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Found 3213 results

  1. Hi, there! Work on TERRORHYTHM is in full swing. Over the past week, we have managed to develop and add animation to the main character and the enemy. We also tweaked the location environment. Check out the difference between before and now.
  2. Yasss!!! My first Unity3d game is on the App Store and Google Play. Download please! About 30 minutes to get through 5 missions. Let me know what you guys think. Thanks a bunch Bleeping Bots MacOsx Demo Cut.mp4
  3. Secret Santa

    Hi again everyone! Today I’m writing a small devlog just to let you know that FAXIME has entered Reddit Gifts Secret Santa and we’ve already received our present! We asked for something for our office and we got a a mat ahah it’s really cute, I’ll leave a picture down below! We've thanked on reddit and our Santa reveled herself muahahah. Basically everyone who knocks at our door smiles :). And we’ll also be at Comic Con Portugal this saturday! Swing by IPCA’s stand if you’re over here in Portugal! On the holiday spirit Happy Hanukkah for the ones who celebrate it! Fun fact: In Portugal we eat more sufganiyan during the summer! [Image made by our team member Lidar] See you soon…. The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames SoundCloud: https://soundcloud.com/faximegames
  4. I've been doing some digging and come to the conclusion that I'm not really qualified to identify a game engine for my project alone so I came here asking for some advice. My game idea involves movement inside a sphere where you always have your feet on the ground (the "walls" of the sphere), basically an inverted planet. It's supposed to be multiplayer so it's not just you moving in the world. When you jump, gravity (or force etc) pulls your character towards where it jumped from and the character model should have its feet pointing that way. I'm really new to this and my own conclusion is that it messes with core functionality of Unreal Engine 4 which makes it really hard for me as a beginner to wrap my head around. It comes with practice but It's hard for me to come to a fair conclusion on what engine to use based on my knowledge. Therefore I'm asking for some guidance. I have most experience with the Unreal Engine. What engine would you recommend? Is the game idea with being inside a sphere difficult to do in general? Do you have any tips? I'm kinda lost at the moment so thank you for the help!
  5. PROMO Codes

    We would like to give out promo codes for our children's app Abigail's Tales: First Day Butterflies, tailored towards kids ages 6 thru 8. If you have children and want a code please message us at info@dabsterent.com the app looks best on iPad.
  6. Hello everyone! I hope you’re all feeling the spirit of Christmas. And Happy Hanukkah if that’s the case. Today I wanted to give you an update on what we’ve been up to. Lately we have been trying to make our team grow. We’ve been needing help on the artist side of the game, since it was falling a bit behind. And I think we’ve succeeded! So, who is part of FAXIME now? You already know me (Teresa) and Gil. And of course, you know Midday Mayhem, the artist who has done most of the current concept art and 3D models of SpaceVille. We now have a new 3D artist; his name is Lidar Thomas. He’s the one who made the bunny’s 3D model we’ve shared already on our social media! He also does smartwatch faces. You can check them out here. Two new people are also helping us with the UI and UX. They’re Oscar and John! They’ve started doing UI icons for the tools. Spoiler alert: They looks great! Maybe they will be out for the next version of the alpha? Now on a different art aspect, MUSIC yes!! We have a new member just focused on SpaceVille’s music. He is our youngest member (laughs) with only 15 years old! He’s a great composer! And soon we will have a new concept artist to help Midday! Meanwhile we also have an intern, Miguel, and he did this awesome promo image for us! Sorry for the long post! Anyway... I guess that’s all for today. If you’re Portuguese I hope to see you this week at Comic Con Portugal! Happy Holidays! The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames SoundCloud: https://soundcloud.com/faximegames
  7. Margot Allard upper body

    From the album Beneath the Waves

  8. Margot Allard body

    From the album Beneath the Waves

  9. hey guys i hope you doing all well. last night i released my first game in google app store, i really appreciate you guys to download it. and share your reviews about it the idea of game comes from mini hackgame of Bioshock. link of download: https://play.google.com/store/apps/details?id=com.RVBinary.piperist many thanks
  10. Design Prioritisation

    The design team initially proposed that we use the spaceship as the central HUB world for the player to return to after a mission’s closure, with this decision unanimous, we began to work chronologically into the game. On the contrary to regular practice and due to inexperience, we began working on the players introduction to the game and tutorial first, before turning our attention to the roguelike elements required, as per the brief. Much of the design work that the team and I worked on was based around the level design of the HUB world and the narrative that could be construed through onboarding. Due to the focus in this area, the main game suffered inattention. Systematically speaking, once the scripts were working in the HUB world, they were supposed to translate smoothly into the level generation there after. Unfortunately this did not go as planned and by the time our attentions had turned to the procedural generation, serious system issues began to highlight themselves. I believe that if we had have worked solely on the procedural generation first to meet the brief requirements and then worked backwards, creating the HUB world then the tutorial, we would have a product that is much more compatible with the brief. As I venture into other projects, this lesson learned in prioritising, I feel is the most important one that I will carry with me to ensure this issue is not repeated in future endeavors.
  11. Grids Pro Asset Offset

    Colony 7 relies on a grid system for assets to snap together, this is so that when an asset is in the way of the player, the player is unable to move to that space. At the beginning of the project the team were unfamiliar with Magicavoxel and how it worked, what we hadn’t originally taken into consideration is: If I create a floor piece that is one unit deep on the Y axis; Then I make a toolbox to sit atop of the floor, on importing into Unity, the tool box would be sitting one unit inside it. However, if when I created the toolbox, I had started it one unit higher to count for height of the floor, this could have been avoided. With a ‘two birds, one stone’ approach, fixing my problem and fulfilling my programming learning outcome, I created an offset script for the assets so that they would still sit correctly on the grid for functionality. Essentially the script adjusts the transform of a child in the Y axis whereas the parent object sits on the grid. This script is able to be applied to any object that needs a slight adjustment rather than having to account for the unit height of asset placement inside of Unity when building the level. This script also made changing the design of the level easier as the assets could be placed anywhere using this script, while still fitting on the grid.
  12. Scope

    After getting the green light on the Colony 7 pitch, we entered pre production with a grand scheme that was very large in scope, but seemed achievable at the time. As production went on, hurdles were encountered with various technical aspects of the games functionality which slowed down the production itself. While technical hurdles are mostly common in all projects, it soon became a realisation that the team had not taken into consideration the potential for these hurdles to arise when defining the scope against deadlines. The effect this had on production was that with each hurdle encountered, that may have taken a day or possibly two to fix, we were losing time to implement the various other systems. In the weeks leading up to the feature complete deadline, to resolve this issue, we had to make extreme cuts to content that we had run out of time to implement. This meant that we had to cut our first level, which caused disappointment among the team. On the back of this, when weekly sprints were consistently not being met, it allowed for deflation to seep within the ranks as there was seemingly a lack of progress. Moving forward, I’ve learnt that setting an achievable scope is highly important so that the team are being given realistic goals, this not only avoids disappointment but it also avoids loss of motivation within the team. The process of making a game can be turned into one itself by setting smaller, more achievable goals for designers and programmers to hit and be rewarded with the fun and positivity we look to install in our players.
  13. Colour Pallets

    In the early stages of design the team failed to outline a clear and concise colour palette to work within. Essentially this allowed for each member of the design team to interpret the in game environments however they wished, it also meant that during the phase of asset creation, the assets were inconsistent and often contrasting. It was only when the assets had come together that this was realised and the team addressed it immediately, focusing on steel greys for the structure of the HUB world with touches of blue to compliment the Colonists uniform. At this point however, it meant creating new renditions of the assets that work in unison of each other. Mainly it was minor issues that were easily fixable such as panel details or table top colours, however one area in particular was quite problematic. When I designed the Volcanic environment, I had a significantly different idea to the other designers, this resulted in spending several hours editing the colour schemes instead of focusing on other work that had to be done at that time. Luckily not too much backtracking had to be done as the problem was identified early enough due to constant asset implementation and testing. Looking back at the plans whilst in pre-production, the colour palette was an obvious and high priority specification that just became lost in translation during the design prep. This particular problem has taught me how crucial it is to outline this early on to ensure designers are working towards a shared vision at all times, it also allows constant re-visitation during the project for guidelines.
  14. Modular Asset Kits

    Having never dived into the world of modular asset creation before, I decided to do some research into how artists and level designers work within this area. The GDC Vault has a great talk on this topic called ‘Fallout 4’s Modular Level Design’ (Linked below), it definitely helped navigate me towards the right direction, albeit there were mistakes I had to uncover for myself to truly know what the benefits of going modular were. Within the first round of assets that I had created, the problems started to highlight themselves. I had created a door asset that suggested it lead to the bridge, except the bridge was going to remain locked. When the level design was updated and we needed the bridge, it meant the doors were unusable because they needed to be able to open. Ultimately this meant redesigning the asset to animate and fit on the pro grid correctly. Original Door: Updated Door: The issue that this highlighted for my work practice, was that when layout changes were made for functionality reasons, the models I was making were inflexible, they were not singular enough to be manipulated to compliment the change and thus they quickly became redundant. At first I had to spend a considerable amount of time chasing my own tail, so to speak, correcting and editing the assets to fit into the updates. Nevertheless once they were updated and snapped together without clipping issues, it was understandable that if I had made them as singular units from the very start, I would not have wasted precious development hours. Moving forward, with asset creation and level design, I know that the more modular the assets are, the more malleable and reusable they are with unforeseen design changes. You can find the very informative GDC talk, surrounding modular level kits, by clicking this link: https://www.youtube.com/watch?v=QBAM27YbKZg
  15. Spawning

    I'm trying to make my first project but I'm stuck i don't know how to make my crate to start to spawn again when i hit the start button after i die. hoping someone can help!!! Crate.cs CrateSpawn.cs Cratework.cs GameController.cs GameManager.cs
  16. Components and Messages in Unity

    Up to now, I have had a tendency toward monolithic classes when developing in Unity. My experience has always been with the typical object-oriented approach (with the exception of when I was developing using batari Basic), but I’ve been trying to train myself toward small, reusable components with focused purposes. I’ve had some good success lately, breaking larger scripts into smaller ones and using interfaces as a means of communicating between components where possible. public class ReportAttack : MonoBehaviour, IDamageable { public Team team; void Start () { team = GetComponent<Team>(); } void IDamageable.TakeDamage(MonoBehaviour from, DamageType type, float amount) { var attackerTeam = from.GetComponent<Team>(); if (team && attackerTeam && team.team != attackerTeam.team) Debug.Log(gameObject.name + " says: I've Been Attacked by " + from.gameObject + " on team " + (attackerTeam ? attackerTeam.team.ToString() : "no team") + " with " + System.Enum.GetName(typeof(DamageType), (DamageType)((int)type << 1)) + " (" + (int)type + ")"); } } While I’ve been fairly satisfied with the use of interfaces for calls to multiple or unknown components, I recall fondly the rapid development and flexible approach provided by utilizing messages in my 2017 Global Game Jam submission, Metalmancer. However, since Unity’s message passing uses reflection (or at least probably does, given that it takes the string name of the event to call), it does not perform particularly well. With that in mind, I hoped to make my own, alternative messaging system which is used much like the existing messaging system, but uses delegates and event handlers under the hood. This was the result. While I felt that I succeeded in my goal of providing a useful interface that hid the reflection-based old messaging system, I was crestfallen once I began running tests. On average, I see a performance increase of about 33% over Unity’s built in SendMessage, with the complication that all components using the new system must inherit from the new MessagingBehavior abstract class, rather than directly from MonoBehavior. Still, given that a direct call (as would be the case using an interface) is still about ten times faster, I wasn’t particularly encouraged by these results. On the other hand, as tomvds said in the Unity forums: Optimization is not about avoiding expensive code. It’s about avoiding expensive code where it matters. Still, stubborn as I am, it’ll be hard to convince myself to use even my own message passing architecture in lieu of more efficient interfaces. Or maybe I should just use an adaptation of wmiller’s Events system. Or I should just stop worrying about it. View the full article
  17. Hi! I have a complete idea about a 2D top-down, old-school-GTA like gangster game, that have an open world, and where you can build your black empire. I wan't to make it in Unity, but I'm a hobby developer without papers, so I'm open for ideas. I started to build it on the sources from youtube, but actually I would like to contact with a coder and an artist, to build and draw the game together. I don't have ready funds for it, but wan't to make some money by a start-up website, or something like that. I wan't to have two man, that I can trust, share and make a working pre-stage game, that could get some money on a project page and then go on toward to publish! Coding jobs: pathfinding (or NavMesh in 3D), AI, cover system, animation and other game mechanisms like fighting, missions, etc. Art jobs: buildings, structures, objects inside-outside, characters.
  18. Hi guys, check out our new game about sticks. Feedback welcome! Download on Google Play: https://play.google.com/store/apps/details?id=com.stickman.destruction.annihilation3 Youtube: https://www.youtube.com/watch?v=sKF-wBcgo2E Stickman Destruction 3 Annihilation is a sequel to the legendary game of survival, where to make incredible tricks, driving different transport and getting into different crash! The game is made in the best traditions of simulator games with ragdoll physics elements. Make incredible jumps and tricks and destroy the enemy! Your task is make the finish alive or dead! Website: http://strifexxx.wixsite.com/cyberpony Facebook: https://www.facebook.com/groups/577850349043463/ VK: https://vk.com/club122273704
  19. Low-poly ornamental shield

    My new contribution. I hope you will like it. Details here.
  20. Hey everyone, i have been learning to make games using C# and Unity for 2+ years now and recently added Unreal and C++ to the mix. I am looking for a Team to work on a small project. Mainly i am looking to better my coding so it would be nice if the team already had a programmer who could teach me some things. If you want to see some of my previous work or have any more Information feel free to contact me. Discord: Lumina | Erik#5613 Have a nice day.
  21. The Balcony now 40% off!

    Once again we are celebrating Christmas, the time of sharing and giving. We know the Christmas season is very fond to us all. We have set up a sale to celebrate this time of joy with a specific goal. The goal amount covers the costs of upgrading our company up to the level required by Steam. Thus, we would be eligible to submit our games (including The Balcony) on Steam. Thank you for contributing. Merry Christmas and a Happy New Year! Store link: https://holotna.itch.io/the-balcony
  22. Puzzle me this – Alien Logic

    Alongside fighting enemies and collecting loot for the pirate, there is a large puzzle element to our new game ‘Something Ate My Alien’. The main objective of SAMA is to collect the list of items that the pirate has demanded you locate for him before he will release your ship. A lot of these items can be found by digging through the worlds, but a portion of the items can only be found by completing in-game puzzles. As well as loot for the pirate, its also possible to find upgrades and boosts for your aliens, to help with the quest and make them stronger and more useful. Each world will have different types of puzzles and so far we have only designed them for the basic first level. Most blocks in SAMA are mineable and disappear once you dig them, but we have some special blocks that we call ‘Phys-Blocks’. These blocks can’t be mined, but you can move them around. You can push them left and right, and if you dig below them they will fall, killing anything below them. In specific areas of the world, they need to be moved around and fitted into the correct ‘receptors’ and when they are all in the correct place a chest is activated and you can grab your loot. Of course, while you’re doing that, there will be enemies around to hinder your efforts, and I’m sure that a Terrator will make an appearance and try to eat you if he’s feeling hungry. If you get into an impossible situation with the blocks, then you can press the door button again, and this will reset the puzzle to the original configuration. Puzzles in other worlds will also revolve around these Phys-Blocks, but different ideas will be used to make it more fun and harder. Phys-Blocks are also dotted around the world to block passages and hinder your exploration and to just make life a little more difficult for your aliens. Now you’ve finished reading this, you’ll want something else to read I’m sure! How about a little blog about the ‘art’ side of things written by Kat. Click ‘here‘ to read her blog. Also, hop on over to FB and give us a like on our Game Page or follow us on Twitter, and also if you haven’t already voted for us in the ‘IndieDB 2017 competition’ yet, click here and head over there and click the ‘Vote now’ button on our game. Thanks for reading, and until the next entry…. View the full article
  23. Heyo, I'm new to Unity and have been wondering a bit on how to best structure the scripting part. What are the good practices? Bad? Currently I am adding a script component for each script which are based on what the script does, just to keep them apart and focused on their function. Ex. Have everything to do with combat in one script, selection in another, movement in one, etc. And then use getComponent on the object if i need them to communicate in some way. Is this ok? It seems kinda off, even though having the code keep their single responsibility usually is good.. Would it be better to use script component, and then add the other parts as regular classes in that script? Last night i found this example, is it a good way of working with unity? I'm not asking for a enterprise solution as i am just starting out with unity(but i work as a developer in c# & more), as i don't want to spend too much time when i have barely something to improve, just something to use as a guide in the future.
  24. Introduction to PrivataOS

    Hello. My name is Tiago Chefe and I introduce you the PrivataOS for the first time. I am developing this project alone and I hope this will be the game you want and like. (Note: This game is in development.) PrivataOS is a original detetive, interactive story game with social elements and lots of different choices to make. PrivataOS is a sophisticated Operating System, everyone is buying and using it, but, something's not right, a girl is asking for your help trough messages, why is she doing that? You can choose your own path to find what is going on, and why is a girl asking for your help. (Note: PrivataOS for now is only on Portuguese, but it will have English in the future.) Friend Requests You will get lots of Friend Requests as you proceed in the game. Every person(NPC) has its own story and personality. PrivataLife This is PrivataLife, a social network inside PrivataOS. PrivataLife serves to publish things and make new friends. Every person you add, it will be on your PrivataLife_Friends, you can increase or decrease your relationship with everyone. PrivataChat This is PrivataChat, a private chat inside your PrivataOS. Every person you add for PrivataLife appears here, you can talk with everyone, and make your own choices. Every choice you make increase or decrease your relationship with the person and may have a big imediate impact on the story. Every single choice is important. Features .Realistic messaging system with different paths to choose. .Increase or Decrease your relationship with new friends from the choices you make. .Realistic Computer mechanics (photos, audios, documents, and more). .Lots of different endings and outcomes. This was PrivataOS, I am still developing it, and hope it will be a great game. You can give your opinion about the game, and also, you can even create your interactive story and send your story to me to voidjogos@gmail.com to put inside the game. Together we all can make lots of different little stories to share with each and everyone.
  25. About us:We are a team of 14 developers developing multiple mid scope games both are over halfway complete. We polish all of our games and focus on quality.We are a small team, everyone currently on the team and future teammates must be interested in game development as a whole and not just one role, being a small indie company it is very important that you can wear a few hats and not just one. Everyone on our team is a game dev.looking for:3d Artist (hand painting a huge plus)3d Animatorentry level Software engineer with reasonable skills in c# / shaders. ^ requirement for all positions: A true love of game development and to be very self motivated.We are a very active team, you must be too. If interested or for more information add me on skype: nicholas.boucher4Atlas Sentry art style: (art complete)(code complete)http://www.slidedb.com/games/atlas-sentryRat n Gat art style: In Devlopment