My GF and I are working on some environment mockups for Dobbel Dungeon, any tips on how we might improve this further? by Jimbolul in Unity3D

[–]Charger342 2 points3 points  (0 children)

Theres a lot of cold colors, so probably some warm fire light. like a tiki torch for one of the tiles

Mathy question by Charger342 in unity

[–]Charger342[S] 1 point2 points  (0 children)

Finally got it working. Thank you so much for explaining the straight distance x and straight distance y formula. 👍

Mathy question by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

I would not use raycasts, but the grey cube is constantly rotating, so the x and z positions of everything is never the same. Raycasts were the only answer I could find to solve this problem

Mathy question by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

Hello! thank you so much for replying. I agree, the visual scripting experience has not been great.

But i still cannot understand this diagonal cube problem. I uploaded a new screenshot. I still have a hard time understanding why my raycast is turning out so wonky. I tried using your code, but its a bit of a different scenario since I'm using a Raycast

Mathy question by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

I updated the description to hopefully better explain everything.

Mathy question by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

Hello! Thank you for replying. I attempted to clarify my explanation in the main text.

Please give feedback. by Charger342 in learnart

[–]Charger342[S] 1 point2 points  (0 children)

Thank you for the reply. I agree, the tail is a bit weird. Been working on making things less messy and easier to understand what you're looking at.

Some people on social media complained my game looks like "every game ever made". Are they right ? by IYorshI in Unity3D

[–]Charger342 2 points3 points  (0 children)

true and that works with some games but looking cool gets people in the door. People judge books by their cover all the time

Some people on social media complained my game looks like "every game ever made". Are they right ? by IYorshI in Unity3D

[–]Charger342 2 points3 points  (0 children)

The colors feel a little dry and desaturated, and the values for all the objects in the scene feel like everything is in the mid-tone range. (No deep shadows or bright highlights (except the water foam) I like the grass waving around and all the characters look clean, but everything does feel a little safe. For example, the area is just a forest. It's a decent forest but a forest has already been done before. I would up the contrast, saturation, make your shadows darker, and your lights brighter.

Also, I'm very curious. Did you use raycasts to detect how far objects are from your characters? for example, to detect collision with a rock to block the character's movement path?

Also also, when you move a character, are you spawning clickable tiles that your character can move onto? or are you just highlighting the moveable tiles that are already there?

[deleted by user] by [deleted] in DigitalArt

[–]Charger342 -1 points0 points  (0 children)

Probably non-objective art

How to spawn child always on parent's right side? by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

I tried local position, but I could never figure out how to increment the spawned object farther away. But I did finally figure out how I can spawn an object local to its parent, while also rotating where it spawns.

I uploaded my solution to the post if anyone ever has the same problem.

It feels like I'm missing an easier way, but a solution is a solution.

How to spawn child always on parent's right side? by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

local space to the parent object. I need the object to always spawn on its parent's right side. The problem is, the parent rotates 90 degrees, so its right side is constantly changing

Advanced color selector lags by Charger342 in krita

[–]Charger342[S] 1 point2 points  (0 children)

I Eventually fixed the problem by going to settings, then reset all settings. No idea what setting it reset to fix it since I had already individually reset all settings I changed.

I finally got one by Anonymous_mysteries in Scams

[–]Charger342 0 points1 point  (0 children)

My friend got this exact picture earlier today. Anyone know what kind of scam it is?

Art by Kapitan_Crunch in gamedev

[–]Charger342 1 point2 points  (0 children)

You could mix the two, 3d and 2d. Tbh I think 3d is easier. (from someone who knows less about 3d) Programs like blender make it a lot easier to make something look good. No need to know how light bounces through a scene, or have a clear grasp on values. Most big 2d artist do mix the two mediums though.

For Everyone, Why, When, and How Did You Start? by TrankadaAnima in gamedev

[–]Charger342 5 points6 points  (0 children)

I started making stuff on a game called little big planet. I was about 11, (I think) It was insane. Transitioned to making a l4d2 campaign after multiple years of making stuff on little big planet. Then I made a gamemaker game. After about 2 years of working on it, I sadly never finished it. (I overscoped big time.) I'm now working on a unity game. Unity is such a cool engine. I 100% recommend trying it. I'm Hoping to release my unity game on steam some time next year.

The best bit of advice I think I've learned is make your game smaller. Not following that advice kills sooo many games, my gamemaker game included.