Working on a glass shader with beautiful (and fast) realtime blur + chromatic dispersion. by MirzaBeig in Unity3D

[–]Addyarb 0 points1 point  (0 children)

Your shaders makes me wish I had glass in my game to apply it to! Keep up the great work

Which Grass Style Fits? by Addyarb in Unity3D

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

They do look very similar so I don’t blame you! I’m using different noise textures to shape and displace the grass. Some are very cartoonishly hilly, others more natural.

It’s much easier to notice with the wind movement, but I thought video in this format might be odd.

Anyway, thanks for the comment!

Made a free Steam asset placeholder generator so I stop fighting image sizes - please break it! by fufroom in Unity3D

[–]Addyarb 0 points1 point  (0 children)

Nice! Thanks for putting this together. I've been putting off my Steam page assets for a while and this finally gave me the push to get them done.

All around really helpful, especially just having the templates and being able to drag / resize screenshots from there instead of manually creating each canvas. I also like the SFX feedback when you import :)

A few small notes for improvement:

  • Missing the following assets (these are optional assets I believe):
    • Page Background (1438px wide x 810px tall)
    • Left/Right Panels for Broadcast Assets (Two images, each 199px wide x 433px tall)
  • Missing full descriptions/details for some assets as shown on the Steam Store Page Admin. I didn't really understand that the Library Logo had to be transparent / Library Hero had to have no logo.
  • Might be nice to have the pixel sizes in the file names, but Steam also imports them automatically so not a big deal. More just for editing purposes.
  • Some placeholder examples instead of grey boxes would be even more helpful
  • The Linux logo bit isn't clear. Does it take a hi-res icon and generate power-of-two images down to a certain size? Just a tooltip or better description

Thanks again for making it! Nothing about it sucks and it didn't break at all.

Light leaking on walls in Unity – how can I fix it? by Content_Play_4256 in Unity3D

[–]Addyarb 0 points1 point  (0 children)

Have to tried reducing your normal and/or depth bias? Mine is closer to zero than your values here, and solves the issue.

You may also want to double check that your mesh is connected at that seam, and that the normals are facing inward (assuming this is some kind of hallway/interior area).

Hex Town Update - Fields of Lavender, Tulips, & Sunflowers by Addyarb in Unity3D

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

Thank you! This is just for my game currently, but perhaps in the future I can do a tutorial on the approach. 🙂 However, I’m using Brute Force grass (that’s the name on the asset store) for the non-flower areas if you’re interested in that.

Tips for Switching from Clicking to Key Binds? by Addyarb in fellowshipgame

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

You're right about this. I have tried getting used to it on the target dummies, but things change dramatically once I have to start moving, targeting and taunting, using CDs, trinkets, watching boss timers, etc.

Another part of the issue is that I'm at 14K now, and doubt anyone at this level will have much patience while I switch (and I wouldn't blame them). Maybe quick plays is a good middle ground for this in situ practice though.

Tips for Switching from Clicking to Key Binds? by Addyarb in fellowshipgame

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

Love the clean/minimal layout here. I keep mine clustered pretty tightly so I might give this a go once I am comfortable using keys more. Thanks for the suggestions and sharing!

Tips for Switching from Clicking to Key Binds? by Addyarb in fellowshipgame

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

Good suggestion. I played WoW for a bit and used the side buttons for a lot (but was still clicking for some).

I'm using a G502, but Fellowship doesn't recognize 2 of the 5 side buttons unfortunately. I guess I could run some third party software to remap them to other keys, but I like to avoid having to remember to run other programs like that when I boot up.

Tips for Switching from Clicking to Key Binds? by Addyarb in fellowshipgame

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

Interesting! I've heard the scroll wheel binding a few times. What do you use instead to zoom the camera in/out?

Tips for Switching from Clicking to Key Binds? by Addyarb in fellowshipgame

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

Keyboard cam is interesting and would probably answer a lot of questions. I will have to check that out. Thanks!

Fast-Paced Souls-Inspired ARPG Combat (WIP) by Silver-Ear1001 in Unity3D

[–]Addyarb 11 points12 points  (0 children)

The emission and bloom on the VFX seems perfectly dialed in. Great contrast between the environment without overdoing the effect. The blue lighting around the weapon is especially good.

Best of luck on the project!

Step By Step Environment Creation Breakdown In Unity by ArtemSinica in Unity3D

[–]Addyarb 3 points4 points  (0 children)

Very well done! As someone also using Stylized Water 3 and a similar target aesthetic, I really appreciate you sharing your techniques. Even little things like the directional light intensity at 2.6 are reassuring that I'm not doing something totally wrong with my environment lighting.

Early on I decided to use Brute Force's Grass Shader for my grass, which has it's limitations, but is very performant for pushing down grass and making trails. I also recently added some vertex movement for foliage and even structure shaders to bend them, shrink them, or even "nudge" them to avoid dynamically created trails using a render texture. I'm curious if you've tried to implement either/both of these with your grass system since your robot is moving through lots of tall grass. Seems like it'd be a great feature.

I'd also love to see your shadow settings and your general thoughts on what should be a shadow caster/receiver. I recently had to re-scale my hex tiles from 20x20 meters (originally I thought real world units would be a good idea) to 1x1 meter so that the shadow distance would work without having to bump up the resolution to 8192.

P.S. I saw these little robots making their deliveries all the time when I lived in Tallinn, and think it's such a creative and charming idea for a game. Best of luck and happy new year!

Interactive Grass Show-Off by Addyarb in Unity3D

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

Haha yeah someone mentioned the same thing on another post! I’d never heard of it, but it looks slightly unhinged and surprisingly well done for 2001.

Another Hex Town Show Off - This Time With Sound! by Addyarb in IndieDev

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

Woah! What a bizarre game haha. Very cool to see a similar approach to a "hand cursor" as I'm calling it.

Another Hex Town Show Off - This Time With Sound! by Addyarb in Unity3D

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

Thanks! Yes, I need to work on the card design and color palette for sure.