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Found 3421 results

  1. Hi fellow game devs, First, I would like to apologize for the wall of text. As you may notice I have been digging in vehicle simulation for some times now through my clutch question posts. And thanks to the generous help of you guys, especially @CombatWombat I have finished my clutch model (Really CombatWombat you deserve much more than a post upvote, I would buy you a drink if I could ha ha). Now the final piece in my vehicle physic model is the differential. For now I have an open-differential model working quite well by just outputting torque 50-50 to left and right wheel. Now I would like to implement a Limited Slip Differential. I have very limited knowledge about LSD, and what I know about LSD is through readings on racer.nl documentation, watching Youtube videos, and playing around with games like Assetto Corsa and Project Cars. So this is what I understand so far: - The LSD acts like an open-diff when there is no torque from engine applied to the input shaft of the diff. However, in clutch-type LSD there is still an amount of binding between the left and right wheel due to preload spring. - When there is torque to the input shaft (on power and off power in 2 ways LSD), in ramp LSD, the ramp will push the clutch patch together, creating binding force. The amount of binding force depends on the amount of clutch patch and ramp angle, so the diff will not completely locked up and there is still difference in wheel speed between left and right wheel, but when the locking force is enough the diff will lock. - There also something I'm not sure is the amount of torque ratio based on road resistance torque (rolling resistance I guess)., but since I cannot extract rolling resistance from the tire model I'm using (Unity wheelCollider), I think I would not use this approach. Instead I'm going to use the speed difference in left and right wheel, similar to torsen diff. Below is my rough model with the clutch type LSD: speedDiff = leftWheelSpeed - rightWheelSpeed; //torque to differential input shaft. //first treat the diff as an open diff with equal torque to both wheels inputTorque = gearBoxTorque * 0.5f; //then modify torque to each wheel based on wheel speed difference //the difference in torque depends on speed difference, throttleInput (on/off power) //amount of locking force wanted at different amount of speed difference, //and preload force //torque to left wheel leftWheelTorque = inputTorque - (speedDiff * preLoadForce + lockingForce * throttleInput); //torque to right wheel rightWheelTorque = inputTorque + (speedDiff * preLoadForce + lockingForce * throttleInput); I'm putting throttle input in because from what I've read the amount of locking also depends on the amount of throttle input (harder throttle -> higher torque input -> stronger locking). The model is nowhere near good, so please jump in and correct me. Also I have a few questions: - In torsen/geared LSD, is it correct that the diff actually never lock but only split torque based on bias ratio, which also based on speed difference between wheels? And does the bias only happen when the speed difference reaches the ratio (say 2:1 or 3:1) and below that it will act like an open diff, which basically like an open diff with an if statement to switch state? - Is it correct that the amount of locking force in clutch LSD depends on amount of input torque? If so, what is the threshold of the input torque to "activate" the diff (start splitting torque)? How can I get the amount of torque bias ratio (in wheelTorque = inputTorque * biasRatio) based on the speed difference or rolling resistance at wheel? - Is the speed at the input shaft of the diff always equals to the average speed of 2 wheels ie (left + right) / 2? Please help me out with this. I haven't found any topic about this yet on gamedev, and this is my final piece of the puzzle. Thank you guys very very much.
  2. [ANROID] Flip Escape

    Good day,I just wanted to share our casual game that is available for android.Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.Download: https://play.google.com/store/apps/details?id=com.HellmodeGames.FlipEscape&hl=en Trailer:
  3. Hello fellow devs! Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed. My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle. In Pseudo-Code: angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis index = (int) (angle / (PI / 5)); PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle. What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions. I can't get my head around it. Any suggestions? Is the whole approach doomed? Thank you in advance for any input!
  4. Watch the latest from Unity.
  5. Hi there!The game we are currently working on - TERRORHYTHM (TRRT) supports the custom music mode! You are allowed to upload any mp3 track to play it.This is one of the most important features. Take a look! If you like it, please add this game to your Steam wishlist!Game Steam pageGame Site
  6. Player Panel DOMEN KONESKI I’ve implemented a system where adding new types of armor and skins is now easy. All you have to do is add appropriate mesh, name it correctly, create a prefab, set correct layers and add a custom script which resolves everything (from icons, number of skins, to item bonuses armor has). Items will have shared sprites as well, meaning two different items have a shared sprite, allowing us to create more world items that can drop from various mobs. junk armor Loot tables reworked DOMEN KONSEKI Items now have a world drop chance. If their drop rate is > 0% then this item can be used in our new loot table system. You can define loot tables via our in-house solution. Next thing that needs to be done is applying loot table callback when lootable events occur: you kill a critter or an enemy, looting crates, mining and resource gathering. loot tables Algorithm that selects an item is straightforward. Gather all items and their drop chances in a list, then sort them from lowest to highest item chances and then start evaluating their drops by using Unity’s Random.value. public static T SelectItem<T>(List<GenericSelectedItem<T>> items) { items.Sort(); for (int i = 0; i < items.Count; i++) if (UnityEngine.Random.value <= items[i].Chances) return items[i].Item; return default(T); } Reworking DeepEnd and Buzzard ANDREJ KREBS I have reworked the models for the Buzzard helicopter and Deepend submarine. We decided to make them a bit more compact and the models were divided, so they will be built in the game by adding pieces of them to a frame. DeepEnd submarine Buzzard helicopter High tier armor sketch and model ANDREJ KREBS I also reworked the high tier armor for the player. Based on Mito’s sketches I modeled a metal armor that is ornamented with several crystals. I will add some more versions, that will be available as skins. metal armor with crystals Floatlands music: Reveal DOMEN KONESKI “Reveal” is one of the first tracks I made for Floatlands. The bouncy modulated toy piano sounds in the beginning represent your clumsy first steps that are easing you into another long and deep synth swelling that feels like the airy lands of the game. A deep breath of awe before you continue your venture through those lands. More about Floatlands: Discord Facebook Twitter Instagram
  7. Hello, without going into any details I am looking for any articles or blogs or advice about city building and RTS games in general. I tried to search for these on my own, but would like to see your input also. I want to make a very simple version of a game like Banished or Kingdoms and Castles, where I would be able to place like two types of buildings, make farms and cut trees for resources while controlling a single worker. I have some problem understanding how these games works in the back-end: how various data can be stored about the map and objects, how grids works, implementing work system (like a little cube (human) walks to a tree and cuts it) and so on. I am also pretty confident in my programming capabilities for such a game. Sorry if I make any mistakes, English is not my native language. Thank you in advance.
  8. My best day-to-day tool will surprise you ! Hi everyone, i'm super happy to be back and i'm really sorry if it took some time. I decided to rework how we will post information to now include video to provide a more visual interaction. The life a indie game developer is hard, so any tool you can find to save time, produce faster, improve your workflow and enhance your skill is always welcome. I'm going to share with you some of the tool that make my life easier. Make sure to tell us what are your favorite tool in the comment below Not in the mood of reading ? Watch the full episode Tool for tablet owner The first plugin you should look into if you own a table is LazyNemuziPro. Your tablet already cost you a lot, and I personally really enjoy having one because it's much better for creating sketch and concept art, it's super precise for texture editing/creating. It work well in substance to paint your asset and it's essential for any zbrushing work you need. That said, having the right pressure feeling is hard and you often end up with having jaggy line or not enough pressure range to achieve the effect you are expecting. I have a tendency to push hard on my pen and making my Wacom less sensitive help, but not much. This tool will not only improve your overall skill by smoothing out the pressure and the line itself, removing all unwanted movement to break that professional looking smooth line. The tool also come with a tons of usefull tool such as parallel line, ellipse, perspective, fish eye perspective, isometric etc. Really awesome tool, Wacom should provide something like that in the first place, but they don't so grab this tool :)à Tools for photoshop You spend a lot of time in photoshop, so why not improving you tool set in there. Really simple Brush box plugin will allow you to better visualize and organize your brush by assigning folder, color, favorite, etc. Simple drop and drag operation and better management make it quicker to find the brush you need. I also really enjoy Coolorus which replace the color swatch of photoshop by providing you a much better and natural color circle that Corel Draw user are more use to. It help you save and manage custom swatches, it allow you to work your color based on lighting and shade, you can limit your gammut to a lesser range so you can work in a certain color palette. It's a very simple tool that will help you everyday. All those tool would be worthless without a good set of brushes to make your art. There is one fabulous artist Roman Melentyev that sell over creativemarket an impressive brush collection. Have a look and find the one that are right for you https://creativemarket.com/RainbowWings I picked up the Cocept Artist III bundle that come with many of his brushes and i'm really pleased with them. They work well. I especially enjoy the Markers which I like to draw with. Those are my go to for sketch. Tool for coder This tool is probably the most interesting one. If you are a coder, you need it. It's been my favorite recent discovery because it made me save literally 1 week on a single asset. I buy asset on Unity Asset Store that I find interesting, many are of very high quality and created by expert developer, sometimes from reknown studio. There is no reason why not to use them. That said, once you include them in your game, most of the time it require tweaking and modification so that it perform the way you want for your game. I see most of the asset as a starting point that you need to improve. The best practice when you do change the behavior of an asset or that you want to link it to your need you try to stay out of the original script and you push/pull data out of it. That said, you eventually end up having no choice but to directly modify one, either because it's just way easier and faster or because you have no other choice. Once you start doing this, you are creating a barrier between your work and the ability to update the asset which would overwrite your code. Manually replacing and rebuilding an asset each and every update is time consuming, annoying and long. With the tool call Code Compare all the thinking is done immediately and you can update your script with a couple of click. We have been improving this asset for a few month and we work with the original developer to get more feature into the asset and after a long period and skipping many update we had no choice to update. We estimated it would took a week since the asset contain like 30 scripts, thousand and thousand of line and we have made important modification in at least half of them. The most recent update was mostly a full rewrite. With this tool, we were able to accomplish the updated in less than a day and everything was working flawlessly. Check out the video or the software website for more information. The big tool that cost money If you have a little budget, take a look at the Indie licence of Allegorithmic. Substance are THE thing right now and their tool are amazing. It's a well known tool and it's worth it. If you don't have enough money, you can at least make use of CrazyBump, an old application that create normal map for your texture, very sweet, but honestly Bitmap2Material from Allegorithmic does a much better job. If you are looking for a LOD tool, i especially like Polygon Cruncher, but it's pricy. Unity asset store offer you cheaper solution that does all the naming and compression for you. ZBrush doesn't need any introduction if you have a fat wallet. For 3D Modeling we use Lightwave3D. This is simply the BEST 3d software you can get. The quality of the render may be not the best, but it come really complete with all the tool you need for animation and modeling without the need of buying anything else and the software cost less than any Autodesk solution. Made In Canada - Un petit mot d'introduction en français !
  9. Is it possible to asynchronously create a Texture2D using DirectX11? I have a native Unity plugin that downloads 8K textures from a server and displays them to the user for a VR application. This works well, but there's a large frame drop when calling CreateTexture2D. To remedy this, I've tried creating a separate thread that creates the texture, but the frame drop is still present. Is there anything else that I could do to prevent that frame drop from occuring?
  10. Kepuh's Island is Multiplayer 3D Survival Game where you survive on the Kepuh's Islands, confronting challenges that are not only other players but also bosses, and even the environment itself. We have a lowpoly faster battle-royale idea, where about 12 players on the map fighting for survival! Also adding some more things into that style such as bosses around the map giving you abilities and much more such as vehicles, weapons, skins, etc... Now we are on cartase which is a crowdfunding online which purpose is to raise funds for the development of the game. Come and be part of this development. Link for Cartase: https://www.catarse.me/kepuhsisland?ref=project_link We post updates and trailers on Twitter: https://twitter.com/pcqnhastudios Facebook: https://www.facebook.com/pacoquinhastudios/ Site: http://pacoquinhastudios.com.br If you could check out it would be great Thnks Some images:
  11. Logo Area 86

    From the album Area 86

  12. Next level being designed for SAMA!

    From the album ScreenShotSaturday

    We've now started desinging the 3rd level of "Something Ate My Alien". This world is a gas planet, and all sorts of mayhem will be getting in our aliens way! #screenshotsaturday
  13. Hey everyone, We are working on a cross-platform RTS style game in which players from all platforms play together summoning creatures from cards to fight on a live battlefield. We are here to hopefully gather more people to work on this project. About the Game: The idea of the game is that players can create their own decks with cards they own and use it in a match against other players. Cards belong to an element (fire, air, water,...) which represents the fighting style of the unit. In order to summon a card in game the player must have enough energy and the right elements. The main inspiration for this game is BattleForge, a game that closed down in 2013 and has a similar style to what this game ultimately will have. A video about BattleForge can be found here: The game is being made in Unity and we plan to make it available on PC, console and tablet. All players will be able to play against each other, independent of which platform they are playing on. About the goal: This project is a hobby for us and we expect the same for anyone joining this team. We do it for fun and see if something worth sharing comes out of it. There is no amount of work that you have to do. Do it for fun and learn something while working with us. We all are young and still have our lives ahead of us. This can mean that any of us can drop out if we don't have enough time to continue working on this project. The same principle applies to anyone joining: you are free to leave at any time. About the team: At the moment we are 6 people, we have: - 2 programmers - 1 character concept artist - 1 environmental modeler - 1 unit modeler - 2 sound artists The two coders (and founders of the project) are managing it. About you: We are looking for people that can identify with the main concepts of the game: cross-platform RTS with a focus on producing a high quality game Open positions are: - low poly artstyle modeler for environment + units - programmer for a highly efficient path finding algorithm - 2d artist to create the interface for the game, maybe even artworks if interested If you have skills that are not on the list or are already taken, feel free to contact us anyways. Please give some reference of work that you have done in the past and write a few lines about yourself. Anyways, that's it from us. If you have any questions feel free to ask them below. If you wish to receive more information about the project and the game ideas, send me a private message. Thanks for your time.
  14. Memory Trees is a PC game and Life+Farming simulation game. Harvest Moon and Rune Factory , the game will be quite big. I believe that this will take a long time to finish Looking for Programmer 1 experience using Unity/C++ 2 have a portfolio of Programmer 3 like RPG game ( Rune rune factory / zelda series / FF series ) 4 Have responsibility + Time Management and friendly easy working with others Programmer willing to use Skype for communication with team please E-mail me if you're interested Split %: Revenue share. We can discuss. Fully Funded servers and contents and friendly easy working with others willing to use Skype for communication with team please E-mail me if you're interested we can talk more detail in Estherfanworld@gmail.com Don't comment here Thank you so much for reading More about our game Memory Trees : forget me not Thank you so much for reading Ps.Please make sure that you have unity skill and Have responsibility + Time Management, because If not it will waste time not one but both of us
  15. Another week of development has come and gone with a bit less overt productivity but a much more game-like product. So far the game is coming together decently and has a "has potential" feel in my opinion. I've not spent much time on getting the pacing right and, without music, the game is lacking in atmosphere. However shooting feels good and I feel that the scoring mechanic gives just enough impetus for the player to be aggressive to keep the pace up. What we did last week Day 1 was finishing up what was started at the end of last week. When the player is hit the screen shakes and fades out. If the player is out of lives the game ends, if not the player respawns after a brief delay. Also set up a proper model for the player's gun. Day 2 was unable to work due to personal commitments Day 3 created models for different shots and a model for the player character. Day 4 added scoring mechanics and got the status bar working completely. Day 5 rigged the player character and got some really minimal inverse kinematics going. Looks janky but it's a start. Day 6 not visibly productive. Animated the player character then ran into tons of issues with importing the animations causing, among other issues, the player model to embed itself in the floor. Day 7 resolved the import issues by moving the player model in Blender so its median is at the origin. This stopped the model from jumping around so I could place it accurately. I suspect it's due to parenting issues which are discussed in the final paragraphs of this article
  16. 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 TALENTS NEEDED Website Administrator 3D Modeler 3D Animator Unity Engine Programmer REVENUE - SHARE This is the perfect 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
  17. 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.annihilation4 Youtube: Stickman Destruction 4 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
  18. Hello guys I need tutorial to learn How can i create a game server for save my game from hack
  19. Hi all, I've been in the process of creating a RTS game in the style of Supreme Commander (But with much bigger levels) for a while now, and whilst I've made good progress writing my own engine from scratch it has become clear that the scale of the project is way too big for one person to do in their spare time (Especially as I work fairly long hours in my day job and I like to spend as much time with my family as possible.). So, my plan B is to look at possibly using one of the existing Game Engines out there such as the Unreal Engine, Unity etc. I've done a couple of Udemy tutorials for Unreal, which have been quite useful, however I see that there appears to be a lot more tutorials and information out there for Unity, so I was wondering if I've backed the wrong horse. The key feature that I need from the engine is the ability to show massive terrains, and by massive I'm not talking 5km x 5km, I'm talking more like 1000+km x 1000+km square! And unlike an FPS type game that can load in terrain segments in tiles based on your current location I need the ability to zoom the camera right out so that I can see the entire 1000km x 1000km map all at once (Although the level of detail can obviously be much lower as you zoom out). If you've played Supreme Commander then you'll be familiar with this style of "strategic zoom". I already have this working in my own game engine by generating the terrain in realtime on the GPU using multiple octaves of Perlin noise, which has the added bonus of allowing me to smoothly tessellate the level of detail as I zoom in and out (In my engine the terrain is 4000km x 4000km). So the question is, what sort of terrain capabilities do the big game engines support? I'm guessing none will support realtime generated terrains? If not then whats the maximum size pre-generated terrains that they can support? And what LOD capabilities do they have for when you zoom in/out? Thanks in advance Ben P.S. I've tried doing some of my own research but all I seem to find is old forum threads that say things like "there are expected to be big improvements coming to the terrain capabilities in Unreal 4.8", which is now old and I've not seen any confirmation or details about if big improvements did indeed happen.
  20. Our first live Twitch stream DOMEN KONESKI Me and Andrej have done our first live stream, explaining some core mechanics of Floatlands while showcasing the EGX Rezzed demo build. Andrej also did a quick tree sculpting for our new biome. Bear with us that this stream was our first one and we were pretty shy doing it. Check it out! Better terrain generator DOMEN KONESKI I have made some changes to the terrain generator. It allows water to be rendered, hills/mountains are more exposed now allowing us to create different types of terrain with ease. Setting up Wiki pages ANDREJ KREBS Started setting up Floatlands Wiki and worked on the item and main page. I prepared the template for the individual item’s pages and filled out some basic resource pages. Trees for swamp biome ANDREJ KREBS Modeled some trees for the swamp biome and made LOD’s and colliders. Creating a game build for development testing TADEJ VRANEŠIČ This week was mostly about rushing to create a game build for mid-game development testing. A few changes were made in controller menu, but it still needs fine touches. New logic was implemented for drone movement, which is now completely physic based. Shotgun close encounter, adding effects VILI VOLČINI These past couple of weeks I worked on pimping up Close encounter shotgun, added ricochet particle effects and blood effect. Otherwise, I just spent my time fixing bugs for upcoming demo build. Reworking some older ideas MITO HORVAT Since we’re frantically preparing the demo for the SGC event, there’s really no point of pumping out new concepts and content. Therefore its time to rework some of the older ideas. We’re dumping the wooden fences and completely overhauling the buzzard. The changes wont be extreme, but since we’re constantly evolving I think its appropriate we update the older assets as well.
  21. Preparing for SGC - Slovenian Games Conference DOMEN KONESKI We have been preparing for an upcoming conference SGC – Slovenian Game Conference which will be held in Ljubljana, the capital of our beautiful country. Event focuses on development, marketing and bussiness, there is also an indie expo meant for teams to showcase their game in progress: from mobile games to PC and VR. We prepared some T-shirts, posters and 3D printed model of our dreadful sheep which can be yours! You will also have an opportunity to try Floatlands and chat with us. See you there! promo material for SGC 3D printing ANDREJ KREBS, VILI VOLČINI We delved into 3D printing a bit and prepared some animal models from the game for 3D printing and ordered some test prints. So far we’ve prepared and printed a model of the cute little sheep from the game. We’re also thinking about trying to print a rhino and a couple of deer. 3D print renders Dev stream #02: Drawing new concepts & gameplay DOMEN KONESKI, MITO HORVAT Last friday we had our second live stream where Mito showed the process of creating concepts. He drew a couple of weapon sketches and there were even some good weapon ideas from our Twitch viewers that we tried out. In the second part of the stream Domen showcased some early gameplay footage. Check it out! New rock concepts MITO HORVAT With the environment and the world constantly evolving we have decided that its about time we replace the old nature assets with new and improved ones. So I made a couple of new rocks for each biome, trees are next in line and to spice it all up we’ll add even more nature elements in the game to make it look more alive and less monotone. new concepts for rocks New rock and tree models ANDREJ KREBS We started reworking some assets from early development like the normal biome, since some of the assets in those biomes are still there from our prototype stage. So far we’ve modeled some new trees and some rock clutter. rendered models of new rocks and trees Light & scan radar for drone TADEJ VRANEŠIČ Wohooo, after much testing EGX Showcase build was finally ready. Few details were added on a scanning drone such as a light and a scan radar. Few new avoid manouvers will be added soon, so droid flight wont be repetitive. Compiling the game VILI VOLČINI This week was slow for me in terms of development. I was mostly smashing my head fixing various bugs. I have fixed some inventory bugs and a couple of fatal crashes. Afterwards I have successfully built the working prototype of Floatlands so we could internally test out the gameplay. I have finished junk shredder aswell which will turn useless items into useful resources. More about Floatlands: website facebook twitter instagram discord twitch
  22. I'm doing a test quest. The player gets a quest from an NPC to bring him fish. Once the player picks up the fish, the original NPC gets replaced by a new one with a new conversation trigger. The NPC tells the Player "Well done" and should give 200xp. The script tells the xp counter to go up by making a reference to the gameobject that holds the text component But it throws this error: I'm aware that the error may hide in plain sight. I just have to sort this out, since I'm writing the AI at the same time, and the time it takes to resolve everyone of these errors is tremendous. Plus, I think I'll learn something. I've been having trouble with some basic functionalities recently. There might be something wrong with my understanding on how programming works. Glad if someone could help (: Edit: I'm fully aware that the update function requires an input. I call the function in the editor when the dialogue ends, it still doesn't work.
  23. Unity New to GameDev and Development

    Hello, my name is Arrol Howze. I'm a trained animator and one half of the "Weird Castle" team. My sister and I are creating a Pixel/3D underwater platformer for mobile. Pics or it didn't happen right? We are pretty much finished with a playable demo of the "Basic Pond". My sister is coding this one, while I still learning (when I'll find the time, I'll decide on a small project). I'd say we just need to adjust the colors, she's working on the saving mechanism, and re-adjusting the assets for "player flow." Anyway we want to launch a Kickstarter to recoup some of our costs on the demo. When we release the demo, post it around and use that exposure to get some angel investment. We're going for the "activism game" market with ocean conservation, and want to work with various aquatic charities, etc. But none of this is possible without an Internet following. I've been told hooking up with a community would be smart for various reasons, chief among them advice. SO WHAT SHOULD WE DO? 1. Slowly try to grow our fan base on concept alone for the next 2 months (deadline), before a playable demo? 2. Launch a Kickstarter for the demo NOW and shop the campaign around? 3. Some other option I haven't considered? Weird Castle is also open for gigs: castleweird@gmail.com So if you like what you see, and want to PAY for some help hit us up with an email. We do 2D, 3D, Cinema Effects, Animation, Coding, Graphic Design, Pixel Art, Vector Art and more, between us. Don't be shy. www.weirdcastleinc.com
  24. 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.annihilation.dismount Youtube: Stickman Dismount 2 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
  25. The Apocalyptic Music Vol. I pack focuses on dark, guitar-driven post-apocalyptic music, capable of creating truly menacing, scary, and immersive moods. The pack includes 5 original tracks, as well as a total of 35 loops based on the original tracks (long loops for simple use and short loops for custom / complex music layering). Unity Asset Store link: https://www.assetstore.unity3d.com/en/?stay#!/content/108222 Unreal Engine Marketplace link: https://www.unrealengine.com/marketplace/apocalyptic-music-vol-i A 15 seconds preview of each main track is available on Soundcloud:
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