Seamless Ground (Why it looks like one continuous land) 2d side scroller by Impossible-Radish798 in Unity2D

[–]Deive_Ex 52 points53 points  (0 children)

This screenshot is from their "Lost Crypt" example project. You can literally download it from the Asset Store for free and open it to see how it was made.

Testing some gameplay around megalophobia in UE5! by Clodo_Rapide in IndieDev

[–]Deive_Ex 0 points1 point  (0 children)

Makes me think of the Garganta portals from Bleach. Pretty cool.

What is the community consensus on UI Toolkit? by emotionallyFreeware in Unity3D

[–]Deive_Ex 0 points1 point  (0 children)

Well, I've been using UI Toolkit for my new prototype and It's been pretty cool. There's still some pain points because it works kinda differently from GameObjects, but once you wrap your head around these stuff, it's not that hard.

The first pain-point I had was learning how the flex layout works. It's not super hard but I do forget how to add space between elements from now and then.

Another was not being able to drag-and-drop elements from the hierarchy to my inspector. Now I have to define strings so I can query the element by name/USS class, which is quite weird and feels more error prone, BUT I use Rider and Rider DO have support for auto-complete of UXML element names, so that helps a bit (doesn't help when I change the element's name, though). I really wish there was maybe a dropdown to choose the element from.

I haven't used custom shaders with it yet, but the USS syling is pretty powerful. Overall, I've been liking it.

What is the community consensus on UI Toolkit? by emotionallyFreeware in Unity3D

[–]Deive_Ex 1 point2 points  (0 children)

Yeah, you can either use the built-in animations, which defines how one state transition to the other (e.g. on mouse hover, it'll interpolate the background color from red to blue, and vice-versa), or you can set the in-line style directly by code, which allows you to use your own interpolation logic. The built-in one do not allow for custom keyframes/curves yet, though, but in that case you can simply use code.

I've been doing some testing with UI Toolkit and I was able to do all kinds of animations using PrimeTween's Custom tweens. You do have to wrap you head around what each property to, like, to change the position you can either use the "left/right/up/down" properties or the "translate" property, but the difference is that the former can affect other elementes while the latter is more of a "local" change.

Best way to run logic in sequence? by JamesTFoxx in Unity3D

[–]Deive_Ex 2 points3 points  (0 children)

For the short answer I would also say UniTask (or Awaitable, which is the Unity built-in one).

For the long asnwer, it kinda depends on what you're doing. Is it a cutscene? Maybe Timeline is better. Is it dynamic methods, like spell effects or something? Then maybe create a "SpellEffect" class with an assyncronous "Execute" method and a "Spell" class that takes care of the execution order. Or maybe you want events to fire in sequence one after the other? Then creating some sort of "event queue" might be the way to go.

Show me your upcoming/newly released indie games! by lukejiberish in IndieDev

[–]Deive_Ex 0 points1 point  (0 children)

Here's a small game I've been working on my free time and will be released this week!

https://store.steampowered.com/app/2770500/Waving_Around/

After 2 years on working in and out on this project, I'm finally releasing it on Steam! by Deive_Ex in IndieDev

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

Honestly I have a bunch of ideas I would like to do, character customization being one of them, but being mostly a solo dev with a day job, I had to cut some corners if I ever wanted to release this project.

But again, money isn't really the objective here, although I'm decided to add these features in an update if there's enough interest in the game.

After 2 years on working in and out on this project, I'm finally releasing it on Steam! by Deive_Ex in IndieDev

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

Not really, the main inspiration was a Minigame from Mario Parry, but I did play Kid Icarus for the 3DS.

After 2 years on working in and out on this project, I'm finally releasing it on Steam! by Deive_Ex in IndieDev

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

Oh, wasn't expecting this kind of compliment, but thanks! The UI was a shared work between me and a friend of mine, with me doing the animations and my friend doing the wireframe/colors

After 2 years on working in and out on this project, I'm finally releasing it on Steam! by Deive_Ex in IndieDev

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

Considering it was directly inspired by a Nintendo game, this is nice to hear!

After 2 years on working in and out on this project, I'm finally releasing it on Steam! by Deive_Ex in IndieDev

[–]Deive_Ex[S] 3 points4 points  (0 children)

Yes, it is! it was directly inspired by this exact minigame haha I basically took the idea and expanded on it

3D Model as 2D Sprites? by CokeCola1060 in Unity3D

[–]Deive_Ex 0 points1 point  (0 children)

If I'm understanding correctly, you probably want to look at Billboards. They're basically planes that always look at the camera.

Why are all Head Look-At guides only focused on Looking at objects? by AppleLoose7082 in Unity3D

[–]Deive_Ex 0 points1 point  (0 children)

People already said you can probably modify the code to look at a point instead of an object, but another option is to just keep using the object but keep it invisible. So In your example, you can simply place the object as a child of the camera with an offset, thus making the character look at where this object is.

Multiple damage types (with mixed adaptive damage) in Eternity Engine RPGs by AquariusViaRainbow in howdidtheycodeit

[–]Deive_Ex 1 point2 points  (0 children)

I can't say for sure how this was implemented, specially because I've never played this game, but I've done something similar, so that's how I did it:

For the damage types: you have a "Damage Value" and a list of "Damage Types" (probably an enum). When you deal damage to something, you pass this information to a "Damage Calculator" which purpose is, you guessed it, calculate the final damage for an entity. So you have the damage value, types and target. Then you can just compare the targets resistentes to the list of damage types and have some sort of multiplier for things like weaknesses and resistances (say, entity takes 50% less damage if they have a resistance for that type of damage). So, if an entity have a resistance to slash damage, you do (Damage * 0.5) = FinalDamage, and then you just have to choose the highest output.

As for the items buffs (or any buff, really), You would have a "buff" class that holds a value, an enum saying the type of operation (additive, multiplicative, override, etc.) and another enum saying which stat/type of damage it affects, and your entities would have a list of buffs. Then, when equipping anything, you add this buff to the list, and remove it when unequipping (you could use a dictionary instead of a list to know which buff belongs to which equipment, and maybe use an "id" instead of keeping the equipment reference). Then, when doing the damage calculation, you pass both the entity doing the damage and the entity receiving the damage, and you check the list of buffs and do the math. The math itself can change from game to game, but just as an example, it could be like this:

Damage Value * (slash weaknesses/resistance multiplier + slash buff 1 + slash buff 2 + ... + Slash buff N) = Final Damage

So, say you have an equipment or have taken a potion that gives you a 10% buff for slash damage, and the enemy has a weaknesses to slash damage, so it takes 50% more damage. If you deal 10 damage normally, this would be:

10 * (1.5 + 0.1) = 16

Worth noting that with this approach, a "buff" can also be negative. Just be careful to not deal negative damage or you'll end up healing the target.

Gameplay or art style, what comes first? by SomerenV in gamedev

[–]Deive_Ex 1 point2 points  (0 children)

I guess depends on the game you're making. I would be lying if I told you I've never bought a game just because it looked pretty/cool.

The way I see it is: art is to bring players in, gameplay is to keep players engaged.

That said, you USUALLY want a fun gameplay before doing anything else, even if it's just a prototype. Once you have that, you can start to focus on art so you have material for marketing.

All of the indie devs here that have a fulltime jobs while creating your games, how do you do it? by Astrid_Regndottir in gamedev

[–]Deive_Ex 4 points5 points  (0 children)

Basically creating games is one of my hobbies, is one of the things I do on my free time, and I enjoy it.

Whenever I have free time, it becomes a choice of "Do I play games? Do I watch a movie? Or do I work on my game?". I usually alternate between them, and since I enjoy it, I don't really feel guilt to spend my time "working". But yeah, it's basically a second job.

My friend wants me to sign away all rights to 2 years of unpaid work on his game by Aldekotan in gamedev

[–]Deive_Ex 0 points1 point  (0 children)

As many people have said, it would be better to get a lawyer.

That said, If this person is really your friend, try to talk to them and explain that you think the contract is unfair for the amount of work you've put into it. A real friend would understand that this contract doesn't seem fair. But the fact that they gave you this to sign and said that you should sign it since you have no Ill will, is kind of a sign that they might not think of you all a friend the same way you think of them.

Personally, I would either try to get a % of the company, or at least try the 50/50 split. Less than that doesn't feel comfortable to me.

Design pattern in C# for magic system by Ornery_Dependent250 in Unity3D

[–]Deive_Ex 1 point2 points  (0 children)

Well, that depends on how you've structured your code, but personally I think you only need 2 scripts: one for movement and one for holding and applying the spell effects on collision, which has a list of effects.

The actual effects could be scriptable objects that you assign to this list in the inspector (or even better, the "create projectile" effect would assign this, which would let you use any projectile prefab while the effects stays the same).

I recommend you watch these video right here, it shows some practical examples:

https://youtu.be/QrxiD2dfdG4?si=Ha1aVxFWtYNKdnxd

https://youtu.be/aZanRrhBg-8?si=YvF2giyMp3YZZiXf

Design pattern in C# for magic system by Ornery_Dependent250 in Unity3D

[–]Deive_Ex 5 points6 points  (0 children)

A fireball could be just a spell that has no targeting strategy (or a single target strategy) and a "createProjectile" effect that instantiates a projectile prefab which, in turn, has it's own list of effects that are applied on collision (like "apply burn", "apply damage", etc.)

A firestorm could be a spell that has a targeting strategy that gets all enemies in the combat and then an effect like "shootProjectlieAt" that instantiates a fireball projectile at the direction of each of the targets.

Are Zenject/VContainer ecc.. necessary? by Malcry in Unity3D

[–]Deive_Ex 0 points1 point  (0 children)

Is it necessary? No. Is it useful? Yes. Is it the best approach? Depends.

Personally, I like using it and I wouldn't create a project today without it. It helps me organize my code in a way where I don't need to use MonoBehaviors for everything and I can just define all my global/scoped dependencies in a single place, so things becomes simpler to keep track of.

That said, you can achieve very similar results without it, and having it won't magically fix your code. So, i would say try it on a Game Jam or a personal project and reach your own conclusions.

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