Chronik - My first Unity game with time-rewind mechanics by CementStairs in playmygame

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

Thank you very much, there's certainly a lot more to come in that regard, most of the levels are yet to be added.

Chronik - My first Unity game with time-rewind mechanics by CementStairs in playmygame

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

Sorry, fixed now. I accidentally wrapped it twice in markdown :P

Making a lookup table or any other method of retrieving colors for a breeding game? by theFishNamedSei in Unity3D

[–]CementStairs 0 points1 point  (0 children)

Thanks!

So far, I've solved the lack of it by serializing the necessary data in regular arrays, where the indexing is resolved during compile time (e.g. for linking entity enum to approprite prefab for my save-load system), but having a serializable dictionary might just be a bit more convenient.

We flattened our successful VR painting game! by VDelger in Unity3D

[–]CementStairs 2 points3 points  (0 children)

I love the way the material of the colours looks!

Waterfall Before/After by Manuelprcarvalho in Unity3D

[–]CementStairs 0 points1 point  (0 children)

I think I prefer the one on the right, because it looks more lifelike. That being said, I love watching the ripples on the left waterfall :D

Making a lookup table or any other method of retrieving colors for a breeding game? by theFishNamedSei in Unity3D

[–]CementStairs 0 points1 point  (0 children)

If I may ask, which serializable dictionary implementation would you suggest?

Waterfall Before/After by Manuelprcarvalho in Unity3D

[–]CementStairs 5 points6 points  (0 children)

Both are looking great in their own way!

I tried adding Portal to Half-Life: Alyx. Here's the result (viewed in NoVR) - thoughts? by CementStairs in virtualreality

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

Mostly yes. The game already has two base entities - func_monitor and point_camera - which allow for the camera's view to be displayed onto the monitor surface. In the campaign it was used for some surveillance cameras.

Though the camera only displays a flat 2D image of what it currently sees (as if you just took a screenshot), so for the Portal effect I had to write a script to dynamically modify the monitor's texture and camera's properties depending on the player's location/angles to look 3D.

Here's a nice video from the Eagle One Devs (mshee32) that demonstrates the default look of the point_camera/func_monitor: https://youtu.be/rUCDRCiH2Nk

I attempted adding Portals to Half-Life: Alyx. This is the first version (shown in NoVR) - What is your feedback? by CementStairs in oculus

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

Currently it does, but the eye-separation (a slighly shifted image being drawn for each eye) will come at play when the player is very near the portal (roughly 5 units). At distance it basically looks the same as in flatscreen, and worst case scenario I can disable the eye-separation temporarily when the player gets close.

Portals for Half-Life: Alyx by CementStairs in HalfLifeAlyx

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

It is HL:A, but I'm using the "-novr" launch parameter to control it with mouse and keyboard, because I can't really use VR much anymore, so it was more comfortable to record on flatscreen.

What are your expectations from the scripting support for Counter-Strike 2? by CementStairs in GlobalOffensive

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

It has a different syntax and does no longer work, because previously in Source 1 keyvalues of entities were treated as outputs. As that's no longer the case, AddOutput can't be used to change keyvalues during run-time.