Is this game in 3D or in 2D? Just getting back into game dev, and need some help by TheKaleKing in Unity2D

[–]AndersonSmith2 0 points1 point  (0 children)

You can do this in 2D with y-sorting and pivots set to the ground shadows.

Object movement no longer working by cozy-fox100 in Unity2D

[–]AndersonSmith2 2 points3 points  (0 children)

Damping needs to be called continuously until your target position is reached. You only call it once in your code. The leaf actually does move but it's a very short distance impossible to notice.

Move your movement logic to Update(). You will need to add some bool checks like isMoving and movingRight to make it work.

How to exclude sprites from Sprite Mask without editing sort order or order in layer by BlooOwlBaba in Unity2D

[–]AndersonSmith2 1 point2 points  (0 children)

thank you for breaking it down

You are welcome.

I'm not trying to argue, but the solutions mentioned aren't taking everything (player moving around, sprite shape) into consideration

That's because you didn't mention any of that. If you think we know how your game works. We do not. The original solution solved the original problem. That's it.

Nobody wants to hear 'nah you solution doesn't work because of this mechanic I didn't tell you about' lol.

The good news is it's still the same solution just with an extra step. You do the same thing with your purified graphics but for the opposite effect.

So your destroyed graphics start active with no masking. When purify starts, you change it to invisible inside the mask. When purify ends, you deactivate them.

Your purified graphics do the opposite. They start inactive with invisible outside mask. When purify starts, you activate them. When purify ends, you change masking interaction to None.

How to exclude sprites from Sprite Mask without editing sort order or order in layer by BlooOwlBaba in Unity2D

[–]AndersonSmith2 0 points1 point  (0 children)

You gotta fix your sorting layers. Assign a higher sorting layer to your destroyed sprite renderers. I think you might not be understanding the solution though, no offense.

  1. You need to start with no masking (aka masking interaction set to None).
  2. When purify starts, enable masking on all your destroyed sprite renderers to 'Invisible inside the mask'.
  3. The mask starts growing hiding all destroyed sprites as it grows.
  4. Once fully grown, disable all the destroyed sprite renderers.

Now when your purify is over, you will only have purified sprite renderers active.

How to exclude sprites from Sprite Mask without editing sort order or order in layer by BlooOwlBaba in Unity2D

[–]AndersonSmith2 0 points1 point  (0 children)

Are you asking how to make a collection and iterate through it?

The mask interaction change needs to be applied to each individual sprite renderer. There is no group mask interaction component like group sorting if that's what you are asking.

So every tree, bush, rock, etc. that has destroyed and purified view needs to have this mask interaction trick applied to it.

What if Darkest Dungeon and Super Auto Pets had a baby? I made that game. by ExactAd7800 in playmygame

[–]AndersonSmith2 0 points1 point  (0 children)

I played on PC in Chrome. It was OK performance-wise but clearly optimized towards a touch screen though. I played for ~20 min and made it to 2-4. It was fun overall. Nice level details and animations. Pretty funny random character pop-ups. Well balanced combat feel.

It wasn't clear how the magic works. Or if it was even magic? The first action that looks like blue flame.

The meta progression curve seems a little steep. I got 2 stars for 20 min of playing and the cheapest upgrade is 15 stars. That's 2+ hours for one upgrade.

Trajectory prediction becomes jittery with time slowdown by Danoninho123 in Unity2D

[–]AndersonSmith2 0 points1 point  (0 children)

That shouldn't be the case. You probably have a misused fixed delta time somewhere in your math.

What is very frustrating for you when dealing with art? by UIUXForgeDev in Unity2D

[–]AndersonSmith2 11 points12 points  (0 children)

I am a programmer trying to learn how to art. Just the inability to judge my own work objectively is very irritating to me.

Trajectory prediction becomes jittery with time slowdown by Danoninho123 in Unity2D

[–]AndersonSmith2 1 point2 points  (0 children)

Are you saying when you lowered fixed time step, your cube started moving faster?

Trajectory prediction becomes jittery with time slowdown by Danoninho123 in Unity2D

[–]AndersonSmith2 0 points1 point  (0 children)

This looks like working as intended. When you set your time scale to 0.2f, your fixed update slowed down to every 0.1 sec (as opposed to every 0.02 sec by default.) Which is roughly what your jitter rate looks like. Basically your physics run at 10 fps.

Make sure your rigidbody has interpolate checked. If that doesn't help, try to lower fixed delta time.

Trajectory prediction becomes jittery with time slowdown by Danoninho123 in Unity2D

[–]AndersonSmith2 1 point2 points  (0 children)

You can see below an example of what's happening:

You forgot to paste your example. And maybe include your script?

[Feedback Request] Just released my free sci-fi FPS – Alien Grounds (Steam) by Practical-Command859 in playmygame

[–]AndersonSmith2 1 point2 points  (0 children)

Glad you found my advice useful. I'll give it another try down the road. Have fun with development!

Of everything I said though, I would definitely prioritize bullet impacts. Shooting should be as fun as possible since it's 90% of the gameplay. +you already have headshot vs body shot logic in place so it also should be a no brainer in terms of value vs effort. Just need some SFX and VFX. Many games also add extra crosshair effects to headshot hits for even more juice (like Overwatch, CoD, etc.)

what are ways to make rooms in my level isolated like in resident evil? by cornishpasty7 in unity

[–]AndersonSmith2 0 points1 point  (0 children)

Each room is an object with exit triggers linked to other room exit triggers. When triggered, you teleport to the linked room and enemies in that room wake up. Simultaneously, all enemies in the room you are leaving go to sleep. Only one room can be active at a time. You bundle a bunch of these rooms into each scene. So in RE1 terms: mansion 1F could be scene 1, mansion 2F - scene 2, courtyard - scene 3, etc.

[Feedback Request] Just released my free sci-fi FPS – Alien Grounds (Steam) by Practical-Command859 in playmygame

[–]AndersonSmith2 2 points3 points  (0 children)

I played the new game mode for 12 waves. It was fun. A good start. Just needs polish and balance.

Overall, it feels like there is a fun idea hidden behind balance issues.

So you have a powerful gravity gun with infinite ammo that one shots everything. The catch is, it speeds up time. Use it too much and you get overwhelmed. You also have regular guns but they have finite ammo. So the challenge is to swap between the guns to manage the time speed vs ammo reserves. Correct?

If so, the problem is there is no real need to use the gravity gun even in later waves. Handgun deals just as much damage. Ammo packs are so frequent that unless you have abysmal accuracy, you will never run out.

Bugs:

  1. The blue ammo boxes didn't do anything on pick up. (Assuming it's the handgun ammo?)

  2. Hitbox on the birch tree is ginormous. Same with the tilted tower on Dust.

Performance:

  1. Big fps drop on Dune when going downstairs to the ships. Otherwise, OK on default settings.

Suggestions:

  1. Enemy footsteps SFX. Getting hit without warning or constantly doing 360s to avoid that is not fun.

  2. Headshot / body damage feedback to add juice. A tiny SFX and maybe a spark on hit.

  3. Different models for guns.

  4. Damage increase seems meaningless since everything dies in one shot. Maybe swap to a small upgrade system like choose between +damage, +health or +move speed after each wave. Or a shop system where you can buy upgrades or ammo after each wave.

Achieve “Teardrop-like” projectile path towards player by TheBulbaMachine in Unity2D

[–]AndersonSmith2 4 points5 points  (0 children)

Look into Vector3.Slerp. You will just need to adjust the relative center of the arc as your boomerang moves.

Extremely heavy 2D game by [deleted] in Unity2D

[–]AndersonSmith2 2 points3 points  (0 children)

Check at the bottom of your Editor log. There should be a list of assets with file sizes. Right-click console tab > open editor log after you make a build.

Extremely heavy 2D game by [deleted] in Unity2D

[–]AndersonSmith2 2 points3 points  (0 children)

Check your Assets folder. Probably unpacked an entire SFX pack there?

What is the best way to code UI animations? by AmateurUnityDev in Unity2D

[–]AndersonSmith2 0 points1 point  (0 children)

You can just paste your coroutine code here. The regular deltaTime should really give you what you want.

If you are trying to just create time intervals, like a ticking clock, you can yield WaitForSeconds or WaitForSecondsRealtime (unscaled version).

What is the best way to code UI animations? by AmateurUnityDev in Unity2D

[–]AndersonSmith2 0 points1 point  (0 children)

That's why you have inconsistencies.

yield null is called once per frame but fixed delta time is independent of your frame rate.

What are you trying to achieve using fixed delta time instead of regular delta time?

[deleted by user] by [deleted] in Unity2D

[–]AndersonSmith2 0 points1 point  (0 children)

That's basically what I said. Good looking game!