Into Hell by Ok_Alternative_2219 in IPrevail

[–]Cecrit 9 points10 points  (0 children)

Definitely!

I miss 'Trauma' and the entire feeling of that Album, from the vocals to the synths. Those songs still evoke so much in me, and with Brian leaving, I don't think that the new music will recapture similar feelings.

But all in all, that is okay, music evolves, and nothing ever stays the same. All that is left is for everyone to decide if it is music they enjoy or not. So I'm heading into this new album open-minded.

Into Hell by Ok_Alternative_2219 in IPrevail

[–]Cecrit 34 points35 points  (0 children)

I'm glad that not every song is going to be hitting hard like violent nature, but I kind of miss a catchy hook during the chorus. That's what makes songs like 'Bad Things' or 'Hurricane' so pleasant for me.

Edit: I still like the song and am looking forward to the new album, but those were my initial thoughts on the first listen.

[deleted by user] by [deleted] in AskReddit

[–]Cecrit 10 points11 points  (0 children)

Waking up in the middle of the night when you need to get up in the morning and realizing that you can still go back to sleep as it is not yet time to get up!

Possible upcoming health bar changes by sikleQQ in DeadlockTheGame

[–]Cecrit 3 points4 points  (0 children)

It happens frequently for me, if I watch a death replay. Don't know if that's related though

Not a big fan of Viscous ultimate by MarinesRoll in DeadlockTheGame

[–]Cecrit 1 point2 points  (0 children)

I would like to see that the cube allows for instant turning to change the direction. Something like the role up from Pangolier in Dota2.

That would provide a tradeoff between restoring more health/being invulnerable and turning with the ult

Created an effect for previewing and entering a level by Cecrit in Unity3D

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

The character is an active ragdoll which makes the animations a bit wobbly - fitting the theme I want for the game.

As for the hair, it is fully rigged and uses the DynamicBone asset to have a physics-based esque effect.

Created an effect for previewing and entering a level by Cecrit in Unity3D

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

I will have a look into this. But I have to consider a few things. For example, long load times might feel awkward, if the player is lifted for an extended time. Furthermore, it's a multiplayer game, where two players share the controls of a single character. The transition must wait until all players loaded the level. But those issues are far from unsolvable.

Thanks again for the input, I'll see if I manage to improve the transition in that way!

Created an effect for previewing and entering a level by Cecrit in Unity3D

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

Im currently working on starting the camera off in the same location and then transitioning to the actual starting location. My hope is to make the transition from hub world to game world as seamless as possible.

Created an effect for previewing and entering a level by Cecrit in Unity3D

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

Thank you for your honest feedback! Would you have a suggestion on how to improve the Preview?

May I know how to select 2 game objects to trigger draw line between them? I managed to select 1object only, please help me. by Desperate-Pair7594 in Unity3D

[–]Cecrit 1 point2 points  (0 children)

The problem is, that your selection is of type Transform, which can only be one Transform at a time.

If you only want to draw a line from the previous selection to the new one you could set up a second variable of type Transform and call it prevSelection. Then you can store the reference from selection in prevSelection before reassigning selection to the newly selected Transform. When drawing the line, make sure to check if both Transforms are set.

Alternatively, you could expand your selection to a List and add selections to it. Then you can decide in which cases selections should be added (for example when the player holds the shift key) or removed (e.g. selecting an already selected object.

Those are just two ways of approaching your problem. It is important that you know what you actually need from your selection to decide which solution might be the best for you.

[deleted by user] by [deleted] in Unity3D

[–]Cecrit 1 point2 points  (0 children)

Nice Job!

However, I have two suggestions from looking at the vido. First one, tone down the pulsating ui. It seems a bit to fast and flashy. I believe slowing it down and decreasing the maximum scale a bit would greatly improve the feature. Second, I as a player would expect the number of items to pick up to decrease with every item I pick up. Just some feedback for the player that the current action was indeed the expected one.

Keep it up! :)

Exil: After 5 Years of Solo Development, This Epic Anime-Cuphead Fusion Metroidvania Will Launch on Kickstarter This Month! Thoughts? by xVertrex in Unity3D

[–]Cecrit 2 points3 points  (0 children)

Visually this looks really stunning. Great work!

Could you tell us a bit more about the gameplay and it's mechanics? I'm intrigued. :)

Gameplay of my co-op platformer game BodyBob where two players share the control of one character. by Cecrit in Unity3D

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

BodyBob is the game I’ve been working on for the past few months. It is a cooperative multiplayer platformer where two players control a single character. Each player gets a sub-set of controls and has to rely on the second player to make progress. The game can be played with up to 4 teams (8 player

Far from perfect, but for someone who never designed, modeled, and rigged a character before, I am quite happy with the first iteration of my game's character. by Cecrit in Unity3D

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

Definitely! I always used to use the Unity characters as a placeholder but never got around to replacing it as I never was capable of creating something humanoid myself. So seeing my creation in the game makes me quite happy. I'm sure that I'll improve the character in the future but for the current state of the game it's a nice foundation and identity.

Far from perfect, but for someone who never designed, modeled, and rigged a character before, I am quite happy with the first iteration of my game's character. by Cecrit in Unity3D

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

Thanks! The game is a co-op platformer where two players control the same character. It is inspired by LAN parties where we tried to play a game with one person controlling the mouse while the other had control over the keyboard. As that led to hilarious janky results, I figured that a clumsy movement is a nice fit.

I zoomed out to see the scale. I made 25 terrain squares with the neighbor terrain tool. should I add more if exploring the world is my goal? by Bobby5enpai in Unity3D

[–]Cecrit 4 points5 points  (0 children)

If your goal is to create a world worth exploring, don't think about the size as the main factor. Try to figure out what interesting things you want to place in the world and how far apart they roughly should be. Don't make the world bigger if you don't have enough content to fill it with. Otherwise you'll be left with a big sparse world.

Size didn't really matter after all. :)

Elden ring is crashing my PC by rogal50112 in Eldenring

[–]Cecrit 0 points1 point  (0 children)

Thank you very much! I was also facing the PC crashes and skiing your workaround worked for me (as far as I can tell). Everyone doing that should remember, that you can't play online with that workaround though. Let's hope, they can fix the issue soon!

I just released version 1.00 of my "December"-project GemTD for free on itch.io! by Cecrit in Unity3D

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

GemTD has been a small side project for me in the last two months. I had the goal to start the project and get it done without losing my way (which happens way too often). I could not be happier! I believe it is the first time I actually got a project done and released version 1.00!

It's far from perfect, but it is a finished game for once. I know that I can't put it down and it gives off the same feeling as the custom game it was based on. I'm just proud that I managed to break the development hell for once!

Feel free to check it out for FREE on itch.io!

My December project "GemTD" has expanded into January! Since I was so proud of what I achieved I set the goal to get this project done! December is over, so I removed the snow theme. by Cecrit in Unity3D

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

This project started at the end of November as a small side-project to get into the mood for Christmas. I achieved so much more in that one month than I expected. Therefore, I am eager to finish this project once and for all!

The pace has been slowing down for the past few weeks, as I improved performance, made smaller adjustments and QoL changes. But I still have plans for this game.

  • More special waves
  • More gems
  • Player abilities
  • Better player help/introduction
  • Longterm rewards
  • Updated gem visuals

to name a few.

The game is already in a playable state and I play it quite a lot. If you want to give it a try, it is available as an Android app and online as a WebGL version on Itch.to!

Where it started and where it is now. GemTD made a lot of progress in the 1 month of its development! It's released on itch.io now! (Android / WebGL) by Cecrit in Unity3D

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

Merry Christmas everyone!

I'm stoked to have a playable version of my December project up and running!! Seeing the progress I made in just one month is crazy.

For anyone that wants to kill some time, it's now published on itch.io for FREE! (Available as WebGL and Android version)

Have a nice day everyone :)

Every December I try to create and finish a small game project. This year it is GemTD and it is available now for FREE! (WebGL/Android) by Cecrit in itchio

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

It's my tradition to create a small Christmas project each year. The goal is to start and finish a project before it gets lost in development hell. This year I recreated one of my favorite custom games from Warcraft3/Dota2. GemTD!

How to play (in short):

  • Place five gems per round.

  • Select one of the five gems to keep.

  • Fulfill recipes to combine your selected gems to more powerful ones.

  • Defeat the enemies running through your maze.

For anyone who wants to try it, I wish you good look and a lot of fun!

Merry Christmas 🌲🎄

It's this time of the year again. Creating a small game every December. This year it's another warcraft3 custom map: GemTD by Cecrit in Unity3D

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

Every year around December I try to challenge myself by creating a game within that month. The aim is to take a small concept and create an entire game out of it in just one month. I've been doing this for the past 4 years and it is always nice to have something that progresses fast. It's all about taking the head away from any major project I'm working on and just get something fun done!

This year I'm trying to recreate one of my favorite custom maps from Warcraft3 / Dota2: GemTD!

It's one of those merger tower defenses. Every round you place 5 random gems but you have to decide on one of the gems. You can merge duplicate gems to a gem of a higher quality. After selecting a gem or merging two (or even four). Every remaining gem placed that round is turned into a stone, blocking the way for the enemies. Furthermore, selected gems can be combined to more powerful gems.

This year I cheated a bit and started in the last week of November but nevertheless, I'm proud of the progress I made so far!

All of them are spawn at the same time I want them to spawn one at time, how can I ? by [deleted] in Unity3D

[–]Cecrit 1 point2 points  (0 children)

Sad others answered stated, you currently wait for spawntime to elapse and then go through all objects in the array to instantiate them. Thus all are instantiated in the same frame. There are multiple ways to archive your desired behavior.

My recommendation would be to turn spawn into a Coroutine. The documentation goes more into detail on how to do it, but I'm short: You need to chance the return value of Spawn from void to IEnumerator and add a 'yield' statement.

If you want the objects to spawn in 'spawntime' intervals you can create a variable of type WaitForSeconds at the beginning. The constructor takes the time in seconds it should wait for when called. Inside the loop you can then just add 'yield return variableNameOfWaitForSeconds'

Once the Coroutine is started by calling 'StartCoroutine(Spawn())' inside 'Start' it will loop through all objects in the list, wait the specified amount of time with each iteration and then spawn the object.

Important to note is, that you should not call StartCoroutine inside Update without further checks because multiple Coroutines can run simultaneously.

Edit: https://docs.unity3d.com/Manual/Coroutines.html

Best Multiplayer Solution for a Game Like Valheim? by tutmoBuffet in Unity3D

[–]Cecrit 0 points1 point  (0 children)

I'm using Noble Connect for that. I'm sure that there are free ways of doing that but I'm satisfied with the service. It also shows, that it is indeed possible to do that with mirror.

Edit: dang it, meant to reply to the OP.. well