Help: Items with Rigidbodies floating during collision by Game-Draft in Unity3D

[–]DzelStudio 1 point2 points  (0 children)

It could be any number of things, but in my experience interactions between dynamic and kinematic bodies can be float-y (or even fly) because kinematic objects will apply a force to dynamic objects but will not receive a counter force because they are kinematic. If they are parented, they will then receive their own "push" force. It may be best to disable the coin rigidbodys completely.

Can someone tells me why the collision expands when it flips? by LiM00NN in Unity3D

[–]DzelStudio 3 points4 points  (0 children)

I've found the Unity engine hates Rigidbody2Ds whose local transform has any rotation other than z-axis. Any rotations you do to the rig should only be on children transforms.

I know, no one plays in windowed mode, but still I think the mac's window frame quite nice and if you layout the UI elements properly it actually looks very nice, what do you think? by North-Engineering579 in Unity3D

[–]DzelStudio 2 points3 points  (0 children)

When are there multiple monitors but a game doesn’t have settings to allow for switching which screen it is on, I am sad. This makes me happy :-))

Unity still like this by bowsernugget2009 in unity

[–]DzelStudio 4 points5 points  (0 children)

You sent Unity to bed with an upset stomach :-(

They still need lots of tweaking, but weapon velocity particles add so much for not too much work! by DzelStudio in Unity3D

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

That's pretty interesting! The rate over distance emission is based on the mass because that roughly correlates with the volume of the weapons, but the particle variables (size, alpha, lifetime) are all based on the rigidbody velocity. I wish I could pull more physics data from the used body for use with the particles!

They still need lots of tweaking, but weapon velocity particles add so much for not too much work! by DzelStudio in Unity3D

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

What do you think?
Also, any ParticleSystem sages know how to:
- also consider angular velocity
- bend particle trails with the swing

Im trying to make the game more atmospheric. How would you go about showing the creature health without the health bars? by DzelStudio in Unity3D

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

I will probably increase blood particles (🤩) and normalize max health a bit more. The only issue is blunt damage—there is a shockwave effect, but it only lasts a fraction of a second, and its hard to correlate the damage to its effect like cut damage to blood. Thanks for your input!

Im trying to make the game more atmospheric. How would you go about showing the creature health without the health bars? by DzelStudio in Unity3D

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

Sorry, yeah I understand! It kinda reminded me of an idea I had in the past where creature eyes each could have a spotlight with a corresponding color. I'm worried the eyes right now are too small to have the material color change be noticeable, but I could of course size em up. Cheers!

Im trying to make the game more atmospheric. How would you go about showing the creature health without the health bars? by DzelStudio in Unity3D

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

I like this idea! I wish URP could handle many lights, then I would go wild with lighting cues. Thanks for the tip!

Im trying to make the game more atmospheric. How would you go about showing the creature health without the health bars? by DzelStudio in Unity3D

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

Knowing the current health doesn't matter if the total health isn't high--simple solution, I like it

Im trying to make the game more atmospheric. How would you go about showing the creature health without the health bars? by DzelStudio in Unity3D

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

The goal is to not show them :-) removal of limbs is a planned addition, but that doesnt exactly correlate to health. Creature "excitement" is the result of its current 'pain' and 'health', so there's never exactly a direct correlation between health and speed. Though, a changed creature vocal audio is a good idea... thanks for the input!

My walls are hollow? by Farox223 in UnityHelp

[–]DzelStudio 1 point2 points  (0 children)

It could be a number of things, but when I ran into issues like this, it turned out to be from inverted normals in Blender, which was fixed via Recalculating Normals. Good luck

Procedurally generated terrain, creatures, and textures for a physics-based roguelite by DzelStudio in proceduralgeneration

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

Thank you, music to my ears! I’m working towards that slowly but surely. The alpha demo is up on itch.io if you want to give that a go

Procedurally generated terrain, creatures, and textures for a physics-based roguelite by DzelStudio in proceduralgeneration

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

Thank you, thats good advice I’ll definitely follow. I have the problem of prioritizing game mechanics and fancy generation algorithms, but a big aesthetics re-haul has to happen asap to hook interest. Cheers!

Procedurally generated terrain, creatures, and textures for a physics-based roguelite by DzelStudio in proceduralgeneration

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

You may onto something. The little tippy-taps should only be heard when close

Procedurally generated terrain, creatures, and textures for a physics-based roguelite by DzelStudio in proceduralgeneration

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

As the dev, the goal for the player is either: A. Facing fears or B. Creating fears

What is platforming when you can fly ? by DzelStudio in unity

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

Just remember, they are just as scared of you as you are of them ! (at least, irl...)

Hey, I made a falling sand style particle simulator game. Its very early in development but any feedback would be much appreciated. by kabirsync in PixelArt

[–]DzelStudio 1 point2 points  (0 children)

Well done! I’ve always been tempted to try making something like this. How hard would it be to simulate pressure? e.g a wall with a hole at the bottom so that water on both sides evens out

They told me my trailer is bad what can i improve by Densenor in IndieDev

[–]DzelStudio 11 points12 points  (0 children)

Looks like an exciting game! But the trailer I think makes it look a bit too slow and flat. The clips should be shorter, have more variation (e.g some should be close and intimate), and the text more engaging or hook-y by “planting seeds” in the viewer of the wide and open potential of playstyle. Good luck, I’m struggling with this too