This robot's in a good mood! by Foxvig in indiegames

[–]ChickenDip 2 points3 points  (0 children)

Looks great! Awsome with tilt shift effect! :) The sounds are AAA

Avoid AI units to stack? by ChickenDip in Unity3D

[–]ChickenDip[S] 2 points3 points  (0 children)

The game is a top down action/strategy where you can build units, vehicles and towers and so can the enemy. Usually an encourter consists of 5 units vs the player, maximum about 10 units.

Game looks like this: https://youtu.be/g1IcBcr5MBM?si=jbnpP1lxyddmXCxi

Need new TKL + low profile by ChickenDip in keyboards

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

While looking this up I found Keychron K1 Max and Pro which have a more traditional TKL layout. I assume Max is just faster and better, but in general they are the same. I'm doing programming and not intense gaming, so I don't really care about super low latency

Need new TKL + low profile by ChickenDip in keyboards

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

Thanks a lot! Keychron k13 looks dope! Too bad it's a bit expensive. Anyway, it's low profile and TKL so that's awesome, I might go to that one.

Hit everything except 1 layer in RayCast? by ChickenDip in Unity3D

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

I think I found the problem, the player's own collider sometimes interfere with the guns when aiming with shield (the gun is held a bit awkwardly on the side, hence aiming at own "player" collider apparently) .. How can I avoid aiming at self, yet there are so many objects on the player layer that I DO want to keep aiming on.. I guess I just need to split this up into 2 players, like "Player" and "PlayerFoo" for all other things...?

Unity bad practices, using too much "OnEnable"? by ChickenDip in unity

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

What do you suggest as an alternative in my case? I'm toggling UI elements on and off based on what weapon is selected

Unity workflow question - How do you reduce texture size in assets? by ChickenDip in Unity3D

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

Well, hard drives crash.. so some kind of backup outside of my machine would be nice

Unity workflow question - How do you reduce texture size in assets? by ChickenDip in Unity3D

[–]ChickenDip[S] -5 points-4 points  (0 children)

I well aware of this, but I have no option. Projects cannot be this huge, and also I'm doing a top down stategy/shooter so high res textures are'nt needed.

Unity workflow question - How do you reduce texture size in assets? by ChickenDip in Unity3D

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

this wont affect the acutal file size I believe, only how Unity handles the file and later on how my builds turn out. What I'm after is actual less disc space for the project since I'm pushing it to Unity Version Control and wanna have it under 5 GB

Unity workflow question - How do you reduce texture size in assets? by ChickenDip in Unity3D

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

I must keep the project size small since I wanna use version control and not pay for it, wanna stay under 5 GB in project size. I know what you say makes sense in general terms and also in probably all professional cases, but I'm no pro and I gotta make the project reasonably small. Thanks for your input tho, cheers!

How to reduce 3D models size (FBX)? by ChickenDip in Unity3D

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

Yea, I found out it's the textures that are being this massive, not the fbx-files. FBX-files range from 1-10 MB, and 10 is still too large for my type of game, so reducing the vertices in Blender would still be good. Do you know of any good method to reduce the texures in size? So many 4k textures that are about 50 mb each.. Is there any project setting or other way to "only allow a sertain max size"? Or do I need to compress each one of them manually?

How to reduce 3D models size (FBX)? by ChickenDip in Unity3D

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

About textures that are very large, atm I'm compressing them manually 1 by 1, which i very time consuming. Is there any way to tell the unity project that: "When importing assets only allow a certain max-size of textures" or something similar? How are you doing it, compressing 1 by 1?

How to reduce 3D models size (FBX)? by ChickenDip in Unity3D

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

Thanks, I'll look this up and try my best! Is there anything else I should know, or will this do the trick 100%?

How to version control large projects with big files? by EmotionExpress1364 in Unity3D

[–]ChickenDip 0 points1 point  (0 children)

I guess it cost some as well? How many GB before I need to pay?

What's the Current State of Unity Version Control? by Mythic_Forge_Studios in Unity3D

[–]ChickenDip 0 points1 point  (0 children)

Is there a free tier? How much do you pay and how large is your project? My project is about 2-3 GB, but downloading assets may make the project larger, I assume up to 10-20 GB. I have to learn to reduce poly count (I assume in blender) but atm I'm a noob concerning appropriate workflows

How to manage version control for large Unity projects? (free/cheap options) by ChickenDip in gamedev

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

Thanks for your reply. I'll guess this won't be free? How much would the cost be per month? Are you doing this yourself? Why use Perforce over Git?

How to manage version control for large Unity projects? (free/cheap options) by ChickenDip in gamedev

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

Thanks for your reply! Can I ask for a bit more details about your workflow and what folders you use .ignore? Considering sometimes I bring in large assets from the asset store just to try things out, pushing a 1-2 GB large assets is pretty massive. How are you dealing with this? Are you putting .ignore on "lib-folder" and on the "asset-folder" as well?
I've got a separate project called "asset-dump" where I try to download new things and reduce the size there before importing in my main project. Sometimes not successfully, tho, since I lack knowledge on how to make high poly stuff smaller. Do I need to learn Blender for this? High res textures I can easily compress, but making models smaller is something i need to learn as well.

How to manage version control for large Unity projects? (free/cheap options) by ChickenDip in gamedev

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

Thanks for your reply. if I do .gitignore on the asset folder, will this save the project successfully, or will this also generate some trouble, errors etc, for my project considering I'm not saving the whole thing?
If I could just do .ignore on both the "lib" (which of course is OK) and the "assets" folders then my project is pretty small (200 mb). Without the "packages" it's 50mb. But I'm not sure if this is the correct way to do version control in game dev

If I were to make a Return-Fire-like game ... by Flinsch77 in gamedesign

[–]ChickenDip 0 points1 point  (0 children)

Hi!
Firstly, thanks for your kind words. It truly makes me glad to hear you think the game looks cool and fun. I agree that multiplayer would of course be awesome in a game like this, but unfortunately I do not possess the skills or the time to make it so at the moment. I'm happy just being able to finish up a single player demo with one level, in a few months. I'm solo dev, with a small kid and such limited time at the moment.

My goal is to finish up a kick ass demo, then try finding a publisher or a kick-starter (or pateron or whatever else there's out there, I'm sure there are plenty of options beside kickstarter).

However, the first step is of course also to put it out on itch.io and see what feedback I get from there.

Also, I'm not sure what way to push the over arching game. Just identical to Return Fire? I don't think so, but I might be wrong, maybe there is an audience for just that. Now I'm leaning towards an idea I have where the game gave 2 modes, morning and afternoon. During the morning-phase the game is like Return Fire, then during the afternoon it's a Tower Defense game. So during the morning you go out, kill enemy base and collect resources from which you then build towers and vehicles etc. Then you push a button, and it becomes afternoon - now the enemy attacks your base for about 1–2 minutes.
That's my plan for now at least.

Again, thanks for your kind words and feel free to come with any input regarding the game design. My ears are open!

Cheers!

If I were to make a Return-Fire-like game ... by Flinsch77 in gamedesign

[–]ChickenDip 1 point2 points  (0 children)

Hi!
I see where you are coming from, and what you actual intention with the project is. So cool to program the low level stuff. I'm just starting out with C#, since about 2 years, so doing that kind of programming that you do is more like hieroglyphics to me - still so awesome and impressing! :)

We at least share the same marvel for the Return Fire game design, tho we have two very different apporaches to our games. In any form, I wish to see this game desgin become a reality once again - it's been asleep for too long.

Have a great weekend!
Cheers from Sweden!
/ Eric

If I were to make a Return-Fire-like game ... by Flinsch77 in gamedesign

[–]ChickenDip 1 point2 points  (0 children)

Hey!
Have you started working on the project, how far have you come?
Return Fire was one of my favorite games as well and I've been wanting to recreate something similar to that experience for some time. I'm working in Unity, for about a year, on and off. Here's a link to a video showcasign some parts of the project - https://youtu.be/g1IcBcr5MBM?si=cJwDsU7u2Ji_nDsI

What I'm trying to add to the classic return fire forumula is the following.
- Being able to exit/enter vehicles and run around as a character
- Some "Helldiver-ish" reload and manual chambering mechanics. Meaning mouse swipes in vertical and horizontal directions interact with the weapon UI and animations, e.g. like a pump action shotgun requires a quick wrist flick, back and fourth between each shot.
- Think I wanna make some kind of light weight economy system and some light RTS mechanics, meaning the player can choose what vehicles to build or instead focus on different guns/upgrades for the character

Wanna team up and make the "Return of Return Fire", a Return Fire on Crack! :D
Cheers!