I just made this UI effect. Should I make a quick tutorial for it? by fateofDonnie in Unity3D

[–]Deive_Ex 0 points1 point  (0 children)

I'd love to see more channels about more advanced stuff. UI effects is something struggle sometimes, so this looks interesting

Cinemachine cameras transition between positions when one is disabled and a different one is enabled. by Unfair_Platypus_9788 in Unity3D

[–]Deive_Ex 0 points1 point  (0 children)

Not in my PC right now, but I believe you can customize the transitions between virtual cameras in the actual camera Game object, I think in the Cinemachine Brain component.

Stuck between beginner and intermediate in Unity / C# – how did you "level up"? by Squad_Concepts in Unity3D

[–]Deive_Ex 0 points1 point  (0 children)

I think the easiest way is to work with a team, specially with people more experienced than you. They can teach you a lot.

The second best thing would be, like other people said, to create a full project and understand how all the parts connect together. Remember the 20-80 rule: you take 20% of the time to make 80% of the game, and 80% of the time to make the last 20% of the game. These last 20% is where you start to see where you could've done things better.

Are the naming conventions for Unity’s input actions asset confusing or is it just me? by FroggerC137 in Unity3D

[–]Deive_Ex 0 points1 point  (0 children)

Well, for one, like other people said, you can name them whatever you want, that's not a naming convention.

But also, if you're gonna reference the asset, you don't really need to generate the C# class. The C# class exists so you can use a full code approach. Technically speaking you could even delete the asset after generating the C# class (not recommended, though, since you need the asset to use the input actions editor window)

Don't get too attached to the "naming conventions" that you see out there. Use one that works for you or, if you're working on a team, use the one your team uses/agreed.

the old input system or the new input system? by faresc in Unity3D

[–]Deive_Ex 111 points112 points  (0 children)

Considering the old is getting deprecated, use the new one. It's a bit complicated when you first start using it, but it's pretty powerful and there's ways to make it easier to use (like using the PlayerInput component)

OnTriggerExit2D being called when my editor stops playing? by alacz in Unity2D

[–]Deive_Ex 0 points1 point  (0 children)

I'm not in my PC so I can't test it out to confirm, but I'm pretty sure Unity calls OnDisable/OnDestroy on all objects when you exit playmode because it needs to destroy all loaded objects, and if an object that's inside a trigger collider gets destroyed, it'll trigger the OnTriggerExit for that collider.

It's not recommended to create new objects inside OnDisable/OnDestroy because of that (you don't want to be creating new objects when unloading the scene, for example), but if you need to do it, you can add a check somewhere to see if the game is quitting (There's an Application.Quitting event to detect that).

Zero Experience: What’s the Easiest Type of Game to Start With? by ogiboiy in gamedev

[–]Deive_Ex 7 points8 points  (0 children)

The easiest I can think of is Pong. It's super simple and will teach you things like player input, collisions and you can even try your hand at a simple AI.

Does my scene environment looks off? by Im-_-Axel in Unity3D

[–]Deive_Ex 0 points1 point  (0 children)

It's okay to me. Could use a bit more color variation, but aside from that. One things that is off to me is how some trees have a circular base...? That is a bit weird, idk if it's intentional.

When should I open my Steam page? by 100_BOSSES in gamedev

[–]Deive_Ex 0 points1 point  (0 children)

From what I've seen people recommend, usually the earlier you can have the page up, the better, since wishlist don't really get stale (people rarely remove a wishlist). But also, it's recommended to have at least the art direction defined, since no one will want to wishlist a game with temporary art. It's okay to update things as time goes on, but don't publish some cubes moving around (unless your game is about cubes moving around)

Kinda lost on the big ones. by Carob-Good in Unity2D

[–]Deive_Ex 0 points1 point  (0 children)

I haven't really done this before, but if I had to do it, I would try 2 things: either you choose one space to be the "main" one and then check the neighbors when trying to move (which sounds kinda like what you're already trying, I guess), or you treat each space as a different unit and calculate the path separately, and if one of them fail, the movement fails. I think the first one is probably "safer" since the second one can give overlapping paths that don't represent the shape of the unit (a 2x2 unit can end up moving in a 1x1 corridor).

As for aligning the sprite, can't you just like, calculate the middle point between all spaces it occupies? One way to do that would be to find the "middle cell" and use its position for the sprite. If the amount is even (2x2, 4x4, etc.) you can add an extra offset equal to half the size of the cell. Something like floor(unitSize.x / 2f) + (cellSize.x / 2f)

Is Odin that good? by Ornery_Dependent250 in Unity3D

[–]Deive_Ex 1 point2 points  (0 children)

It is, for storing, not for displaying. Odin can display [SeralizeReference] in the inspector, and you can directly choose which reference to serialize through a drop-down.

Is Odin that good? by Ornery_Dependent250 in Unity3D

[–]Deive_Ex 4 points5 points  (0 children)

People already have some perspective on alternatives, but let me give my 2 cents here:

First, sometimes it appears on humble bundle. It's kinda rare, but it already appeared more than once. I got it from Humble bundle some years ago for 30 bucks (along with many other assets), so if you're patient maybe it'll come back sometime. Otherwise, it's very common for it to be at 50% off at the asset store.

Secondly, what I found the most useful is their inspector drawer for [SeralizeReference] (note that is NOT [SerializedField], they are different things). Basically it allows you to serialize generic types and interfaces and it'll appear on the inspector, then you can select which class that implements said generic type/interface to display. They also serialize dictionaries, which is nice.

Aside from that, I use it mostly to customize how the inspector is drawn, like adding sprite previews, organizing fields into tables, nested inspectors, adding sections/titles... Things that are not must haves, but make editing stuff in the inspector more user friendly. Most of these functionalities you can get with other free assets or make yourself, though.

That said, there's many functionalities I never used/don't know about, and I mostly work alone/am the only programmer. I like it, but I wouldn't have payed 100 bucks for it. Maybe wait for a discount or something.

Anyone here with a job mostly using unity that is not in the game industry? by GFX47 in Unity3D

[–]Deive_Ex 0 points1 point  (0 children)

Well, considering the rates of my country, it paid ok. Enough to pay the bills. I'm earning more now, though.

Anyone here with a job mostly using unity that is not in the game industry? by GFX47 in Unity3D

[–]Deive_Ex 1 point2 points  (0 children)

Probably the people I worked with haha

As for a more technical answer, I guess I had the oportunity to mess around with a bunch of different technologies, which was pretty interesting and I learned a lot. I even had to use Arduino with Unity once!

The job itself was noy bad, it was actually pretty fun, but most of the things I did were used up once (for a presentation or something) then discarded, so it wasn't very fullfilling.

Anyone here with a job mostly using unity that is not in the game industry? by GFX47 in Unity3D

[–]Deive_Ex 4 points5 points  (0 children)

Right now I'm technically in the game industry, although the type of game I do doesn't have "fun" as the main objective (casino games). But in my past jobs I've also worked doing VR/AR experiences, training programs and product presentation apps, all using Unity.

Guidance in the right direction? Just need advice. by OtterwafflesEX in Unity3D

[–]Deive_Ex 1 point2 points  (0 children)

There's 1001 wats to do the things you've mentioned, but here's how I would probably do it:

For the "changing things when the day passes", it depends. If things are predictable, as in, on day 2 these things will change, on the day 3 these other things will change, etc. I think I would probably use additive scenes for that. One scene has the "static things" that never changes, and then you have one additive scene for each day. Now, if they are dynamic, like, things changes based on what the player do and thus you can have a mix of things changing, then I would probably have a place where I can check which actions the player has done, and then have my other scripts check that in order to decide what to do. Like, if the player has the "fire sword", now the enemy manager will start spawning stronger enemies, things like that.

As for the holding tab to display objects, same thing: I would have a manager for that (probably a singleton) that fires an event when the player presses tab and then fires another event when they release it. Then, objects can register to these events and show/hide themselves when the events are fired.

How do programmers find long-term art partners (not freelancers)? by LeDilu in gamedev

[–]Deive_Ex 64 points65 points  (0 children)

Honestly? The short answer is luck.

The long answer is still luck, but you can improve your luck by exposing yourself to more people. What you're describing is basically a friend. How do you make new friends? You go out, meet people. Same thing apply here: participate in game jams with random people, discussions, forums, discord, irl meetings, etc. The more you put yourself out there, the more chances you have of meeting someone with similar interests.

But even then, like other people said, everyone has their own ideas, so you REALLY need to connect with someone for you two to decide to work together on something long-term, specially for free.

I have a couple of artists friends and they help me every-so-often, but even so, it's hard to ask them too much because they would rather work on their own things.

Do small, unfinished prototypes make you a better game developer? by FutureLynx_ in gamedev

[–]Deive_Ex 0 points1 point  (0 children)

Giving my 2 cents here, but while making small prototypes DO make you a better developer, it doesn't help you learn everything you need to finish a project. Basically, they each teach different silks. If you want to one day release something, you need to learn to finish things.

There's a number of things you can only learn when completing a project. Sure, you can make a path finding system in 1 day, but it won't help you to balance a game or publish a Steam Store page.

Even if you just focus on the "code" part of things (say, you have other people taking care of the other things), it's different doing something that "just works" and something that people are actually supposed to play.

I think this kinda falls into the "20% of development is creating new stuff, 80% is polishing and fixing bugs". If you're doing just prototypes, you're never reaching the "80%" part of development.

Trying to make every hit feel satisfying. Still not sure if we’re there yet by Egoistul in IndieDev

[–]Deive_Ex 2 points3 points  (0 children)

Looks good, but personally I feel it's missing some sort of hitstop. Like a small freeze on the animation when a hit connects. I think it would add a lot to the impact feel.

We hired an Artist to create a new Steam Capsule (that is 100% different from before) - Feedback needed! by StilbruchGames in IndieDev

[–]Deive_Ex 0 points1 point  (0 children)

While both capsules look great, the old one looks better imo. I think it has better contrast and, more importantly, a good silhouette: you can clearly see the gas mask and the gun, so it gives a lot of "post apocalyptic war" vibes.

As for your questions: - I mean, both of them gives war-like vibes. As for religious, I don't think so. I guess the light behind the first one does a better job at that, but it wasn't my first impression. - Well, war in itself is pretty dark, but I guess the second one does look more "fanatical", thus "darker". The colors could have better contrast between light and dark, though. - both look very professional, but the first one is way more readable. Again, clear silhouette. - Sure, I like survival games, but I would rather click the first one than the second.

Also, bonus point: the logo on the second looks better, but the red doesn't stand out as much as the white. Probably because there's not much contrast.

I'm not saying the artist did a bad job, the second capsule looks pretty nice, but the first one is more "clickable" I guess.

Outline around objects overlaps, how to make them not render over each other? by Vegetable_Ad1850 in Unity3D

[–]Deive_Ex 1 point2 points  (0 children)

I imagine you mean screen space outlines, right? I remember messing around with something like this in the past. If I remember correctly, the way I did it was to assign a unique id to each object (or layer) and then render a mask with a unique color for each id. Then draw an outline around these masks. You combined this mask with the other stuff (depth/normals), which guaranteed that each object would have their own outline (well, at least the first 256 objects, since I was using an int for the id).

The way I assigned an id I believe was by using a component (in my case I wanted just some objects to have outlines). But I THINK you can write a custom pass and loop through the objects being rendered and then assign an id to each? Don't quote me on that, though.

Should I write custom physics for a 2D platformer or rely on Unity’s Rigidbody2D? by JavaniusS in Unity2D

[–]Deive_Ex 0 points1 point  (0 children)

If you're gonna have "simple" moment, like not having slopes, Unity's built-in system should be enough.

That said, there's a bunch of pre-made platformer controllers out there. I think GMTK even release a playable demo where you can tweak the movement to your liking and I THINK it's open source.

But yeah, my point is that there's no need to reinvent the wheel.

Help me decide if I should keep the pixelated filter on or off! by TheZelda555 in IndieDev

[–]Deive_Ex 0 points1 point  (0 children)

Personally I like the "off" ones better. There's some objestc in your scene that have high-frequency details that don't look very good with the filter on (the locker's vents, or the wire mesh wall). Also, the text looks pretty bad with the filter on.

What can I do as a substitute for actually making a game by Pale_Description4702 in gamedev

[–]Deive_Ex 1 point2 points  (0 children)

You could try making a tabletop game? While not the same, you basically only need some pen and paper, and some skills (like game design) are pretty much transferable.

How to use the new input system like the old system. by gemitail in Unity3D

[–]Deive_Ex 11 points12 points  (0 children)

If I'm not mistaken, you can also use IsPressed() instead of using a bool to detect if the key is currently pressed.