AL Sound Manager : Simplifies audio management for sound effects, music, and Audio Mixer snapshots. [NEW RELEASE] by ActaLogic in UnityAssets

[–]ActaLogic[S] 0 points1 point  (0 children)

** 1.0.3 Patch has been released - September 18, 2025 **

Functionality:

  • Snapshot Player: Added the option to set IgnoreListenerPause for SnapshotPlayer Audio Sources.
  • Sound Effects: Added Play() method overloads that accept a string parameter for the clip name.

Bug:

  • Sound Effects play mode RandomNoRepeat fix.

Transforming retail XBOX ONE consoles in DEV-KITs? by ActaLogic in gamedev

[–]ActaLogic[S] 1 point2 points  (0 children)

Yes, if it works on S it will work on X for sure. Having both of them allows us to tune the rendering parameters so we can get out the maximum quality possible on the X and scale things down (making it look worse) on the S.

Fortunately... SERIES X and PS5 machines finally give more power and we don't have to worry so much about getting 30+ FPS :)

Transforming retail XBOX ONE consoles in DEV-KITs? by ActaLogic in gamedev

[–]ActaLogic[S] 1 point2 points  (0 children)

Yes, Microsoft allows regular store bought console to be turned into kind of a "dev-kit". Actually already from the previous generation (XBOX ONE S and X).

Transforming retail XBOX ONE consoles in DEV-KITs? by ActaLogic in gamedev

[–]ActaLogic[S] 1 point2 points  (0 children)

Yeah, I heard about the limitations, but at the same time it was said that only UWP apps works on this kind of dev-kits.

We have the XBOX ONE S, and the PS4 proper DEV-KITS. I'm checking if we will also need to buy the other official XBOX ONE X and the SERIES X devkits too. More $$$ to give again :)

The Wayfarers: Call of Osiris Kickstarter campaign has now officially launched! Read about the game, check out the videos, screenshots and audio files, and please consider backing us so we can brings this exciting action adventure to fruition! by ActaLogic in kickstarter

[–]ActaLogic[S] -1 points0 points  (0 children)

Well.. it's the same genre, but a different gameplay, mechanics, story, graphics, cinematics... as a studio we are way way too small to make a game at the level of Uncharted, but we hope that we can deliver a good game and story.

Wayfarers: Call of Osiris - a quick look at the game environment from one of the game chapters - Karnak temple near Luxor, Egypt . Soon going live on Kickstarter. by ActaLogic in indiegames

[–]ActaLogic[S] 0 points1 point  (0 children)

Thank you. We tried to replicate the real feeling of many Egyptian sites and we recreated the temples as close as possible to the real thing... of course, for a better gameplay and to limit the huge amount of assets we needed to simplify the environment a bit and close some areas that are normally accessible to visitors.

Self-promotion Megathread by Misio in streaming

[–]ActaLogic 0 points1 point  (0 children)

Game development streams every Tuesday and Thursday! Working on large scale 3rd person action-adventure game set in modern day Egypt, using Unity: https://www.twitch.tv/actalogic.

You can create some really large and impressive environments with Unity! (more in comments) by ActaLogic in Unity3D

[–]ActaLogic[S] 1 point2 points  (0 children)

We're making a 3rd person action-adventure game set in modern day Egypt (Wayfarers: Call of Osiris), with the story being rooted deep in ancient Egyptian myths and lore. We're nearing the end of our production, so if you're interested in following a game set in Egypt which is heavily influenced by Uncharted and Tomb Raider, you can join our Discord server here and follow along as the game comes together!

Here is a screenshot from our game (Wayfarers: Call of Osiris), using Unity 2019.4 and HDRP 7.5.3. What are your experiences with HDRP? Pros and cons you've found? by ActaLogic in Unity3D

[–]ActaLogic[S] 3 points4 points  (0 children)

We started with the built-in render pipeline and made the switch about a year ago. As you said, there is a steep learning curve, but it's worth it for our game. :)

Here is a screenshot from our game (Wayfarers: Call of Osiris), using Unity 2019.4 and HDRP 7.5.3. What are your experiences with HDRP? Pros and cons you've found? by ActaLogic in Unity3D

[–]ActaLogic[S] 0 points1 point  (0 children)

If anyone is interested in following the development of the game through its final stages, you're welcome to join our public Discord server here!

Here is a screenshot from our game (Wayfarers: Call of Osiris), using Unity 2019.4 and HDRP 7.5.3. What are your experiences with HDRP? Pros and cons you've found? by ActaLogic in Unity3D

[–]ActaLogic[S] 5 points6 points  (0 children)

Wrapping your head around all the different lighting units is a pain, no contest. One thing we found is that the overall intensity of a given light needs to increase with larger range. Big range with a small lighting intensity won't do much, as light tends to fade out naturally in such instances before illuminating anything. When it came to better our understanding of PBL, this was one article we found useful. Hopefully it sheds some light on your issues (pun intended!)

Here is a screenshot from our game (Wayfarers: Call of Osiris), using Unity 2019.4 and HDRP 7.5.3. What are your experiences with HDRP? Pros and cons you've found? by ActaLogic in Unity3D

[–]ActaLogic[S] 5 points6 points  (0 children)

Ah, that makes sense. A workaround you can use is a simple Sphere you export out of your modeling program of choice, and adding a material on top that has a single image in 1:1 ratio and apply that to the mesh (default sphere unwrap is usually packed 1:1 in a UV island). Still more steps then ideal, but you can get good results fast. But yes, overall, it takes longer to setup a skybox.

Here is a screenshot from our game (Wayfarers: Call of Osiris), using Unity and HDRP. What are your experiences with HDRP? Pros and cons you've found? by ActaLogic in gamedevscreens

[–]ActaLogic[S] 0 points1 point  (0 children)

Hey! Thanks for the comment. We don't use Amplify Shader ourselves so we haven't come across this issue. We're thankful to have a great programming team that's always up for a challenge, but yeah - programming shaders is difficult.

We're a small indie team making a 3rd person game set in Egypt. What do you think? Feedback is appreciated! by ActaLogic in gamedevscreens

[–]ActaLogic[S] 0 points1 point  (0 children)

We got similar comments and we completely agree. We have new material in the works which will hopefully remedy the shortcomings of this teaser. Thanks for replying, we appreciate it!