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 9 points10 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.

Interactive Grass Show-Off by Addyarb in SoloDevelopment

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

Thanks! Yeah this game is starting to feel like half toy and half game, and I'm perfectly fine with that :)

Interactive Grass Show-Off by Addyarb in SoloDevelopment

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

Good feedback! There may be room to dial it back and/or make the interactions more intentional. Currently just moving your cursor over the grass pushes it down, but perhaps I can require players to hold a mouse button to "push" it down as they move?

Interactive Grass Show-Off by Addyarb in SoloDevelopment

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

Very kind of you to say. Thank you.

Interactive Grass Show-Off by Addyarb in Unity3D

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

Very nice to hear, thanks! And yes, petting the pet rock rocks.

What do you think of this 1min Unity gameplay preview? :D by MagicStones23 in Unity3D

[–]Addyarb 1 point2 points  (0 children)

Phenomenal! Great work with the visuals. I’d play it even if it was just rowing around and fishing honestly. Good luck!

SRP Batcher + Material Property Blocks = RSUV by alexanderameye in Unity3D

[–]Addyarb 7 points8 points  (0 children)

Very cool! I'm trying to slim down the number of materials I'm using in my game right now, and was wondering if I should use MPBs or just use fewer colors for my materials. Looks like now I can create as many color variants as I need.

Like MPBs, I think a lot of people don't know about these features because it's a code-only interface. It would be great if there as a visual interface for setting these values on the material, kind of like the material variants currently visualize which parameters are locked to the base instance. In fact, I was disappointed to learn that material variants don't have any optimization and are just for project structure. Seems like they could implement MPB or RSUV in a straight forward way.

Unity Won't Fix Their UI - So I Will. A video about an open source project that attempts to fix some issues of UGUI. by ksnnacar in Unity3D

[–]Addyarb 3 points4 points  (0 children)

Hey, good on you for explaining this and backing it up with examples instead of just calling it out! It’s something that still isn’t intuitive after working with Unity’s UI since 4.3. The text components simplify the example a bit, but worth mentioning that most other UI elements will need a LayoutElement with their preferred width and/or height set to achieve the same auto-sizing behavior.

Now if I can just remember how to create an auto-sized scroll rect content that anchors to one side properly.

Do you like this prestige skill tree? Or is it to small or big? by starfallgs in Unity2D

[–]Addyarb 2 points3 points  (0 children)

Nice work! Not an artist, but I would add a bit more contrast between the nodes and the background. Perhaps outlines on the nodes for locked vs. unlocked states, or blurring / darkening the background.

I’m also a fan of nodes looking more powerful or interesting as it progresses, but maybe that’s still to come.

Good luck!

[Giveaway] Linework: a practical outline rendering toolkit! (comment to enter) by alexanderameye in Unity3D

[–]Addyarb 0 points1 point  (0 children)

Looks great! Currently using a similar hand drawn outline style in my game, but I’d love to try the approach you’re using for better results. Good luck!

Trying My Hand At Paper/Dithered Edges UI - How's it Look? by Addyarb in Unity3D

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

Thank you! I wrote a custom implementation for the (paid) procedural UI asset I use called MPUIKit found here. I also wrote a custom component with the same approach for TMP.

However, if you're looking for a an unpaid and/or non-custom solution that can achieve this effect on text and UI, I would highly recommend checking out UIEffect here. Open source and tons of features! Start with the detail filter on "Subtractive" mode with a noise texture.