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Found 2106 results

  1. this. games

    2D Looking for 2D artist

    [Free] Looking For: 2d Artist and Animator. Requirements: Experience in 2d art and ability to commit to 1-2 years of work. Payment: Rev-Share (Think Free as the product may not end up being sold) Description: An 3/4 view 2d game with a Sci-fi style. The game is based on a man who was put into stasis for punishment for his crimes. He has woken up 100 years later and must now regain his position at the top of the criminal underworld by killing his opponents. There will be a "Hub World" city and then PCG gang hideouts where you fight enemies. The assets required will be tile sets for the different hideouts, assets for the city ie buildings streets etc. and characters both the player and a number of enemies. Send resume and portfolio to thisdotgames@gmail.com if you are interested.
  2. Hi, everybody! In early April of this year, we have brought out the early fruits of our semiannual work - a musical rhythm - beat'em up game with the ability to download your own music content! Yesterday we have introduced the results of the very first TRRT’ tournament! We’ve found that it’s a very good experience as for the players so for us as the developers too. Today we’re happy to announce the launch of the second TRRT’ competition! You should upload this song to Custom Game mode, reach the best game score to this track, record a video of playing through the level, and throw us a link on the game Steam page HERE! The prizes: Third place – key for our previous game 'Star Story: The Horizon Escape' Second place - 'Star Story: The Horizon Escape' + Star Story’OST keys The champion - 'Star Story: The Horizon Escape' + Star Story’OST + TERRORHYTHM keys. Link to the original where you can download this song: EvilCoGames team played at Hard mode and got the score 27576 points (15364 points/min). Take a look: And what will be yours? Try your best! EvilCoGames Team evilcogames@gmail.com Twitter.com Steamcommunity.com
  3. Darthy

    First NPC interaction. Log #3

    Upgraded interaction in game, with polymorfism is really easy to add new interactable type. Creating first NPC was easier than I expected. Actually it is just duplicated character with its own controller and interactable script, of course without AI for now. Interaction is very simple right now, after clicking on NPC, player character goes to NPC and inititate an interaction - for testing purpouse just pop up window. npc_first_interaction_.webm Visit Altos facebook page or devlog website. See you in next log. Darthy.
  4. Hive Entertainment

    Looking for more

    Hey everyone we are looking for a 2d artist for health bars, inventory, items, weapons ect. Unfortunately I can not pay at this point in time however if you are interested please let me know and I am sure we can work something out. I am also looking for landscape modelers in 3d message me for more details or email me at hiveentertainmenttech@gmail.com
  5. worldzpoc

    ZPOC Game Summary

    Zpoc is a single-player sim game of moral exploration in an apocalyptic survival situation. You are not just one person trying to make it in the end times, but you lead a colony of people to either flourish or perish. How will you survive? Zpoc includes the classic survival objectives such as building a shelter, finding food sources, gathering resources, and fending off enemies. But this is all just a base for the bigger question -- how far will you go to survive? If you have barely enough food for the members of your colony and a random solo survivor asks to join, do you recruit them and figure it out, or do you turn them away to what will almost certainly be their doom? Do you reward your dog’s loyalty by protecting it from zombies, or do you sacrifice it to a zombie horde in order to distract them, perhaps giving your people a few extra seconds to escape? A member of your colony drinks too much, eats too much and doesn’t work as hard as the others. You could confine them, but then they’re using up resources and contributing nothing. You could invoke corporeal punishment - but are you leading that kind of society? You could send them away, but exile is almost certain death when just outside your barriers an unsleeping horde of the undead waits to devour anything living. Every choice you make, every colonist your recruit, your relationships with other groups of survivors, and even the way you build your base will determine who leaves, who joins, who lives, and who dies. The culture you create affects all of its members, and each of the members in turn affects that culture. Each person you see in the game has thoughts, emotions, skills, and desires, and every action the colony takes will shape those feelings - and ultimately your society as a whole. All of your units will have personal relationships with each other as well as with rogue units and members of other colonies. While good relationships will lead to enhanced teamwork and mood boosts, bad relationships can lead to name-calling, fighting, and even murder. These unscripted rivalries and friendships are the core of Zpoc’s emergent storytelling, and will give it infinite replay value. The best of friends may be torn apart (literally or figuratively) in a zombie hoard, but the worst of enemies may learn to respect each other if they have each others’ backs on the battlefield. It’s up to you to determine right from wrong, but watch out for those who might disagree.
  6. This is the official Sales topic for the acclaimed Colossal Game Music Collection (100+ five-star ratings on the Unity Asset Store) and its Lite version, the Essential Game Music Collection. Updates will be made here every time a sale is taking place on either the Unity Asset Store or the Unreal Engine Marketplace. Current Sales: Summer Sale on the Unreal Engine Marketplace - - Colossal Game Music Collection at 60% OFF - https://www.unrealengine.com/marketplace/colossal-game-music-collection Please feel free to post here any questions you might have about either the sales or the collection itself.
  7. I have this code in Unity in an custom inspector in the method OnInspectorGUI(): MyCustomMonoBehaviour mono = target as MyCustomMonoBehaviour; List<Operation> myOperations = mono.operations; myOperations.add(new Operation()); And I get this error, I don't know why: > NullReferenceException: Object > reference not set to an instance of an > object MyTestEditor.OnInspectorGUI () Any idea?
  8. Hi guys, check out our new game about sticks. Feedback welcome! Stickman Destruction 5 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! Download on Google Play: https://play.google.com/store/apps/details?id=com.stickman.destruction.annihilation5Youtube: Website: http://strifexxx.wixsite.com/cyberponyFacebook: https://www.facebook.com/groups/577850349043463/VK: https://vk.com/club122273704
  9. To work with inventory I certainly will need some items to pick up or equip. On my devlog website is this log about modeling an axe for my game. In that time I already had few item models in game as sword, pickaxe, hatchet and some armor. For icons of my items in inventory I use psd files, set as Sprite (2D and UI). The advantage of Unity is, that Unity works directly with psd files, so I dont have to export new files after eventual editing. After picking up the items will show in the inventory under proper panels. After selecting the item, action buttons appear under the details panel. For equiping weapons (or tools - every tool is also a weapon, beacuse you certainly can attack somebody with pickaxe or hatchet), there are two options. Either you can equip it by clicking on button "Equip" (duh), and the weapon is going to be equipped in the right hand by default, or you can hit the key R for the same result or the key L for the weapon to be equipped in the left hand. For two handed weapons or tools like pickaxe, it automatically equips it to both hands, no matter what key you hit. When equipping two one handed weapons, just hit L and then R key on second weapon or vice versa. For armor equipment there is obviously only button for equipping. The character consists of several separated meshes, the default set of meshes is controlled by one script, when equiping the armor only the corresponding mesh will swap for new armor mesh, after unequipping the armor, the default mesh will be set back. Default mesh is for instance clothing at the start of the game. This behaving will work also for NPCs, so they can wear different armors and change them in game. armor_equipment.webm Visit Altos facebook page or devlog website. See you in the next log. Darthy.
  10. Darthy

    Player menu and inventory. Log #1

    After setup of test scene and basic mechanics of animating character and adding few models I stared with player menu. Player menu is menu for access to inventory, stats of the character and to market/trading panel. It is ring type shape with sectors as buttons. This ring will always stay around characters head no matter what zoom ar angle of the camera. For the buttons I use own created shapes, the icons I downloaded from game-icons.net. Position of the UI element I dynamically change based on the position of the head pivot on screen using "WorldToScreenPoint". Here's an video of player menu. player_menu.webm There is also devlog about how this player menu was created. Inventory works similarly to the inventory in Skyrim, it will consist only the list of the items with the icons, names and the numbers of items. There is a panel on the right with item description and some action buttons. Also there are toggles on the top of the inventory for choosing what type of items to show in inventory. Item types in game are following; weapons, tools, armors, books, potions and gooods. The last one is favorite group for quick access to favorite items. There are added favorite marks to toggles to lock the item type panel so it won't hide after reopening the inventory. Also the invetnory has devlogs on website. Here's the first one about creating the UI. Visit Altos facebook page or devlog website. See you in next log. Darthy.
  11. 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?
  12. INTwindwolf

    [Rev-share]3D Animator

    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 3D ANIMATOR We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations. Your tasks will include: Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: Knowledge of the Unity Engine UMA character creation system would be an advantage. 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
  13. 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?
  14. 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
  15. So much has changed since the initial "Twin Demon Slayers" game (made for a game jam), that was the origin of all this. First of all, I will stop using the original game title from the jam. The current game evolved into something much more than its original. One thing remained contstant though - its combat system does resemble the one XCOM. Also, I've decided to put the game in a steampunk-dystopian settings - hence the title of this blog post. Anyway, here's the progress made in May (well, in the second part of May - as previous blog post was written on May 14th): 1. Overwatch mechanism 2. New graphics 3. UI/QoL changes 4. Performance improvements 1. Overwatch mechanism The idea behind overwatch is simple - a character can spend their action to going into an overwatch state - this will allow them to perform a ranged attack during enemy turn - if the enemy moves within the shooting range. Such mechanics allows for more tactical depth during combat - but let's not get into details here, as XCom has already exercised this concept. Anyway - do see it in action below: both player characters enter overwatch (and an icon indicating this is being displayed). Then they take their reaction shots when the enemy starts closing in on them. 2. New graphics So I knew I told myself to wait with the graphics until all core game features are ready. However I came across opportunity to work with a great pixel artist (whose name is Kurt Prieto) and I didn't want to waste such chance. The result of our cooperation are this first concepts of the rogue/ranger character type - check them out: Rogues, baby! Now, the important thing here was to make sure that the game environment (which is tile-based) works correctly with new character model. Previously (when using my 'programmer art') this was easy - a character was of the same height as other tiles. This did not look realistic, but at least did not introduce any extra issues. The new models are taller, and I had two possible ways to make sure that they blend in the tile-based word: #1 I will make sure that they are still of the same height as the other tiles, or #2 The character models will be higher than the tiles. Big-tile approach on the left, small-tile on the right. For me, the 2nd one is a definite winner. Approach #1 was looking too rough for me. The price of making sure that the characters and map tiles always take up the same cell space came with a huge price - the allowed character density was not good enough. Also, the walls become too bulky; basically the game scene contained too much empty space. So I've chosen approach #2. This of course introduced other issues - especially with visibility behind parts of the walls, that I will address in a while. 3. UI/QoL changes So a good and smooth user experience is something I always value the most in computer games. I will make sure that the same could be said about the game I am working on. First major improvement is the cover display at the movement target - basically the user is able to see the cover that each obstacle could provide. Also, if the character would be flanked at the given location, the covers are displayed on yellow. Yeah, I know that enemies are using the same sprite as the player character. You can already see an issue with this in the gif above: the user is not able to see the cover information on the tiles which are hidden behind walls. Same for the display of characters themselves. Maybe such walls should become transparent? Another improvement is targets preview. When the player holds the alt key, they are able to see all potential ranged targets that will become available at the given location - along with flanking information. Neat features, aren't they? And sure, XCom had them too. And as they were extremely helpful there, I am sure that they will be useful in my game as well. 4. Performance improvements Yes, I know that early optimization is a bad practice - but surely not in a situation when the pathfinding code starts to tank the framerate when it has to deal with 50x50 tile map. And sadly that was happening before the improvements. The solution was simple - to make sure that the A* pathfinding algorithm only works on a limited part of the map; basically it now does not perform the calculations outside of the movement range of a character. What's next? I am constantly working on making the tactical combat playable. My plans for June include: area of effect attacks, including grenades, armour mechanics (reducing damage, armor piercing mechanism), changes to ammo mechanics (will try out a different approach than the one in XCom!). Stay tuned and let me know what you think so far!
  16. ACTORS is a small framework explicitly built for Unit3d. It is used to ease the pain of decoupling data from behaviors without tons of boilerplate code. It relies on Unity3d scripting monobehavior concept but without unnecessary overhead. All game related entities are called Actors - they inherit from monobehavior and take role of container of data and behavior components. Like that : public class ActorPlayer : Actor, ITick { [FoldoutGroup("Setup")] public DataMove dataMove; protected override void Setup() { Add(dataMove); Add<BehaviorInput>(); } } [System.Serializable] public class DataMove : IData { public float x; public float y; public void Dispose() { } } public class BehaviorInput : Behavior, ITick { [Bind] private DataMove dataMove; public override void OnTick() { dataMove.x = Input.GetAxis("Horizontal"); dataMove.y = Input.GetAxis("Vertical"); } } The framework includes: Time management Custom Update Management. While Monobehavior update method can be used only with inherited mono components, you can use framework Update method in ANY script. public class MyCustomClass : ITick{ public MyCustomClass(){ ProcessingUpdate.Default.Add(this); } public void Tick(){ } } Object pooling both for game objects and plain c# objects Signal-event system Toolbox-singleton ( a simple servie locator ) Simple ECS for actors Unity additive scenes solution Blueprints - scriptable objects to define common actors data Extended tags system Timers for delayed action Timer.Add(0.75f, () => actor.tags.Remove(Tag.StateImmortal)); FoldGroup attribute to make your inspector look more organized: Bind attribute for lazy initialization of components inside of behaviors [Bind] private DataMove dataMove; Currently I'm working on documentation and example projects. I use framework in my working projects and always keep it updated.
  17. This is my second alpha version for my gamedev Tower Defence challenge entry. Fingers crossed the links will work. Linux64 (40 megs) https://www.dropbox.com/s/jfzzh3rluzd6a3h/TowerD_012_Linux_x86_64.zip?dl=0 Win32 (32 megs) https://www.dropbox.com/s/8uj1zo8izp0weg3/TowerD_012_win32.zip?dl=0 Android (49 megs) https://www.dropbox.com/s/60rnljff8al5ugw/TowerD_012.apk?dl=0 I did miss out on several days because my internet got taken out due to a massive lightning storm, and Unity editor refused to run without an internet connection... However new features: 3 new enemies .. bird, spider and boss 2 new towers .. ballista, plasma tower Each level is now scripted, each wave and enemy Some terrain improvements Projectile models (bullet, cannonball, plasma, bolt) Tooltips on tower buttons Lots of changes to game rules / balancing Templates for each tower and each actor type Player has 3 lives Tip: I don't think I gave enough cash for the first level in this build, but you can win usually by building 3 of the first cheap tower and 1 of the second tower clumped together in a group, that way the towers can defend each other and they aren't too expensive. Once you get past the first level the cash reward for completing the level is quite generous. Android Build - edit After some considerable effort, I finally got an Android build working. The build kept hanging while trying to bake lightmaps (which I had been trying to turn off), but after several hours experimentation and changing options randomly I finally got it working. The APK size is nearly 50 megs, no idea why larger than even the linux build. But it does run, choppy on my old tablet when there's much action happening, but shows potential. I think the particle effects will be slowing it down so I'll add options to turn them down. Also with a tablet touchscreen there is no preview of whether you can build on a spot because there is no 'mousemove' equivalent, only a touch, which is like a click to build. [Also I'll have to scale up the tower selection buttons on mobile because it's easy to click to build instead of hitting the button when you don't have a mouse.] FIXED
  18. BillyGD

    Flick Football 3D

    Play Flick Football 3D - https://gamejolt.com/games/flickfootball3d/326078 Facebook - https://www.facebook.com/FlickFootball3D/ Twitter - https://twitter.com/FlickFootball3D Instagram - https://www.instagram.com/flick_football_3d/ YouTube - https://www.youtube.com/channel/UCSLON473kAxb3UYJ1mmWD-A Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'. The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible. The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer! Planned Future Features Include: -Take control of your own custom team in the single player campaign. -Play in online leagues and tournaments against other players in the multiplayer mode. -Fully customisable stadiums to make you stand out from the rest of the players. -Improve your players stats and skills by playing matches and setting up training sessions. Flick Football 3D is available for Windows, Mac and Browser. Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com 'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
  19. drcrack

    Unity Zeal — Online PvP RPG

    It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike. More info: https://zealrpg.com/about
  20. I am trying to build a particle system for unity based on "Destiny particle architecture " released in Siggraph. I encounter a problem in trying to understand how they iterated this: Converted to spline function and the result is i wanted to know how did they converted the function in the editor to represent the graph ??
  21. Our puzzle platformer with the right *spirit* Ghostory is now also localized in Brazilian-Portuguese, Bulgarian, Danish, French, German, Hungarian, Italian, Polish, Russian, Spanish and Swedish. Swap between a human form and ghost form, get the backpack out of the cave full of mind-boggling puzzles and find out the truth about the cave! Check out the game trailer: https://www.youtube.com/watch?v=zQlhsutptoY Or the Steam page itself, where we now also have a 40% discount! http://store.steampowered.com/app/568460/Ghostory/ Thanks for any feedback! :)
  22. Hello! I'm working on a game that is a narrative driven dark comedy with some small aspects of platforming and puzzle solving. The project is rather small as well. It touches on topics such as suicide, mental illness, family, corruption, free-will, and redemption. This project is exercise in polish, this means some experimentation will be needed along with some reworking of assets as they're provided. This will be a revshare model. First, I'm looking for a 2D sprite artist, not pixelated, that can compliment the style of the attached images, and be similar to the temporary character. I'm also looking for a male voice actor, English should be your primary language. There will be at minimum two characters that will need to be brought to life through vocals. The first voice is similar to Marvin from Hitchhiker's Guide to the Galaxy. A reference for the second voice would be a mix of Ren (Ren & Stimpy), and Android 21 (DragonBallFighterZ). Due to formatting, I'm not including YouTube links in the post, sorry. WIP Scene with our custom shaders attached (platforms are lazily placed, as this was an asset test): A scene with dynamic lighting and temp character: Unshaded asset: If you made it to the bottom, thank you, and I look forward to hearing from you.
  23. Hive Entertainment

    Vote for your favorite

    I have already chosen my favorite from the concept artist which one do you like better 1 2 or 3? Also still looking for a writer and a 3d artist message if you are interested!
  24. 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!
  25. Hi, I want to pass message back and forth on client and server which are on different scenes, how can I do that in Unity?** Following is my Scenario:- I have 5 scenes- 1. BaseScene (2) OfflineScene (3) OnlineScene (4) ClientOnline (5) ServerOnline. All these scenes have button having text of the names of the scenes. On Base Scene, I have add empty game object on which i have placed "customNetworkScript" which extends from "NetworkManager" script and also placed "Network Manager HUD" on it. Following is the code which i have placed in "customNetworkScript":- public class customNetworkScript : NetworkManager { public override void OnClientSceneChanged(NetworkConnection conn) { SceneManager.LoadScene("ClientOnline", LoadSceneMode.Single); ClientScene.Ready(conn); ClientScene.AddPlayer(conn, 0); } public override void OnServerSceneChanged(string sceneName) { SceneManager.LoadScene("ServerOnline", LoadSceneMode.Single); } } I have placed "OfflineScene" and "OnlineScene" in the fields, named "Offline Scene" and "Online Scene" in "Network Manager" component. Also have placed an empty prefab in "Spawn Info" in "customNetworkScript" and it has component "Network Identity" on it. Now when i run project, on one instance, I click on "LAN Server only" and on another instance, I click on "LAN Client". And I get my respective scenes on both the instances -> "ServerOnline" appear on instance where I click "LAN Server only" and "ClientOnline" appear on other instance. What I want is, when i click on "ServerOnline" button, a message string will pass on to "ClientOnline" scene and same happens in backward direction when i click on "ClientOnline" button. I have tried "Rpc" and "Command" but they only work when I click on "LAN Host" instead of "LAN Server Only". I have tried very hard but couldn't find anything useful. It will be a great pleasure if someone explain to me in detail along with the code, how can I achieve this. ThankYou Very Much for Your Time.
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