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Found 436 results

  1. C# seems like a good language to learn. The library book is : Head First C# (2nd edition.) The book is published 2010 and it does have a third edition. The thought is "sure it should be worth reading and be advantageous enough especially being a beginner's book." However at chapter two the book mentioned the "CLR" and alarm bells went off. "Isn't this a similarity that was involved in the deprecation before C++/CLI? " So, before this book is read, has it aged nicely enough to be worthwhile? Thank you, Josheir
  2. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter UNITY ENGINE PROGRAMMER We are looking for Unity Programmers. You will be working with our Coding team Lead to implement systems and mechanics using C# language. Your duties will include: Attendance of regular team meetings. Timely completion of implementation of assets. Direct contact with Project Lead and other Department Leads for the implementation process. Utilization of version control suites. Utilization of our project management boards (Trello) and communication channels to obtain up-to-date assets. REQUIREMENTS To be successful in this position, following requirements apply: Clear communication and self starter - pushes to meet deadlines and contribute to the project. Ability to complete tasks with limited input/direction from management. Comfortable with working with people remotely and via Trello management system. Good internet connection with ability to update assets/builds quickly, with large dependencies. At least 15 hours of availability each week. Proficient experience using the Unity Game Engine. Proficient experience in implementing assets into the Unity Game Engine. REVENUE - SHARE This is a great opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  3. Hi! I'm currently looking for a side project to put my time into. I usually put my time into tinkering small features and want to add something into my portfolio later on. Thats why I'm interested to work on a project again that will result in some kind of game. My background with general game programming with focus on a homebrew engine along with homebrew rendering engine for 3D-games all done in C++. Now I just use my programming skills for educating future game developers. Tools that I've used before includes Unity, Unreal and also my own (pretty shitty) engine. I could probably could work on almost any kind of game that would need a programmer, preferably something that has co-op or some kind of multiplayer features. It doesn't need to be a project with motive to publish or anything, just for fun is all I look for Also open for gathering a group to together brainstorm something up
  4. I'm trying to let one of my classes know when something collides with something else and I think it would be a really good opportunity to learn how to implement events. Basically, I've got a bunch of balls on the screen and if any of them hit anything, I need one of my classes to be notified and to call a method when this happens. How can I implement this? I've looked at this here: https://stackoverflow.com/questions/1249517/super-simple-example-of-c-sharp-observer-observable-with-delegates But I don't really understand what exactly is going on or how to tie this into my own code. For reference, the class that needs to be notified of the collision is AssaultRiflePickUp, and the class that we are watching for is Ball. Thanks for the help!
  5. Hi all, I am an experienced Unity dev based in Berlin, Germany and am looking for a fun project to do in my spare time. My main experience is with mobile games and some PC VR/AR applications. Please only contact me if your game is realistically scoped and at least somewhat thought out. I am also available for prototyping. I don't want to work on Horror games, or simple shooters. Please send me a direct message to get in touch. Looking forward to hearing interesting pitches. Marcus
  6. I have a BasePickUp : MonoBehaviour, ICloneable class. Then I have subclasses such as FastBall : BasePickUp. My FastBall class looks like this: public class FastBall : BasePickUp { public override void ActivatePickUp () { mainBall.GetComponent<Ball>().Speed = 2.0f; //increase ball speed... StartCoroutine(timer); //...set time that power up is active } } So I'm getting an error because of the StartCoroutine I guess, but I'm wondering if there is a way around this because I would really like to keep my current layout.
  7. buzylaxy

    Card game AI help

    Hi, My apologies if I am posting in the wrong section. I want to code a card game where the player needs to make pairs, triplet or quadruple to earn points. I need some help/guidance for the AI to make it compute the best strategy based on the hand it draws and the cards on the table. to take decisions. If possible to rise difficulty by teaching the AI to count the cards in some manners to predict the player moves / mimic real players. 1- the game has 40 cards 1st round 4 cards are distributed and 3 cards for each player after that 2- points can be earned by making a match: 1point = a pair, 5points = triplet, 6point = quadruple. I don't Know if this is similar to some existing pattern, the one I found were specific to some pupular card games like black jack. thanks
  8. Hi and thanks for reading, I have an issue with this reactive crosshair script, everything works fine until I start changing the offset. Give the script a go and you will see what I mean, when I do SetOffset(0f); it doesnt always set back to the origional state, if anyone can spot a fix I'd be super appreciative! using System.Collections; using System.Collections.Generic; using UnityEngine; public class ReactiveCrosshair : MonoBehaviour { [SerializeField] GameObject c_limb_prefab; private float center_offset = 0f; private float current_offset = 0f; private float max_offset = .5f; private int number_of_limbs = 4; private float limb_length = .05f; private float limb_width = .005f; private List<GameObject> c_limbs = new List<GameObject>(); public void SetupCrosshair(){ for (int i = 0; i < number_of_limbs; i++) { GameObject line_go = (GameObject)Instantiate (c_limb_prefab); line_go.transform.SetParent (this.transform); Vector3 limb_pos = new Vector3 (0f,0f,0f); //line_go.transform.position = limb_pos; line_go.transform.localPosition = limb_pos; LineRenderer line = line_go.GetComponent<LineRenderer>(); line.startWidth = limb_width; line.positionCount = 2; line.SetPosition (0, line_go.transform.localPosition + new Vector3(center_offset, 0f, 0f)); line.SetPosition (1, line_go.transform.localPosition + new Vector3(center_offset + limb_length, 0f, 0f)); line.useWorldSpace = false; c_limbs.Add(line_go.gameObject); } if (c_limbs != null) { OrientLimbs (); SetOffset (0f); } } public void OrientLimbs(){ for (int i = 0; i < c_limbs.Count; i++) { float rotation_step = 360f / (float)c_limbs.Count; c_limbs [i].transform.RotateAround (c_limbs[i].transform.position, c_limbs[i].transform.forward, 90f + (rotation_step * (float)i)); } } public void SetOffset(float _current_spread){ float offset = Mathf.Lerp (0f, max_offset, _current_spread); for (int i = 0; i < number_of_limbs; i++) { if (offset > current_offset) { Vector3 pos = c_limbs [i].transform.position + (c_limbs [i].transform.TransformDirection (Vector3.right) * offset); c_limbs [i].transform.position = pos; } if (offset < current_offset) { Vector3 pos = c_limbs [i].transform.position - (c_limbs [i].transform.TransformDirection (Vector3.right) * offset); c_limbs [i].transform.position = pos; } } Debug.Log ("SetOffset() offset: " + offset.ToString () + " _current_spread: " + _current_spread.ToString() + " localPos: " + c_limbs[1].transform.localPosition); current_offset = offset; } }
  9. Hi, I am looking for a TCP or HTTP networking library similar to Lidgren (UDP). This is primarily for sending game map data and potentially other large messages from Server to Client. I do want to keep Lidgren for my chat messages, player position, small fast updates etc. I especially love the flow of data and the library usage in general, so any libraries of a similar style would be excellent. Preferably something open source, free and reliable. I also must be able to swap between localhost and an ip address with ease, like Lidgren, as I run a server for singleplayer/mp/lan. My game maps are similar to minecraft, but it is 2d and only one Z-level, so i'm sending a jagged array of Tile object data (currently only enum TileID.Grass) down the pipe to the Client. Problem is if i'm sending a large map 1024 x 1024 tiles down the to client that's quite a lot of data, and Lidgren is relatively slow to build the writes (before the message is even sent!). It is fine when i'm using smaller maps < 512 x 512 ( xTiles * yTiles ). I know about chunking and will look into implementing this later, whilst taking into account the user's position in the world to only send nearby chunks. An example of my code that can be slow: private void WriteWorld(NetOutgoingMessage outgoing) { try { var world = WorldManager.Instance.CurrentWorld; outgoing.Write(world.XTiles); outgoing.Write(world.YTiles); for (int x = 0; x < world.XTiles; x++) { for (int y = 0; y < world.YTiles; y++) { // Write Tile obj data outgoing.Write((int)world.Tiles[x][y]); // <-------- Slow here when xTiles and yTiles are each > 512 ! } } } catch (Exception ex) { // log send error } } I'd love to hear from you guys, especially if any of you have come across a similar challenge.
  10. I'm working on a system for my game that will allow the player to stack pick ups in a queue. As one pick up expires, the next automatically activates. I'm having an issue though where if I pick up the first one, it activates fine, but if i pick up a second directly after it, it overrides the first one, activates the second one, and then once it has run it's course, everything goes back to normal gameplay, no first pick up. I'm not sure why this is happening. Hopefully someone can spot what I'm doing wrong in my code. Here is the code for the pick up manager: // Update is called once per frame void Update () { if (pickUpQueue.Count != 0 && !pickUpActive) { pickUpActive = true; pickUpQueue[0].ActivatePickUp(); } DeactivatePickUp(); } void DeactivatePickUp () { if (pickUpQueue.Count != 0 && pickUpActive) { Destroy (pickUpQueue [0]); pickUpQueue.RemoveAt (0); pickUpActive = false; } } And here is the PickUp: public override void ActivatePickUp () { ball.GetComponent<Ball>().Speed = 2.0f; //increase ball speed... ball.GetComponent<Ball>().StartCoroutine(timer); //...set time that power up is active } There is also a Base Pick Up: public void OnCollisionEnter2D (Collision2D collision) { Vector2 tweak = new Vector2 (Random.Range(0f, 0.2f),Random.Range(0f, 0.2f)); this.gameObject.GetComponent<Rigidbody2D>().velocity += tweak; //if the pickup makes contact with the paddle or ball.... if (collision.gameObject.tag == "Paddle" || collision.gameObject.tag == "Ball") { GameObject.FindObjectOfType<GameManager>().GetComponent<PickUpManager>().pickUpQueue.Add(this); Destroy(gameObject); //...and finally destroy power up object } } As a side note, I am trying to find a solution to this that will work for all of my pickups. Some pickups are ammo based, some are timed.
  11. Hellados

    C# for beginners

    Hello guys, my name is Giorgi and i'm newbie game developer i'm learning Pixel art and after pixel art i want learn C# and don't know how and where start i'm bad with programming language and know only HTML/CSS
  12. Edit Your Profile D34DPOOL 0 Threads 0 Updates 0 Messages Network Mod DB GameFront Sign Out Add jobEdit jobDeleteC# Programmer for a Unity FPS at Anywhere Programmers located Anywhere. Posted by D34DPOOL on May 20th, 2018 Hello, my name is Mason, and I've been working on a Quake style arena shooter about destroying boxes on and off for about a year now. I have a proof of concept with all of the basic features, but as an artist with little programming skill I've reached the end of my abilities as a programmer haha. I need someone to help fix bugs, optomize code, and to implent new features into the game. As a programmer you will have creative freedom to suggest new features and modes to add into the game if you choose to, I'm usually very open to suggestions :). What is required: Skill using C# Experience with Unity Experience using UNET (since it is a multiplayer game), or the effort and ability to learn it Compensation: Since the game currently has no funding, we can split whatever revenue the game makes in the future. However if you would perfer I can create 2D and/or 3D assets for whatever you need in return for your time and work. It's a very open and chill enviornment, where you'll have relative creative freedom. I hope you are interested in joining the team, and have a good day! To apply email me at mangemason@yahoo.com
  13. I am a talented 2D/3D artist with 3 years animation working experience and a Degree in Illustration and Animation. I have won a world-wide art competition hosted by SFX magazine and am looking to develop a survival game. I have some knowledge of C sharp and have notes for a survival based game with flexible storyline and PVP. Looking for developers to team up with. I can create models, animations and artwork and I have beginner knowledge of C sharp with Unity. The idea is Inventory menu based gameplay and is inspired by games like DAYZ. Here is some early sci-fi concept art to give you an idea of the work level. Hope to work with like minded people and create something special. email me andrewparkesanim@gmail.com. Developers who share the same passion please contact me, or if you have a similar project and want me to join your team email me. Many thanks, Andrew.
  14. The reference assemblies for framework ".NETFramework,Version=v3.5" were not found. To resolve this, install the SDK or Targeting Pack for this framework version or retarget your application to a version of the framework for which you have the SDK or Targeting Pack installed. Note that assemblies will be resolved from the Global Assembly Cache (GAC) and will be used in place of reference assemblies. Therefore your assembly may not be correctly targeted for the framework you intend. Hi what to do with the above error in ms code/Unity3d Project on Ubuntu 18.04? I've installed it like: https://www.microsoft.com/net/learn/...ux/ubuntu18-04 Many thanks
  15. Hi. I have pulled in five NuGet packages for my Visual Studio 2017 project, however when I build the project, VS spits out 10 .DLL and .XML files in the root of the binary folder, to do with the packages. Can't I shove them into a \packages folder so the user doesn't see these ugly resources next to the .exe file? I've Googled moving the packages but the only responses seem to be around moving the installation folder of the NuGet packages on the local machine, as opposed to where VS builds them to.
  16. Victor Rodriguez

    C# Cameras between scenes

    Hi there! Is the first time that I'm posting here so I'm sorry if I'm doing it wrong ha. So here it comes, my doubt is, I'm doing a game with different levels, each of these levels in one different scene. Each scene contains to cameras that you can change pressing a button. Everything works fine. The only problem is that I would like it to look a bit more professional, and I would like that if you finish the level with camera2, the next level start the same way. I've been thinking about using dontdestroyonloadon both cameras, but obviously this cameras need to be attached to the player to make the movement work, what do you recommend? Sorry If I've explained it in a messy way, and feel free to dm me for anything. Thanks in advance!
  17. ERASERHEAD STUDIO

    13 RONIN - DevLog #3 - The movie analogy

    Here in Stockholm it's been unusually hot and dry for this season of the year and I'm quite convinced that the pharmacies have broken a new record in anti-histamine sales. Last night we were finally blessed with thunder and rain and today the air is cool and nice and the pollen gone. I've sneezed quite a lot the last couple of weeks but I've also done some coding. My primary focus has been building an animation framework for use in intro, cutscenes and background movements and coding an editor for animating sprites. Ester (Eraserhead animation editor) will be the subject of an upcoming dev log and this dev log will be about the animation framework. This is an animation demo and not part of the game Animation framework The purpose of the animation framework is to ease setting up and running sequences of multiple animations. The need for this arose with my desire to create an animated intro with objects moving in different patterns. But I will also use this framework for pre- and post-fight-animations as well as background animations. When finished the animation framework will contain: Support for spritesheet-based animations Builders for setting up animations by code Simple script-language for setting up scenes Loader and parser for script-files In addition to this, I will probably build an editor to use with the script-language for trying out and previewing animations. The movie analogy When designing and naming the building blocks of the framework I've taken a "movie scene"-approach and used a nomenclature found in movie scripts. That gave me following main classes: Scene Actor Action Animation "Animation" might not be a name known from movie scripts, but I kept the name to encourage its use outside of the "animated scene" context. As long as you keep track of calling the update- and draw-methods both actors and animations can be used without a scene. A simplified diagram describing the relationships between the classes Scene Think of a scene just the like a scene in a movie or a theater. It's a "room" where something takes place. A scene can have a name, background image and any number of actors. You draw it on the screen by calling its Draw-method. Background for our demo Actor Unlike in a movie or theater, an actor is not only characters but all things living or dead that has it's own image and is separate from the background e.g. character, bullets flying, rising sun. An actor has a location, it can be visible or hidden, and has a collection of actions to perform that can be looped when done. An actor also has an animation as it's current "gesture". Action Just like in the movies, an action is something an actor does, i.e. an actor will act according to its actions. Some of the available actions are: Show - draw animation Hide - don't draw animation SetPosition - set position of actor BasicMove - move actor to destination with given velocity and acceleration ChangeGesture - change animation Animation An animation is based on a spritesheet, start index in the sheet and a frame count. This determines how the actor will appear on the screen. A note on naming. The property for the animation is named Gesture in the Actor-class, that is a choice I made to keep the movie analogy consistent. I've named the class Animation to encourage use of it outside of the "animated scene"-context. Our famous actor doing one of it's gestures How to To create the scene in the demo above following steps have to be made: Load content Create an animation sheet configuration Create an animation factory Create an actor Create the scene Start the scene Draw scene Step 1 - 5 can all be done in the Initialize-method of the Game-class. Step 1 - Load content As a first step we load background- and spritesheet-images as textures. var background = Content.Load<Texture2D>("Animation_demo_background"); var texture = Content.Load<Texture2D>("Animation_demo_spritesheet"); The demo spritesheet Step 2 - Create animation sheet configuration Then we create a configuration describing animations found in the spritesheet. This object will later be used as argument to our animation factory. var sheetConf = AnimSheetConfigBuilder .Begin() .Name("Samurai gestures") .GridSize(new Point(13, 4)) .SpriteSize(new Point(160, 160)) .DefaultFrameDuration(150) .AddAnimation("Idle", new Point(0, 0), 6) .AddAnimation("Bow", new Point(0, 3), 11) .AddAnimation("Draw", new Point(0, 2), 13) .AddAnimation("Walk wo sword", new Point(0, 1), 8) .AddAnimation("Walk w sword", new Point(0, 4), 8) .Build(); We create a configuration describing a spritesheet with a size of 13 columns and 4 rows where each sprite has a size of 160 x 160 pixels. The spritesheet is called "Samurai gestures" and default frame duration for all animations in this sheet is 150 milliseconds. It contains four different animations. Note that all names must be unique. Step 3 - Create animation factory When the sheet config is ready this step is easy. Call the AnimationFactory-constructor passing in the spritesheet texture and the sheet configuration. Our factory is ready. var animFactory = new AnimationFactory(texture, sheetConf); Step 4 - Create actor Just as it takes some time for an actor to prepare for a big movie role, it takes some coding for us to set up the actor for our scene. var actor = ActorBuilder .Begin(animFactory) .Actions( actionBuilder => { return actionBuilder .Hide() .SetPosition(new Point(-120, -4)) .ChangeAnimation("Walk wo sword") .LoopAnimation() .Show() .Move(new Point(-60, -4), 0.1f, 0.0f) .ChangeAnimation("Bow") .WaitForAnimation() .ChangeAnimation("Walk wo sword") .LoopAnimation() .Move(new Point(110, -4), 0.1f, 0.0f) .ChangeAnimation("Draw") .WaitForAnimation() .ChangeAnimation("Idle") .WaitForAnimation() .ChangeAnimation("Walk w sword") .LoopAnimation() .Move(new Point(312, -4), 0.1f, 0.0f) .Build(); }) .Build(); actor.Loop = true; Here we use the ActorBuilder in combination with the ActionBuilder to create the actor and the collection of actions to perform. All these actions will be performed in sequence and when done the actions will, thanks to the "actor.Loop = true;" statement, be restarted. Step 5 - Create scene As a last building step we tie everything together by creating our scene, and for this, we also have a dedicated builder. _scene = SceneBuilder .CreateScene(animFactory) .Name("Demo") .Background(background) .AddActor(actor) .Build(); Our scene is now ready. Step 6 - Start scene If you run the project you'll find that nothing happens. That's because we haven't included the scene in the game loop yet. Add following lines to the Update-method: if (_scene.State == State.NotStarted) _scene.Start(); _scene.Update(gameTime); Step 7 - Draw scene Still, nothing happens. It's because we're still not drawing the scene. And following line to the Draw-method: _scene.Draw(_spriteBatch, Vector2.Zero); Run the project and enjoy! The future You're as always more than welcome to download the code and use it in any way you like, but since it's still early days please regard it more as inspiration than a working framework. I'm sure there are lots of bugs. And changes will come. If not discouraged, visit my BitBucket-account and get going, or wait for an announcement of a more stable version. Please visit Eraserhead Studio for more. Happy coding! /jan. NOTE. As always, everything I publish here or on any other site is work in progress and subject to change.
  18. Hopefully this is an easy fix, but I'm getting an error for trying to access the Rigidbody2D on my LevelManager gameobject. Now, I would understand this no problem, except I'm not trying to access my LevelManager anywhere. At least not intentionally. I found the line of code that is causing the error is here: void Awake () { this.GetComponent<Rigidbody2D> ().velocity = new Vector2 (2f, 10f); } This is a method on my BasePickUp abstract class. This class has several child classes that are implemented on a few pick ups. I tried changing 'this' to 'gameObject', but got the same results. And the code is doing what I want. If I take it out, the pickups just fall slowly down the screen, put the code back in and the pickups shoot off in a certain direction just like I want. So it is working, but it's also causing this weird error. Any ideas?
  19. I'm trying to make a pick up that add's 4 specials "shots" when it gets picked up. The game is a brick breaker style game and when the ball hits the paddle, if we have any of the special shots left, the original ball should bounce back like normal, but there should be 7 additional balls instantiating in quick succession and those balls should all follow the first ball directly. As the balls hit objects, either bricks, walls, or anything else, they will be destroyed. The last remaining ball will become the new mainBall and will continue the gameplay like normal. All the additional balls that spawn should spawn right from the paddle and then shoot outward. I'm not so concerned about them hitting the exact same place as the first ball, as I am with them moving the same way. So if the player very quickly moves the paddle after impact, the balls may fire in a scattered line. So far, I have come up with the idea of having a Ball class that will be attached to each Ball instance. This should have basic ball behavior or attributes attached to it such as Speed, and then I would have a BallManager class that handles any modifications, spawning, destroying of balls. But I'm not sure what exactly needs to be in the Ball class and what need to be in the BallManager class. And I'm not sure how to handle the spawning and destroying, etc. I've tried to write several different forms of pseudocode to try to come up with something that makes sense, but I keep running into problems. Any ideas?
  20. So I've been playing around today with some things in D3D 11.1, specifically the constant buffer offset stuff. And just FYI, I'm doing this in C# with SharpDX (latest version). I got everything set up, I have my constant buffer populating with data during each frame, and calling VSSetConstantBuffers1 and passing in the offset/count as needed. But, unfortunately, I get nothing on my screen. If I go back to using the older D3D11 SetConstantBuffers method (without the offset/count), everything works great. I get nothing from the D3D runtime debug spew, and a look in the graphics debugger stuff tells me that my constant buffer does indeed have data at the offsets that I'm providing. And the data (World * Projection matrix) is correct at each offset. The offsets, according again to the graphics debugger, are correct. I could be using it incorrectly, but what little (and seriously, there's not a lot) info I found seems to indicate that I'm doing it correctly. But here's my workflow (I'd post code, but it's rather massive): Frame #0: Map constant buffer with discard Write matrix at offset 0, count 64 Unmap VSSetConstantBuffers1(0, 1, buffers, new int[] { offset }, new int[] { count }); // Where offset is the offset above, same with count Draw single triangle Frame #1: Map constant buffer with no-overwrite Write matrix at offset 64, count 64. Unmap VSSetConstantBuffers1(0, 1, buffers, new int[] { offset }, new int[] { count }); // Where offset is the offset above, same with count Draw single triangle Etc... it repeats until the end of the buffer, and starts over with a discard when the buffer is full. Has anyone ever used these offset cbuffer functions before? Can you help a brother out? Edit: I've added screenshots of what I'm seeing the VS 2017 graphics debugger. As I said before, if I use the old VSSetConstantBuffers method, it works like a charm and I see my triangle.
  21. Hey There, I am a developer and Im working on a blockchain based infinite runner type game. Right now, I am working on releasing the beta version with a couple other game developers, but would love to expand the team and have other talented and bright people contributing. The game portion of the project isnt very complicated, and wouldnt require anyone to pull thier hair out for it. If you are interested in joining a project, interested in the idea, or would like some more information, please don't hesitate to ask either by commenting, discord (username: Guppy#7625), or by email (armaangupta01@gmail.com). Thank you!
  22. Hi, Please help us to decide if our current project is cool and interesting enough. If so we will finalise it. If not we will made demo of other comncept. So add to Wishlist if you like it and would like to play someday Video of Psycho Wolf demo: Reveal Trailer Steam Page: https://store.steampowered.com/app/867690/Psycho_Wolf/ Thanks !
  23. bojanzarnoski@gmx.de

    Java 2D Platforming: Java or C#

    Hello, I want to get into coding again by programming a 2D platformer to get started, but i don't know if i should use Java or C# with the unity engine. I am pretty fit with Java, but with c# i have to start from scratch. What do you recommend and why?
  24. Ok, firstly, Hi. This is my first post on this forum. I am an Indie Dev making my first game so bear with me when I say dumb stuff, I'm on a huge learning curve. My first question is about inventory systems for unity. I am trying to make a survival type game with crafting. I have purchased Inventory manager pro by devdog from the unity asset store and it seems like a pretty powerful assett but for an intermediate coder its a little tough to use. I'm beginning to wonder if it was the right purchase. So my question is.... does anyone have any experience of inventory plugins / systems for unity and can anyone reccomend a system to me? It needs to have the following: Loot system, crafting system, character sheet, blueprint system, character stats system. Ideally with as little coding as possible. Thanks
  25. I've got a bug with my brick breaker style game. The bricks move down one line at a time ever 1.5 seconds. What appears to be happening is occasionally the ball will be just about to hit the brick when the brick moves down a line, and now the ball is behind it. I'm not sure how to fix this. I have two ideas but I'm not sure of implementation. 1 solution would be to check where they were and where they are going to be before rendering the frame. Then if they crossed paths, then register the brick as hit. Solution 2 would be change how the bricks move. I could maybe slide them down line by line, instead of a jump down. I'm not sure of this will fix the issue or not. Any ideas?
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