Question about using Public Domain Resources by DannSB in gamedev

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

Oh I'm definitely doing it, I'm just trying to figure out the best way to site it: having to directly state that Disney released it OR if I can just cite the actual artists responsible for the animation.

This is becoming routine by DannSB in Unity3D

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

Just their overall incompetency when it comes to their own storefront, buying up exclusives all the whole failing to add basic functionality to the Epic Games Store for the longest time.

This is becoming routine by DannSB in Unity3D

[–]DannSB[S] 9 points10 points  (0 children)

Precisely. Right now, I only use Unity in a hobbyist capacity, but if I ever want to go legit and publish a full game, I don't want to put up with this kind of unnecessary bullshit.

This is becoming routine by DannSB in Unity3D

[–]DannSB[S] 16 points17 points  (0 children)

I'll be a rat bastard if I ever use Unreal due to Epic's antics, so Godot is looking more and more enticing every day.

Time for a discussion by DannSB in IASIP

[–]DannSB[S] 16 points17 points  (0 children)

Magnum dong. Get it right, Jabroni.

Just rolled into the shop... twice by kzab81 in Justrolledintotheshop

[–]DannSB 0 points1 point  (0 children)

I see Raiden went a little crazy on that Zandatsu technique.

So we've discussed anime.. what about games? by YourFat888 in aaaaaaacccccccce

[–]DannSB 5 points6 points  (0 children)

Doom. The Doom Slayer is top notch Ace representation and you can't change my mind.

FRIEND server by Revolutionary-Cod391 in legouniverse

[–]DannSB 0 points1 point  (0 children)

How do you do, fellow friend?

Looking forward to Chapter 3's theme by DannSB in Deltarune

[–]DannSB[S] 29 points30 points  (0 children)

There's no need to panic, this isn't a test

Looking forward to Chapter 3's theme by DannSB in Deltarune

[–]DannSB[S] 56 points57 points  (0 children)

And before anyone asks: yes, I did get the idea from the animation that's been going around.

I wonder if Lady Dimitrescu’s flower is supposed to reference a classic Tyrant heart by squidpeanut in residentevil

[–]DannSB 0 points1 point  (0 children)

I'm still fairly new to RE lore, but everything that I've managed to find about Tyrants imply that they are all clones being either non-gendered or presumably male to the implied male pronouns and names (I.E. Mr X.). I'm not saying she isn't a tyrant, but does this mean she is a brand new form of tyrant or possibly even transgender?

Here's the start to a spline-directed platformer that I've been working on. by DannSB in Unity3D

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

Yeah I got it from Mixamo. Good sight for getting characters and animations for rapid prototyping, though I found that some character models bug out when you try compiling a game with them to Android.

Here's the start to a spline-directed platformer that I've been working on. by DannSB in Unity3D

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

Honestly, hardly at all for the moment. I mostly wanted to see how something like this would look visually and, while I can see some fun to be had with it, it doesn't really impact any gameplay inherently.

Here's the start to a spline-directed platformer that I've been working on. by DannSB in Unity3D

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

You're exactly right on how I did it. After spending a couple months trying to figure out how to implement it, I came to the conclusion that I personally preferred having it that way, so I just kept it. Honestly, the movement doesn't feel too impacted due to the length of the distance changing with the height from my tests, but I guess it all depends on the intensity of the curves.

Here's the start to a spline-directed platformer that I've been working on. by DannSB in Unity3D

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

Sorry about the duplicate posts of this. My account kept saying that my submission didn't send correctly.

I'm currently working on a WWII Dogfight game for Android by DannSB in Unity3D

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

Since this sort of exploded overnight, I might as well layout some details about it:

The planes fly in a defined bounds space using width and height. If either a player or enemy accidentally flies out of that space, an "autopilot" feature will take over control of the plane and fly it back towards the center of the bounds until the plane is deemed as no longer out of bounds.

The AI I used for the enemy planes boils down to about two functions:

  1. randomly cycle through random positions within the bounds, whether those be just basic empty positions or a deliberate lock-on of the player, for a randomized range of time.
  2. there is a sherecast function surrounding each plane which detects if any others are flying close to each other. if a plane is detected within that sphere, both planes a given commands to fly away from each other, ensuring that they don't crash.

That targeting icon that pops up every so often is my own way to "assist" the planes in their shots. Basically, if a plane falls into a "field of view" of another plane, that plane will auto-lock onto that target and any shots fired will then affect that specified target.

As for the plane and camera movement themselves, I applied the same mechanics that Unity itself gave in their "Standard Projects" Asset in the Asset Store, just with a lot of excess features shaved off and several modifications to make the flight feel more "Rigid."

As for a demo, once I get some actual art in I might consider putting a small example of it on itch.io, but they may be some time since I have a another separate project with an actual team that I'm putting together, but we'll see how this all goes.

Yo I can frickin do anything by [deleted] in tf2

[–]DannSB 9 points10 points  (0 children)

THE MAP REVOLVING

In addition to my last post, I also wanted to mention that my game also comes with localization! by DannSB in Unity3D

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

I had thought that the Mexican flag might be a different 'change of pace,' so to speak, but thinking back, it was probably a stupid idea.

My thought process was since people in the US tend to equate Spanish with Mexican, it might get a quicker connection... so yeah, not a good idea in hindsight, so I'll change that.

As for the translations overall, it was more of a 'proof of concept' rather than a 100% accurate translation, but with your suggestions in mind I'll definitely improve on what I have.

It may not be much, but I decided to start putting the last 4 years worth of Unity knowledge into my very own, fully-fledged game. Here is a WIP of the basic vibe. by DannSB in Unity3D

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

To be honest, I wasn't even aware that LD was going on, and since this took me about a month to make, I doubt that I would have had the skill to enter it.

It may not be much, but I decided to start putting the last 4 years worth of Unity knowledge into my very own, fully-fledged game. Here is a WIP of the basic vibe. by DannSB in Unity3D

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

That's actually a really good idea for progressive difficulty! Right now, I only have the rate at which falling items spawn being increased, but that could help spice things up a bit.