Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

  • Days Won


Rutin last won the day on October 10

Rutin had the most liked content!

Community Reputation

1602 Excellent

About Rutin

  • Rank

Personal Information

  • Role
    3D Artist
    Business Development
  • Interests

Recent Profile Visitors

39675 profile views
  1. Make sure your objects have a collider attached. https://docs.unity3d.com/ScriptReference/Collider.html
  2. Use another library other than SDL that can detect key inputs, then update the sprite position and draw using whatever you're using for displaying graphics based on the new position. (assuming this is C, and not C#)
  3. Wow! I wish my first sprites looked like this! Very good job. Some things to note: 1. When you're doing an idle stance look for parts that seem "glued" or stuck. It looks as if the sprite is doing shrugs. You should try to incorporate more motion if possible. Adding in some "sway" could breath more life into the animation. 2. The same thing with the running animation, the shoulders and upper body appear motionless in terms of vertical movement. I don't have too much time to find resources but look at the end of this video. Notice the full body movement?
  4. Rutin

    DOOM: Placeholders

    ๐Ÿ‘ Best of luck finishing.
  5. Rutin

    GameDev - Doom Challenge - D.O.A

    Yea it's a bummer! I had some nice wall variations and flooring. I had already planned out some lighting effects throughout the level and even how the laser would look. Will you be releasing anything by October 18?
  6. Sadly I've decided not to go ahead with this game challenge as planned. On Friday I finally finished my corporate year end for tax season and I have the rest of the week booked up. Prior to that I opened a new division for my company around the same time as this challenge and that has taken most of my actual time.... then when I did get free time I wasn't too inclined to sit and work on anything to be honest. I did manage to complete a weapon (meh.. wasn't too happy with it due to the time spent) and some environmental assets (modular walls, floors) and textures, but beyond that I would still have to make enemies, texture the enemies, rig the enemies, then program and level test. No way I can do that in 3 days or even a week with my current availability so I'm just going to pull the plug on this one. I'm thinking I'm going to just take a break from this all until I get my new business operations settled in. Any future timed challenges (with deadlines) I most likely will not post about unless I actually have some kind of game play video to showcase which means I was able to devote enough time as it's extremely hard for me to predict a steady schedule with work and family commitments. Heck! I still have to create my 3D Chess music track as that game has been done since June... I'm looking forward to playing other people's entries. Good luck!
  7. Rutin

    move ship

    It seems to be the trend... It's almost like he is living in a scenario like shown in the movie "Groundhog Day" but he doesn't remember what happened prior to the "reset".
  8. Rutin

    Doom Challenge#: Some concepts

    Looks really good!
  9. Rutin

    Ludum Dare 45

  10. Rutin

    Small features + minimap.

    I would have a pre-set UI scale per resolution then add in an option with a slider that allows the user to scale up or down by (x) points per stop with a preview prior to applying the setting. I normally just take screen shots of the different resolutions in Photoshop, and overlay my UI to see which sizes fit the best then reflect that through code. If your UI is done with vector graphics then scaling isn't a problem, but if you use raster graphics then you essentially make the largest scaled version first then scale down as needed. You still might have to make different versions depending on quality loss. WoW and many other games have this feature:
  11. Rutin

    Small features + minimap.

    Looking good! Are you going to consider having an option for scaling up or down the UI?
  12. Looking forward to reading your GLUT tutorial. Best of luck. ๐Ÿ‘
  13. Yes, I posted the video as you already know so put on your grown up pants and address it. I already asked you prior when you were complaining about the video and you didn't respond. So by all means don't hold back because the "nice guy" is awaiting your response. What Phil does or anyone else does with that information is fully up to them. I personally like the video and if you or anyone else doesn't feel the same way that is perfectly fine... Make your points, provide alternative information and be done with it. I doubt that's possible as I've seen most of your posts on these forums and they're mostly negative comments with no constructive feedback. Instead of providing absolutely zero value to any conversation by posting snide remarks you're free to provide alternative answers instead and become a "nice guy" yourself. Good luck!
  14. Way back I went over how to do this using GLUT. All you need to be able to do is get the elapsed time in order to have a working time step. 'glutGet(GLUT_ELAPSED_TIME);' GLUT is not the proper tool here and isn't good for anyone requiring accuracy which is why it is never recommended in our day and age. Phil has been told countless times to dump GLUT as there are better options out there... ie. GLFW, SDL2, SFML You're free to type out the answer in code or any other method for Phil to explain it better.
  15. Rutin

    Doomish - Done

    I'll give it a go this weekend and post back!
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net isย your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!