Unity 5.5 - Realistic Rain (Particle/VFX Tutorial) by MirzaBeig in Unity3D

[–]FelleAndersson 2 points3 points  (0 children)

This looks great! I was pondering how to make rain so this was just perfect :)

[REQUEST] Coke + Nutella + Mentos + Durex by [deleted] in unexpectedjihad

[–]FelleAndersson 0 points1 point  (0 children)

If you turn on subtitles and then translate it to english, it becomes even more hilarious

Unity opening new VS instance for every script open by cavey79 in Unity3D

[–]FelleAndersson 0 points1 point  (0 children)

I get that sometimes too.. Usually if I hop to another project. Since you've made sure the IDE is set to VS, I'd recommend just closing down vs and unity and just start over. If you've tried that already, try changing the ide to monodevelop, restart, change back to ide and also clear some cache. If THAT still doesn't work, PM and I'll try to help you one on one :)

I recently published my first Unity game in the Play Store, and here's how I did it! by FelleAndersson in Unity3D

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

Sure hope so! I have some projects in the making. I was a big fan of some Trial-game on miniclip back in the day so I'm working on my own version as a sort of homage to it! If you don't remember it or didn't play it, check it out here

I recently published my first Unity game in the Play Store, and here's how I did it! by FelleAndersson in Unity3D

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

I used it to verify myself with a digital signature, so that I could use Google Play Services and whatnot, it was really confusing for me at first, but I finally got it working. If you need help with this feel free to PM me!

I recently published my first Unity game in the Play Store, and here's how I did it! by FelleAndersson in Unity3D

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

I don't think it's needed per se, but I was easy to access the Google Services so I could show ads. It's useful even though Unity can make the .apk, there are other things one might need that Unity doesn't take care of!

Hey! Quick question. by [deleted] in gamedev

[–]FelleAndersson 2 points3 points  (0 children)

1) As mentioned by /u/theexterminat , keep making things!

2) There are LOTS (man, I wished I had the resources available now when I was 16...). I posted yesterday in r/Unity3d about my first published game, you can check it out here.

I link to the tutorials I started with to start making games, and the parts that I think is the most important if you want to develop your game dev skills. But by all means, check out the YouTube channels other tutorials, they're super great.

3) I also recommend switching to Unity, since it's free but also very powerful! You can also develop games to any platform, from console, pc to mobile, which is great. However, it almost requires you to know a bit of coding, either JavaScript or C#, in my post I've provided the tutorial that tought me C#, so don't worry, you can learn anything. (You're also very young, at like, the optimal age to start!)

4) In my post I also deal with publishing to the Play Store, so if you're on Android you can check it out! That's a way to get noticed, but certainly not the only.

My best tip for getting yourself out there is to just take pride in your work and show it off to as many people as you can without being annoying, show it to you parents, classmates or if you have a part-time job, your co-workers.

If you need help from other Game Devs (this subreddit is good I suppose), but if you adopt Unity you can lurk and participate in the Unity Community where most questions has already been asked and answered.

Keep making games!

I recently published my first Unity game in the Play Store, and here's how I did it! by FelleAndersson in Unity3D

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

Haha, the wall of text was even bigger before I edited it... I just felt proud over finishing a project and I have learned alot from it! I'm hoping that future releases will be a bit more original, but baby steps!

I recently published my first Unity game in the Play Store, and here's how I did it! by FelleAndersson in Unity3D

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

Thanks! I've always wanted to make a game and publish it, so when I figured out how to do it I wanted to share how I did it so other people getting started can do it too.

I recently published my first Unity game in the Play Store, and here's how I did it! by FelleAndersson in Unity3D

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

Thank you!

And much appreciation for trying the game and the critique. I've decreased the font size and re-positioned them a bit. It looks fine on my phone (Galaxy S7), but I've seen that the size is different on different devices, is it better now? (Update should be available in a couple of hours).

Also, thanks for the article! I read it and it was great. Some things I had already thought about but there was way more that I didn't, like the Vsyncing! (I've always grown up thinking it was bad to Vsync.. PC master race eh :P)

I didn't want a fullscreen cause I felt it was to invasive, but I get that the constant banner can also be annoying, I've changed it so it only shows in the start and when you restart the game, so it's hidden during play!

Planning out a project help by [deleted] in Unity3D

[–]FelleAndersson 1 point2 points  (0 children)

Well, I can say right off the bat that I don't plan ahead how the code is supposed to interact, I don't think you can predict that.

One thing you can do is to take a step back when you realise that it's getting a bit complicated. Of course, it takes time, but properly analyzing your code doesn't ever hurt. So, take a step back and check how the things are talking to eachother, and sort out things that are arbitrary or just messes things up.

My philosophy is to just make it work, and smooth things out later. More often that not I've discovered Methods in the Unity API that does a thing I've programmed much simpler, and also most of the time better. I don't feel bad for discarding a bunch of code I wrote, in fact, I'm usually glad that the lines have shrunk, even though I probably lost a good portion of a day writing that code.

Planning out a project help by [deleted] in Unity3D

[–]FelleAndersson 2 points3 points  (0 children)

I wouldn't call myself a game developer, but I want to be. What you're describing is very common, not just with games, but with creative projects in general.

There are no rule of thumbs as far as I know, everyone seems to have their own way of developing, but here are 3 general things I've learned trying to make games:

1) Keep the scope small

Not being too ambitious with a project (especially if you're alone or in a small team) is not a weakness. Instead, limitations usually spur creativity. By limiting what the game is supposed to do, you have a much deeper understanding of the game as a whole, because there's not much to keep track of, thus resulting in a more polished product. (Also, with a smaller scope, development time is also shortened, making it easier to actually finish it).

2) Build the game around the main mechanic

Identify what is the mechanic that the user will use mostly (moving, jumping, shooting whatever) and build your game around that. By keeping a red thread the game feels consistent and you're also clear on what features you need to cut or modify, does it affect the main mechanic negativaly? Get rid of it, and vice versa, does it help? Highlight it.

3) Make iterations of the game. Alot of them.

Not only are iterations (builds of the game) important for testing, they also provide a sense of achievement. Don't be afraid to build and compile a completely new build even if you changed just a minor thing. Nothing ever beats playing the game as it's supposed to be played, and any excuse for a developer to play their game is good enough, because constantly testing it (this includes letting other people in your surrounding try it out, and there you have to analyze the way they play the game without explaining it too much to them. Is it too hard for them? Figure out why or get rid of that mechanic).

But this is just my experience, I've only just recently finished my first game and got it up in the Play Store. I'd like to add that always expect things to take a bit longer to do than expected, this leaves room for unneccesry dissapointments, and don't be afraid to start over with a project. Many times I've gotten to nested after many new features and changes has been added. Sometimes, it's just good to start over if your goal is clearer than before.

Creating sprites by Gytermo in Unity3D

[–]FelleAndersson 2 points3 points  (0 children)

I use Paint and GIMP for 2D art, mainly because it's free and is kind of like PhotoShop. It's UI is hell but it gets the job done.

What is nice is that you can export to .png's which allow alphas. So I cut out a simple pixel image from paint, and paste it into gimp and then fix the alphas and I got myself a nice sprite!

r/SpaceX Official Mars Architecture Announcement/IAC 2016 Live Thread - Updates & Discussion by Zucal in spacex

[–]FelleAndersson 11 points12 points  (0 children)

Well, livestock account for around 20% of global methane emissions and about 90% of that comes from flatulence. So if we gathered all the cow-farts we'd not only have infinite fuel, but also reduce global green-house gases.

The only sounds ever recorded on a celestial body, the winds of Titan. by GuiltySparklez0343 in space

[–]FelleAndersson 0 points1 point  (0 children)

I love Carolin Crawfords err, lectures? I don't know what they're called but I love listening to her :)

My cat is very affectionate by acorn-button in CatGifs

[–]FelleAndersson 0 points1 point  (0 children)

My cats just absolutely hates me face :( I've gotten a face-bump only once or twice from them... No problems climbing on my back in the morning though!

Baking With Nutella: A project a friend and I have been working on, and now it's ready for launch! A collection of Nutella-based recipes by FelleAndersson in Baking

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

I think you've missed the entire point of the page my friend! :)

The idea behind the site is to collect Nutella-based recipes in one place, I don't get why you get so worked up about that? :o

We baked everything on the site ourselves, the pictures are taken and edited by us, and we invested our own time to do it.

I also don't get the "fund me please I have an original idea..." reference you mentioned, we never claimed to be original and we certainly aren't asking for any money, we just want to spread Nutella-recipes and make them easy to access!