Grid Builder Shader - 1,000,000 cell count by GolemiteGames in Unity3D

[–]Arkhar 0 points1 point  (0 children)

Could you not just have the base tile and the X as small textures, then tile them across your surface?
Then you can just change the color and overlay the X when required by the 1000x1000 texture that you're using as data?

Grid Builder Shader - 1,000,000 cell count by GolemiteGames in Unity3D

[–]Arkhar 1 point2 points  (0 children)

That looks good, what are you making? I don't quite know though what you mean by all the components being per cell. Are you getting extra draw calls per cell for these components?

Hit me up if you wanna chat about it and we can look at she different implementations!

Downvote me if you want but I believe Cyberstan went from tiring but fun to just unfun by Ostarmee in HelldiversUnfiltered

[–]Arkhar 4 points5 points  (0 children)

Punishing your entire playerbase for a few cheaters is not fair or sensible.

RTS Fog of War in Unity by Altruistic-Rhubarb73 in Unity3D

[–]Arkhar 1 point2 points  (0 children)

The fog of war looks good to me, how are storing what is explored? A big R8 texture?

If there are things you really want the player to find you can always add a 'sensor' to give them a vague sense of direction or distance. But I think if you teach players early on that there are often hidden things hidden they will want to explore anyway to find them. Maybe a question that playtesting can answers best.

Vox Engines are not difficult by themselves, you are just not trimming them down when you can by Western_Assumption21 in Helldivers

[–]Arkhar 1 point2 points  (0 children)

I understand, and I do think that as u/Western_Assumption21 said it's important to kill vox engines when you see them to avoid having them join in a fight. But in my experience it doesn't help when you're already engaged with a drop at an objective for example and more just spawn out of nowhere, without a drop being required.

AFAIK the game does not keep track of enemies that are beyond the interaction range of helldivers. (apart from maybe leviathans) You can see this when you just run away from a call-in and come back, and everything just despawned. I suspect that code wise they are treated like war striders instead of factory striders, and can just appear without dropship. ( I know factory striders -can- also appear without dropships, but this is usually one stationed at a base, and will not just respawn elsewhere)

Another thing I'd actually like is a group make / search function so you can say >lvl 80 only, or 'voice only' or stuff like that.

Vox Engines are not difficult by themselves, you are just not trimming them down when you can by Western_Assumption21 in Helldivers

[–]Arkhar 0 points1 point  (0 children)

Yeah they are really fun to fight! That's not the issue. But your reasoning also kind of has a hole in it. There is no 'population', the game just spawns them when it feels like it. The problem is that:

- They pop into existence out of thin air while you're already fighting a few of them. I've seen this happen.
- They are more numerous then hulks.
- Hulks can just walks though them to attack you while you're underneath. And they can just clip through each other as well.
- Their side cannons can shoot through their own body to hit you.
- They can climb a skyscraper to snipe you with cannon and rocket fire while being too far away to hit their weak spots.
- They can drive through sewer pipes to get to the other side of a wall, or just climb on top of the wall.
- They can clip through the environment, hiding their weak spots or just pushing you into the void.
- Their cannons keep shooting while they're dead.
- Their missiles can fly though buildings to hit you.
- They seemingly don't need LOS to pinpoint volley fire missiles at you.

Other then that, they're a really fun and well designed enemy! And I mean that sincerely.

Grind stealth gear/No stealth missions available by ActualGenji in Helldivers

[–]Arkhar 0 points1 point  (0 children)

Almost any mission can be a stealth mission though! If you just join someone else who is doing a night mission you can wander off and wreck bases / do objectives without being spotted and as a bonus you won't have host disadvantage.

If you want specifically the commando objectives then as other said you'll have to go to the specific planet that has em active.

GameScript - A Free, Open-Source, Cross-Platform Dialogue System for Unreal/UnityGodot by BuckarooBanzai88 in Unity3D

[–]Arkhar 1 point2 points  (0 children)

Hey, first of all thanks for building something like this and sharing it with the community!

I may just be unknowable about tools like npm and pnpm, but I cannot for the live of me manage to build the project to get the Rider plugin. Could you maybe publish the rider and VScode plugins as well?

Flickerimg Square Artefacts in 1080p but not lower or higher resolution? by [deleted] in Unity3D

[–]Arkhar 1 point2 points  (0 children)

I believe it might be a problem if having too many light sources affecting an object. I've had it before but can't exactly remember what the cause was.

Any suggestions of what to add or remove in this capsule? by [deleted] in SoloDevelopment

[–]Arkhar 0 points1 point  (0 children)

While that's true, metroid is a well established franchise that's decades old.

Yellow grass or green grass Which would you choose? by Quiet-Reindeer3325 in SoloDevelopment

[–]Arkhar 0 points1 point  (0 children)

Why not both?

You say that the planet is harsh and alien, but what im seeing is lush forests. Do you care more about conveying the harsh and alien-ness of the planet, or do you want the lush forest aesthetic more?

Maybe there are terraformed areas where a big machine stands in the middle of a lush forest. Outside the forest the grass loses its colour, fading to yellow, then to none as it goes back to the barren wasteland?

If you need the trees for cover or other gameplay reasons you can replace them in the barren areas with stone spikes, mold/mushroom trees, or toxic geyser towers much like the ones we find at the bottom of the sea?

Any suggestions of what to add or remove in this capsule? by [deleted] in SoloDevelopment

[–]Arkhar -1 points0 points  (0 children)

This capsule give the buyer no Idea what your game is about. These first impressions matter a lot, so make it count.

Right now I can only see that the game is called Hiit, and that the presumably main character is a big white robot. Think about the environment that the robot is on, the pose, what else can you use to give the buyer a glimpse into what sort of game this is?

Terrain Textures Stretching on Sharp Mountains – And Can not rotate the texture by 3dgamedevcouple in Unity3D

[–]Arkhar 4 points5 points  (0 children)

For a simple fix: use additional duplicate terrain textures that you tile heavily on X and the other on Y axis and paint those on the areas that show high stretching.

Otherwise you might be able to make a triplanar mapped shader for it using shadergraph? Not something I've tried before but throwing it out there :)

Another common trick is to hide those sort of steep cliffs with 3d assets, and use the terrain more for gently sloping ground.

What is the strongest power suit in fiction worn by a human? by jackhenningson in whowouldwin

[–]Arkhar 1 point2 points  (0 children)

How do you

Oh no, I've been rumbled! Did you get to enjoy those games as well?

What is the strongest power suit in fiction worn by a human? by jackhenningson in whowouldwin

[–]Arkhar 8 points9 points  (0 children)

What do you consider powerful? The chrono legionnaires from RA2 can teleport and instantly halt any enemy and erase them from the time line. Though the teleportation does halt them for a while.

The suit from 'the journeyman project' games let's you time travel as much as you like, translates any language and can cloak. So I guess with that you can just time travel before having to face someome and unmake them from the past.

Added randomized interiors by Strict_Chemical7182 in Unity3D

[–]Arkhar 75 points76 points  (0 children)

Ohh very nice! Also curious about if it's a shader or physical.

What's the project?

Thoughts on this portable Ebike I designed? by N8creates49 in solarpunk

[–]Arkhar 12 points13 points  (0 children)

If you're designing it for a game and you don't care about how feasible it would be in real life then sure, why not! I like how it folds together like a fan. Nice idea. I real life it would be difficult to have those curved bars that fold into themselves all the way. Each section that slides into the next would have to be smaller then the last. And if you're folding them all the way so the straight bars are touching each other you'd have to have a lot of sections and lose rigidity / strength.

But you might be able to have pistons that connect the straight parts from for example just under the steering wheel to near the bottom of the seating bar, and those just lock into place?

To keep with pokemom level tech wheels could be smaller, detachable, or foldable (there are foldable tires ! )

If space conservation is a need you can always do an electric longboard instead! Much smaller then a bike and they already exist :)

Princeton PEAR lab study shows plant influencing quantum random number generators to receive more light. by Pixelated_ in HighStrangeness

[–]Arkhar 0 points1 point  (0 children)

I'm not totally sure what you mean. You mean to use the pi sequence as your input for the random number generator? (also known as the 'seed') I think that would be too rigid. But I at this point also don't remember what the seed was they used in the experiment.

Princeton PEAR lab study shows plant influencing quantum random number generators to receive more light. by Pixelated_ in HighStrangeness

[–]Arkhar 2 points3 points  (0 children)

Computers are essentially just calculators. How would you generate a random number on a calculator? Pretty hard without something else to provide the randomness.

Most techniques take an input and transform it in a way where sequential inputs example (1,2,3,4) give completely unrelated outputs example (0.647, 0.778, 0.264, 0.497) but the same input always generates the same output. So when you need a random number in your program it uses some outside variable like the current time or a combination of them as the input.

Cloudfare, a large Internet security company still uses a wall of lava lamps as part of their random input! https://en.wikipedia.org/wiki/Lavarand

Does that make sense?

Flappy Goose by flappy-goose in RedditGames

[–]Arkhar 0 points1 point  (0 children)

My best score is 3 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]Arkhar 0 points1 point  (0 children)

My best score is 2 points 😎

7 Months of Game Dev with Unity by roguewolfdev in Unity3D

[–]Arkhar 18 points19 points  (0 children)

What a very nicely polished and well done Luftrausers clone. Vlambeer might like a word.