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Found 58 results

  1. Lost Temple

    An ancient temple arose right out of the ground, it's a miracle! It hovers in the air, delighting all in its majesty. What does conceal within its walls? Perhaps the greatest knowledge of our ancestors, and perhaps the future of technology left to us from the past? I am Anna the archaeologist, and my goal is to explore the temple. At the temple out of thin air there were some crystals, and probably they are the key to unlock the temple. Download https://falcoware.com/LostTemple.php
  2. I am trying to implement status effects in my game but I have not quite been able to get the hang of it. Do you have to make a large number of classes for different kinds of status effects? Or is it possible to do it with just 1, or a small number of classes?
  3. Tapocalypse

    Post-apocalyptic world. The entire planet is a hell. Our hero - a young guard trying to survive in difficult conditions together with his group... ... A few months ago you find out that somewhere in the desert "scumbags" invented an artifact that allows receiving unlimited supplies of fuel. It’s definitely big trouble to happen, while that thing being in ‘wrong hands’. Your group managed to steal the artifact, and now you have one task only - to bring your convoy back to the main camp. There is probably the last action of this world is taking place in front of us, and only you to chose how it will ended. Features: - More than 50 unique enemies including powerful bosses; - More than 30 legendary artifacts; - More than 10 different territories; - Dozens of different tasks; - Endless fights for life and death. Download http://falcoware.com/Tapocalypse.php
  4. I have experience with unity and C# script, I have also purchased the Google Developing Console to upload games to the play store. The problem I have faced is how much work and how tedious it is to complete a game on your own. So if anyone wants to partner up on a simple 2D mobile game email me at laurens.fernando17@gmail.com.
  5. Hello, my name is Thomas and I am currently starting up a project. The project is going to be a very hardcore, and tactical FPS that is similar to Escape from Tarkov. It will be made within Unity, and will be programmed in C#. Currently, I have a Unity project started, an organized Discord setup, and as well as a very organized Google Drive. The Google Drive has art references, and plenty of folders for organization. Lastly, the payment for this project will be solely rev-share as I have no money. I am looking for anyone who can contribute: 2D artists, 3D artists, composers, programmers, etc. If you would like to help out and be of use, please email me at: thomasmunson2277@gmail.com Alternatively, add my Discord: Thomas#3788
  6. I really don't know what is considered better or even good for the most part. My code varies and has evolved over the years as a developer and sometimes I think it looks cleaner, but it is never easy to edit or add something. I fight with myself when writing things like particle engines because I know the purpose of a particle engine is to be quick and efficient, but how much overhead is there really just by giving a reference of an emitter to a particle that is contained within it? Why should I write behaviors for particles as functions that return a value vs just writing a function that returns nothing but handles all of the behavior? I feel like with the latter I end up with code that is easier to modify, but it looks terrible. With the previous I end up with very clean code but is god awful to edit as I have one iteration loop that basically controls everything based on the function it is given. Here is some more recent code I have written that I think would be considered "good" but I am really not sure. The gist of this code is that it will spawn an enemy in a pattern that right now is determined by the writer. I will eventually write functions that determine which shape should be spawned when and where, but right now it just will spawn a shape from the SpawnPolyGroup function with 5 enemies per line and 6 lines in the shape. So it makes a hexagon with 5 enemies per line. My question is, is it better to have the SpawnGroup function control the for loop and return values from each SpawnPatterns (being Vector2 as locations), or would it be better to have each function in the SpawnPatterns class have it's own iterative loop? Also, any other tips on my code for cleanliness and professionalism would be great. I am self taught and never had a tutor, but have read a lot about people being self taught writing code that is unprofessional, but I have never reached out for someone to look at my code aside from a few people so I am hoping that I can learn something to be more professional in the future in hopes to find a paying job as a programmer. public static class Spawner { public static bool isSpawning = false; public static float spawnTimer = 0; public static bool groupSpawning = false; public static Dictionary<Enemy, float> delayedSpawnDict = new Dictionary<Enemy, float>(); public static float timeDelta = 0; //Arguments for currentPattern should be (int maxEnemies, int currentIteration, int radius, Vector2 PatternLocation) public static Func<int, int, Vector2, Vector2, Vector2> currentPattern = SpawnPatterns.Line; public static void Update(GameTime gameTime) { if (!isSpawning) { return; } if (timeDelta > 0) { timeDelta -= gameTime.ElapsedGameTime.Milliseconds; } if (timeDelta <= 0 && delayedSpawnDict.Count() > 0) { KeyValuePair<Enemy, float> pair = delayedSpawnDict.ElementAt(0); Enemies.enemies.Add(pair.Key); pair.Key.Spawn(); timeDelta = pair.Value; delayedSpawnDict.Remove(pair.Key); } //If enemies alive is greater than max enemies then do not spawn if (Enemies.enemies.Count + delayedSpawnDict.Count() >= 1) { return; } //Spawn Individual if (spawnTimer >= 500) { SpawnPolyGroup(gameTime, new Vector2(800, 0), 5, 6); spawnTimer = 0; } spawnTimer += gameTime.ElapsedGameTime.Milliseconds; } public static void SpawnGroup(GameTime gameTime, Vector2 location, Vector2 mod1, int amount = 5, float delay = 100) { for (int i = 0; i < amount; i++) { Vector2 enemyLocation = currentPattern(amount, i, mod1, location); if (enemyLocation == default(Vector2)) { return; } Enemy enemy = new Enemy(15, Assets.hollowCircle, enemyLocation, EnemyUtilities.Follow, 500); if (delay > 0) { delayedSpawnDict.Add(enemy, delay); } else { Enemies.enemies.Add(enemy); } } } public static void SpawnPolyGroup(GameTime gameTime, Vector2 location, int amount = 5, int sides = 5) { float radians = AOneMath.AngleToRadian(360 / sides); float rotation = AOneMath.AngleToRadian(90 * (sides % 2)); for (int i = 0; i < sides; i ++) { int distanceFromCenter = 200; float x1 = location.X + (float)Math.Cos(radians * i + rotation) * distanceFromCenter; float y1 = location.Y + (float)Math.Sin(radians * i + rotation) * distanceFromCenter; Vector2 p1 = new Vector2(x1, y1); float x2 = location.X + (float)Math.Cos(radians * (i + 1) + rotation) * distanceFromCenter; float y2 = location.Y + (float)Math.Sin(radians * (i + 1) + rotation) * distanceFromCenter; Vector2 p2 = new Vector2(x2, y2); SpawnGroup(gameTime, p2, p1, amount); } } } public static class SpawnPatterns { /// <param name="radius">Radius, Best to have X and Y the same</param> /// <param name="patternLocation">Center location of circle</param> /// <returns>Enemy location based on current iteration of max from radius to the patternLocation as the center</returns> public static Vector2 Circle(int max, int current, Vector2 radius, Vector2 patternLocation) { float radians = AOneMath.AngleToRadian(360/max); float x = (float)Math.Cos(radians * current); float y = (float)Math.Sin(radians * current); return new Vector2(patternLocation.X + (x * radius.X), patternLocation.Y + (y * radius.Y)); } /// <param name="pointB">The end point where the last enemy should be in the line</param> /// <param name="pointA">The start point where the first enemy should be in the line</param> /// <returns>Enemy location based on current iteration of max from pointA to pointB</returns> public static Vector2 Line(int max, int current, Vector2 pointA, Vector2 pointB) { float x = MathHelper.Lerp(pointA.X, pointB.X, (float)current / (float)max); float y = MathHelper.Lerp(pointA.Y, pointB.Y, (float)current / (float)max); return new Vector2(x, y); } /// <param name="p1">Top left point of area to spawn randomly</param> /// <param name="p2">Bottom right point of area to spawn randomly</param> public static Vector2 Random(int max, int current, Vector2 p1, Vector2 p2) { float x = AOneMath.random.Next((int)p1.X, (int)p2.X); float y = AOneMath.random.Next((int)p1.Y, (int)p2.Y); return new Vector2(x, y); } }
  7. Pirate Road

    Check out our new “3 in a row” pirate game ! You find yourself on a mysterious island, where it is rumored that there are hidden treasures. Bonnie has long been wandering the world in search of her destiny. Hurry up, as the competitors do not rest, but luckily she has a couple of tricks that will overtake them. The game has many levels, a variety of objects with their own properties and gameplay is unusual for a 3 in a row game. To pass each level you must skillfully use the bonuses, because time is limited, and we will not only hunt for treasure! Download http://falcoware.com/PirateRoad.php
  8. I am aiming to learn Windows Forms with the purpose of creating some game-related tools, but since I know absolutely nothing about Windows Forms yet, I wonder: Is it possible to render a Direct3D 11 viewport inside a Windows Form Application? I see a lot of game editors that have a region of the window reserved for displaying and manipulating a 3D or 2D scene. That's what I am aiming for. Otherwise, would you suggest another library to create a GUI for game-related tools? EDIT: I've found a tutorial here in gamedev that shows a solution: Though it's for D3D9, I'm not sure if it would work for D3D11?
  9. I'm building an American football simulation(think football manager), and am wondering about the best way of implementing AI based on various inputs which are weighted based on the personality of the NPC...I have a version of Raymond Cattell's16PF model built into the game to be able to use their various personality traits to help guide decisions. I am going to use this extensively so I need this to be both flexible and able to handle many different scenarios. For instance, a GM has to be able to decide whether he wants to resign a veteran player for big dollars or try and replace them through the draft. They need to be able to have a coherent system for not only making a decision in a vacuum as a single decision but also making a decision as part of a "plan" as to how to build the team...For instance it makes no sense for a GM to make decisions that don't align with each other in terms of the big picture. I want to be able to have the decisions take in a wide range of variables/personality traits to come up with a decision. There is no NPC per se...There isn't going to be any animations connected to this, no shooting, following, etc...just decisions which trigger actions. In a situation like a draft, there is one team "on the clock" and 31 other teams behind the scenes working on trying to decide if they want to try and trade up, trade down, etc which can change based on things like who just got picked, the drop off between the highest graded player at their position/group and the next highest graded player in that position/next group, if a player lasts past a certain point, etc... There needs to be all of these things going on simultaneous for all the teams, obviously the team on the clock is goifn to have to decide whether it wants to make a pick or take any of the offers to move down in the draft from other teams that might want to move up, etc.. So I am planning on making use of something called Behavior Bricks by Padaone Games( bb.padaonegames.com )which is a Behavior Tree but in conversations with others who have worked on AI in major projects like this(EA sports) they said to combine this with a State Machine. My question is would I be able to do this using just Behavior Bricks or would I need to build the state machine separately? Is there something else already created for this type of purpose that I could take advantage of?
  10. I don’t C# very often. I have a C function that takes a byte array as input and should return a string it generates internally. Just for starters I generate the string and discard it since I don’t know how to return it to C#. In C I have this: int __stdcall ConvertHodgmanKylotanjbadamsfrobRavyneApochPiQSeanMiddleditchrip_offspaceratLightness1024_to_String(const char * thoseGuys); In C# I have this: [DllImport("Important.dll", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.StdCall)] private static extern unsafe Int32 ConvertHodgmanKylotanjbadamsfrobRavyneApochPiQSeanMiddleditchrip_offspaceratLightness1024_to_String(byte [] thoseGuys); I step into ConvertHodgmanKylotanjbadamsfrobRavyneApochPiQSeanMiddleditchrip_offspaceratLightness1024_to_String() and on the C side it works fine. It generates the output I want as a local so I can verify it and then discards it to avoid leaking. I need it to return the generated string to C#. Let’s say I want this to be the final C function: int __stdcall ConvertHodgmanKylotanjbadamsfrobRavyneApochPiQSeanMiddleditchrip_offspaceratLightness1024_to_String(const char * thoseGuys, char * retVal, int &retLen); How should I allocate it in C and how do I tell C# how to treat it as a parameter and how do I deallocate it after? L. Spiro
  11. Hello, my name is Thomas and I am currently starting up a project. The project is going to be a very hardcore, and tactical FPS that is similar to Escape from Tarkov. It will be made within Unity, and will be programmed in C#. Currently, I have a Unity project started, an organized Discord setup, and as well as a very organized Google Drive. The Google Drive has art references, and plenty of folders for organization. I am looking for anyone who can contribute: 2D artists, 3D artists, composers, programmers, etc. If you would like to help out and be of use, please email me at: thomasmunson2277@gmail.com Alternatively, add my Discord: Thomas#3788
  12. Team Members Wanted

    Team Members wanted 2D Artists Environment Artists Engineers/Programmers Been working on a project for 6 months now and looking to expand the team. Fans of MOBA's this may appeal to you. Project Details Once the initial demo is completed a Kickstarter campaign will be created. Contact info is in the flyer, if interested please email me
  13. Zombie Zo Adventure

    Zombie named Zo wants to go to city party. But he needs your help. Use your mouse to find items and use it. Goal is to find way from graveyard. Click over road to move. Download http://falcoware.com/ZombieZoAdventure.php
  14. WoA V — Update 2

    I've got my first day off since I started working on the project. Started early this morning, got bullied a bit by my laptop arbitrarily and suddenly restarting, cursed a little, got over it, and spent some time on art. I've got about nine and a half hours clocked into the project so far. Since yesterday, enemies are swinging swords and running after you, falling (knights are subject to gravity, too, after all), and knocking you away and hurting you with their swings. You can shoot them to kill them (which still causes them to awkwardly disappear for now). I'm working on getting the art into the game and ready to go. Too much fooling around with enemies when the art isn't in the game yet is just going to end up wasting time when I have to go through and switch values around because nothing is sized appropriately. I still need archers. Lancemen might get the axe...quite literally, because I'm planning on implementing healthier, stronger, slower, axe-wielding soldiers in their stead, which knock you harder and have a larger weapon/hitbox. I'm not much of an artist, but I'm doing my best with my voxels... Although it's all looking a little crude, I don't really have the time to putt around with it. I'm happy with the scale and style I have, for now. I've got the player model in and I'm working on getting the soldier model in. Simple, flat colors with a blocky style. Might not be the prettiest or most impressive, but hopefully it'll get the job done. Trying to make sure the entities (player and foes) have a brighter palette, and I plan on giving the castle parts a darker palette so the entities contrast well with it and read easily. When things are a little further on, I'll post some screenshots where it's all together, in-game. I'll be working on getting most of the art in today, with proper player death and respawn. I've decided to make levels in separate scenes, give the player 3-5 lives per level, and reload/reset the scene if they lose all their lives. After that, I'll try to get a nice tutorial in with some explanations of the mechanics. Lots of core stuff to do, not a whole lot of time to do it. We'll see how it goes. If anything, we'll throw audio under the bridge and end up with another soundless game. I hope it doesn't come down to that, but I'd rather lose a possible 1-10 points on audio than lack mechanics, art, polish, and a nice tutorial.
  15. WoA V - Update 1

    I decided to see what I could make up for the Week of Awesome V here on GameDev.net. My time is rather limited by work, and I came to the party a few days late, but we'll see what I can rustle up. So far, I've put a little under 5 hours into the project. I'm off Saturday and have a shorter shift on Sunday, so I'll be trucking away to try to wrap everything up on those days. It's just me participating. I'm using Unity3D with C#, MagicaVoxel for art (if you can call it art), and probably BFXR for sound effects (if I can get to it). THE VISION I've chosen the themes "Castles" and "Alien Invaders". The game is a 3D, voxel-based over-the-shoulder shooter, with simple WASD/arrow-key movement and mouse-based third-person aiming. You fly a little alien hovercraft to invade a castle, slaying the little knights and their contraptions, left-clicking to shoot. It's a small invasion; why send more than one alien when you're so technologically advanced? While your camera will let you look up and down, your shots always come out of the front of the hovercraft, instead of angling up or down with the camera. This gives it a simple, arcade-y feel. I plan on implementing three different kinds of enemies: Swordsmen move towards you and swing their blades at you, dying in 1 hit. Lancers keep further distance, throwing arcing spears at you and dying in 2 hits. Archers keep as much distance as they please, firing true-flying arrows at you from afar. If I can get to it, I want to implement...: Trebuchets or ballistae. Medieval siege weaponry that swivels on the ground, rotating but never moving, aiming towards the player and periodically firing fat, slow projectiles that throw the player and even the nearby enemies away and deal damage. Destructible castle mechanics. I'd like to design levels such that the player must blow holes in walls and go through them to reach new areas, and may carve their own path to the interior of the castle. PROGRESS SO FAR Scrambling to implement stuff I've probably implemented a hundred times in Unity before, I've got: - Third-person camera that slides along walls and has some light smoothing applied. All that good stuff. - Hovering. The player model (currently a large cube) is suspended above ground and smoothly maintains the same height above ground while going up or down slopes. I want to make the player overshoot the hover height if they land with high velocity, then bob up, and possibly tilt a little during it, because it all looks very stiff right now - but that's one of those polish features I'm not going to focus on until I know I can get the core mechanics down in time. - Basic shooting for the player (hold left-click to keep firing; projectiles travel straight forward until they hit something or expire). - Basic enemy following AI, health, and death. They alert to the player if they're close enough, and try to keep the player within the desired range (lancers want about 10-15 feet, swordsmen want melee range, and archers will probably be standing still at all times). Tomorrow, I'll try to make good use of 2-4 hours to get some art going, take some screenshots, and get the enemies dealing some good old fashioned Medieval hurt to the player. If core mechanics can be wrapped up nicely tomorrow, I'll have Saturday and Sunday to focus on content, polish, a tutorial, and audio. Time is pretty short, so we'll see how it goes. I participated in the Week of Awesome III and ended up with a game that had no audio and wasn't quite as well-explained as I wanted it to be. I'm hoping this time around I can temper the scope and crack the whip (at myself) enough to get something finished.
  16. Hello ! I have been developing my MMO server for couple of years and i have re-wrote it couple of times as i have improved in coding in general. I'm using asynchronous socket whit google's protobuf, SRP authentication on login server, token transaction to correct game server and efficient stream cipher for encryption. Whole authentication process takes 400ms while database is on the AWS cloud. For the question, i'm having hard time to understand correct way to handle game events. In example: Player is wandering in the world and wants to talk to NPC to obtain quest. Player interacts NPC by sending NPC's id to server Server answers to client is that interaction possible (ie. wrong faction npc don't wanna talk to you) and server also send that particularly NPC data to client so we can build up simple questlog or text menu for user. How this happens internally on the server side ? In my mind i'm thinking that every time player interacts with NPC it would popup event OnInteract/onAction on the NPC class and that class will forward correct data for correct client internally (check my "logic picture"). But im not sure is this correct way to do it. Also i'm thinking of should i queue these events and process them on each server frame/loop to have synchronized world ? Do you have any example of such event manager and answer for my later game loop question or can you point me to the valid source of information ? I'm happy to reply if you like to ask anything more specific. Thank you in advance!
  17. Closed

    This is currently closed
  18. How we optimized Ragdoll animation of death in Unity Or how easily to turn Ragdoll into AnimationClip. Hello everyone. We are a small indie game studio called Drunken Monday. We’ve made recently a game on Unity3d where you run on the arena, rotate around yourself with the huge axe and try to hit other players. Good smash - good kill. To make the death looks more realistic we used usual ragdoll animation based on physics. And everything was good… in the beginning. When the number of the characters and calculations started growing, the game began working slowly and lagging on the old phones. Disabling all physics calculation gave us 50-60 fps and absolute smoothness. But we didn't want to refuse the cool ragdoll deaths of the characters. One of the solutions was to force the animators to build a pack of death animations. But we’ve got a great idea to record a few ragdoll deaths directly in Unity and then just show the desired animation? Deaths will turn out to be diverse, there will no need to occupy animators, and the most important - everything will be fast, beautiful and realistic. What we get: Implementation The animation clip in the Unity is presented by the AnimationClip class, which contains array of AnimationCurve. AnimationCurve defines the curve for the changes of one particular property of a particular object, for example, the localPosition.x. Values change in the timeline are described by a number of Keyframe structures. The idea is simple: for the each property of the each character object we create an AnimationCurve and store the values of this property on the curve for the each frame. The generated AnimationClip is exported through AssetDatabase.CreateAsset at the end. Let's create the class AnimationRecorderItem to track the each character object. All properties of the monitored object will be described through the dictionary, where the keys are the name of the properties and the values are the animation curves. Properties = new Dictionary<string, AnimationCurve> (); Properties.Add ( "localPosition.x", new AnimationCurve () ); Properties.Add ( "localPosition.y", new AnimationCurve () ); Properties.Add ( "localPosition.z", new AnimationCurve () ); Properties.Add ( "localRotation.x", new AnimationCurve () ); Properties.Add ( "localRotation.y", new AnimationCurve () ); Properties.Add ( "localRotation.z", new AnimationCurve () ); Properties.Add ( "localRotation.w", new AnimationCurve () ); Properties.Add ( "localScale.x", new AnimationCurve () ); Properties.Add ( "localScale.y", new AnimationCurve () ); Properties.Add ( "localScale.z", new AnimationCurve () ); For the all object properties in the each frame will be set theirs current values: Properties["localPosition.x"].AddKey (new Keyframe (time, _animObj.localPosition.x, 0.0f, 0.0f)); Properties["localPosition.y"].AddKey (new Keyframe (time, _animObj.localPosition.y, 0.0f, 0.0f)); Properties["localPosition.z"].AddKey (new Keyframe (time, _animObj.localPosition.z, 0.0f, 0.0f)); Properties["localRotation.x"].AddKey (new Keyframe (time, _animObj.localRotation.x, 0.0f, 0.0f)); Properties["localRotation.y"].AddKey (new Keyframe (time, _animObj.localRotation.y, 0.0f, 0.0f)); Properties["localRotation.z"].AddKey (new Keyframe (time, _animObj.localRotation.z, 0.0f, 0.0f)); Properties["localRotation.w"].AddKey (new Keyframe (time, _animObj.localRotation.w, 0.0f, 0.0f)); Properties["localScale.x"].AddKey (new Keyframe (time, _animObj.localScale.x, 0.0f, 0.0f)); Properties["localScale.y"].AddKey (new Keyframe (time, _animObj.localScale.y, 0.0f, 0.0f)); Properties["localScale.z"].AddKey (new Keyframe (time, _animObj.localScale.z, 0.0f, 0.0f)); But if you record all values for the each frame for the each property of the each object, the output file of the animation will turn out to be too large. Lets introduce the conditions for limiting the minimum changes in comparison with the previous frame. If the object has moved, increased and turned just a little bit, we will not record these changes. Completed class: AnimationRecorderItem.cs Also we have to create a manager class AnimationRecorder. This script should be executed through the all children of the animated object and create an instance of AnimationRecorder for each of them. And also immediately generate and remember relativePath under which it will be saved in AnimationClip. According to the documentation, relativePath is generated as follows: The code will look like: private List<AnimationRecorderItem> _recorders; void Start () { Configurate (); } void Configurate () { _recorders = new List<AnimationRecorderItem> (); var allTransforms = gameObject.GetComponentsInChildren< Transform > (); for ( int i = 0; i < allTransforms.Length; ++i ) { string path = CreateRelativePathForObject ( transform, allTransforms [ i ] ); _recorders.Add( new AnimationRecorderItem ( path, allTransforms [ i ] ) ); } } private string CreateRelativePathForObject ( Transform root, Transform target ) { if ( target == root ) { return string.Empty; } string name = target.name; Transform bufferTransform = target; while ( bufferTransform.parent != root ) { name = string.Format ( "{0}/{1}", bufferTransform.parent.name, name ); bufferTransform = bufferTransform.parent; } return name; } To calculate current animation time and record the properties values for the each frame: private float _recordingTimer; private bool _recording = false; void Update () { if ( _recording ) { for ( int i = 0; i < _recorders.Count; ++i ) { _recorders [ i ].AddFrame ( _recordingTimer ); } _recordingTimer += Time.deltaTime; } } But the Update function is called quite often and recording the animation every frame is pretty redundant, so we limit the record. 30 fps should be enough for everyone. We will start recording by tapping on Spacebar. private const float CAPTURING_INTERVAL = 1.0f / 30.0f; private float _lastCapturedTime; private float _recordingTimer; private bool _recording = false; void Update () { if ( Input.GetKeyDown ( KeyCode.Space ) && !_recording ) { StartRecording (); return; } if ( _recording ) { if (_recordingTimer==0.0f||_recordingTimer-_lastCapturedTime>=CAPTURING_INTERVAL) { for ( int i = 0; i < _recorders.Count; ++i ) { _recorders [ i ].AddFrame ( _recordingTimer ); } _lastCapturedTime = _recordingTimer; } _recordingTimer += Time.deltaTime; } } public void StartRecording () { Debug.Log ( "AnimationRecorder recording started" ); _recording = true; } Let’s implement an animation export. We will create the AnimationClip instance and fill it with the collected values. private void ExportAnimationClip () { AnimationClip clip = new AnimationClip (); for ( int i = 0; i < _recorders.Count; ++i ) { Dictionary<string,AnimationCurve> propertiles = _recorders [ i ].Properties; for ( int j = 0; j < propertiles.Count; ++j ) { string name = _recorders [ i ].PropertyName; string propery = propertiles.ElementAt ( j ).Key; var curve = propertiles.ElementAt ( j ).Value; clip.SetCurve ( name, typeof(Transform), propery, curve ); } } clip.EnsureQuaternionContinuity (); string path = "Assets/" + gameObject.name + ".anim"; AssetDatabase.CreateAsset ( clip, path ); Debug.Log ( "AnimationRecorder saved to = " + path ); } Completed class AnimationRecorder.cs Finally, we will create the AnimationRecorderRagdollHelper helper class, which function will stop the Animator on the animated object, turn on all collisions, give the object acceleration and start recording our animation. The end of the animation recording will be completed by ourselves. To avoid some artifacts due to scene loading and the initialization of various objects, script will start working with the specified delay. Completed class <b>AnimationRecorderRagdollHelper.cs That's all, we add AnimationRecorderRagdollHelper on our character, set the impact force, then start the scene - and watch how the character cheerfully fly around the scene. When the cold corpse freezes on the ground - press Spacebar. The script will exports our animation to the root of the project. https://gfycat.com/RecklessFickleBarracuda We recorded 4-5 animations for each character in this way and switch on them randomly at the character death. P. S. Or not quite randomly. Our game is multiplayer, physics is calculated on the server and the vector of impact comes to us. So we select the necessary animation based on vector which comes to us from the server, simply looking for the closest vector which the animation was recorded. Links: Project on a GitHub A video of the game on YouTube with some deaths Slash Arena: Online ( Facebook ) Slash Arena: Online ( Steam )
  19. ANYBODY KNOW ANY GAMES WHERE THE ENVIRONMENT IS LITERALLY THE PLAYERS MAIN WEAPON?~!?!?!?
  20. C# Spaceship steering problem

    Hey guys. I haven't been here for a long time. Reason being that I didn't really code in that time. Now I've returned to my project and ran into some problem. Last time I've worked on it, I've switched my physics engine from bullet to jitter due to unresolvable problems, but there's now an issue with my steering code. In essence, depending on what direction I'm facing relative to the initial orientation the actual change in direction differs more or less from the actual input. For example, I'f I turn 90 degrees left or right it becomes impossible to turn up or down. Now, in order to make the spaceship turn, this is the code for it: Within InputSystem I calculate cursor offset from the screen center and then from it a multiplier that is then used by MovementSystem: var mouseOffsetMagnitude = Math.Abs(_mouseOffset.Length()); if(mouseOffsetMagnitude < 10) rot.TurnMultiplier = Vector3.Zero; else if (mouseOffsetMagnitude > _screenCenter.Y*0.8) { rot.TurnMultiplier = Vector3.Zero; } else { var multiX = _mouseOffset.X/(_screenCenter.Y*0.8); var multiY = _mouseOffset.Y/(_screenCenter.Y*0.8); rot.TurnMultiplier = new Vector3((float) multiY, (float) -multiX, 0); } MovementSystem takes this multiplier, which is then multiplied by the ships steering torque and a constant to get the torque vector for steering. The torque vector is also transformed by the ships orientation to ensure it's facing the correct way and then fed into Jitter to make the ship actually turn: var torqueVector = Vector3.Transform(rot.TurnMultiplier*phys.SteeringTorque*0.00025f, body.Orientation.FromJMatrix()); body.AddTorque(new JVector(0.0f, torqueVector.Y, -torqueVector.X)); Currently roll is not used, hence the 0 value in the last line.
  21. Hello, I am a programmer with a lot of free time and want to dedicate that time to a serious project. I don't mind what sort of project I work on or how big the scope is but I do ask that the project has been established and is managed well. I really enjoy RPG games and I enjoy developing large systems that scale. I have been programming for around seven years using C# and Unity, I have a good grasp on Object-Oriented Programming and good systems design. I have had experience with coding in other languages such as Java and have experience in other areas of programming such as database programming. My main speciality when it comes to programming is general gameplay scripting and UI, that being said I really want to get into Tools development. when I develop tools for games I prefer to use WPF and/or Winforms. I would ideally like to join a project that is already well established and has a solid team behind it. I can work well both independently and as part of a team. I have experience with working in Agile development team as well. If you are interested in me joining one of your projects, you can send me a message.
  22. Hello everyone I have made a tutorial on creating a hitman style game in unity. If you think that will be of any interest to you. Please check the link.
  23. I have made a short video on creating a basketball game in Unity. Please, check that out and leave me with some feedback
  24. Summary: EverEmber Reborn is a multiplayer online hardcore open-world action RPG. Description:The game takes place in the world of EverEmber, a fantasy world where you have no direction, only your skill and other players to either aid or hinder you on your journey. The game is a first person open world pvp game, with progression aspects taken from agar and slither. The world is not too huge, and because of that players will constantly fight and die, dropping their obtained gear and forcing to restart. The combat is skill based, with many places to explore. The best aspects from Runescape, Ultima, Mortal online, and the Elder Scrolls games are taken and incorporated. Everyone has their own adventure, it’s your choice how it starts and ends.EverEmber Reborn is a sequel to the game EverEmber Online (check it out at http://www.everember.com/). They are very different in their concept and execution, but the fantasy elements and ideas are brought over from its predecessor. We have been developing EverEmber online for over 4 years, but it’s time we move on. We have also worked on various private server projects, so the developmental process is nothing new for us.Team:We currently have a fairly large development team already, 10 main developers, myself, Ozfer (server host, developer, IT tech), Juicyz (Lead Programmer), EMPHyperdrive (Programmer) Amit (Game Developer and Modeler), HugeJackedman (Game Developer), Gw1p (Game developer), Naitsirik (Modeler), Symbolizemusic (Musician), Aytimothy (Programmer). We also have a musician assisting us (Davide Severi) with our soundtrack and a concept and concept artist (Akram). SeeEnvy is a writer for us.What we're looking for: What we need are programmers as of this moment. We need someone who is determined on helping us program the game itsself. We have much of the networking done and we are using Photon. The language we're using is C#, so knowledge of C# is a MUST HAVE!Requirements:-Experience with Unity and its technology-Interest in the games concept-Ability to do one of the things listed in our needs, either C# unity programming, or networking assistance.-Time to dedicate to the game, we don’t have a constraint but a few hours every couple of days will suffice.-Be able to communicate in English, as all of our team speaks English either fluently or well.-Have a method through which we could pay you eventually.Eye Candy (In-game screenshots): More Eye Candy/Concept Art: If you are interested, please do contact us via Everemberonline@gmail.com or message me here on unity forums with what you can do for us, why we interest you, and whatever questions or comments you have. Feel free to join our website if you cannot help us in development, but instead can assist us by playing the game upon release or testing it!http://www.everember.com/See you in the land of EverEmber.
  25. Hey all, As the heading says I'm trying to get my head around Goal Objective Action Planning AI. However I'm having some issues reverse engineering Brent Owens code line-by-line (mainly around the recursive graph building of the GOAPPlanner). I'm assuming that reverse engineering this is the best way to get a comprehensive understanding... thoughts? Does anyone know if an indepth explanation on this article (found here: https://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793), or another article on this subject? I'd gladly post my specific questions here (on this post, even), but not too sure how much I'm allowed to reference other sites... Any pointers, help or comments would be greatly appreciated. Sincerely, Mike