity. I'm talking about basic collisions with objects that won't allow the player to walk through/over them.
  6. skmongol

    Overwhelmed

    Yea thanks for all the help guys!
  7. skmongol

    Overwhelmed

      This is all I needed to hear. The reason I got into game design was because of old school games. Day of Defeat 1.3 was made by 2 guys in a college dorm room. Howard Scott Warshaw made E.T in 5 weeks. I'm just gonna dive right in and start cuttin throats.
  8. skmongol

    Overwhelmed

    Hey, i'm new on this forum and this is my second post. I have just started down the path of becoming a game designer. However, my actual experience goes back 7 years when I was reskinning, making new origins, making new sounds, and compiling for Day of Defeat 1.3 which ran on the Half Life engine. I also spent time messing around and tweaking the codes in Total War games. One of my scripts is now a submod for a Medieval 2 total war mod known as De Bello Mundi. I specifically nerfed the Thracian faction who were unrealistically powerful compared to history.   What I am trying to get at here is that I have experience in working with games and tweaking them from coding to modeling but now that I want to be a game designer and graphic animation designer, the whole thing is overwhelming. So far, I have one partner who is extremely good at concept art and he also provides opposing views since I grew up playing simulators and the PC games of the 90s so I'm typically non-noob friendly and unforgiving in some of my designs. What is overwhelming to me is that I want to learn how to build games by myself essentially and I am not understanding how it all works exactly.   Do I start with concept art and models or do I make the world first?   How do I make the world exactly? Do I build the maps in blender or do I make objects and textures into a library and build the maps through the engine?   How does rendering and animation work? Do I need to build a render farm?   I could go on and on with the questions.   What I am wondering is if anyone can explain to me how this whole process works to creating a final game that I can put on a disc and install on a computer.  
  9. skmongol

    To mirror or not to mirror?

    thanks for the info guys. +1 for everyone!
  10. skmongol

    To mirror or not to mirror?

    What about something like a shell ejection port on a gun? I would use the mirror first, then apply the modifier, and then put the ejection port on the proper side, correct?
  11. skmongol

    To mirror or not to mirror?

    I am just starting out with modeling in blender and I am making hand guns mostly. I am wondering if mirroring is the best way to go when working. If I use a mirror, I am restricted to the x and y axis in terms of being able to move the model around. Is there anyway to make an object with a mirror and then get rid of it later on without losing the other side? 
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