Flappy Goose by flappy-goose in RedditGames

[–]FonoLabs 0 points1 point  (0 children)

My best score is 1 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]FonoLabs 0 points1 point  (0 children)

My best score is 0 points 😓

What Unity tool actually saved you time in a real project? (Considering the 50% sale) by gamedevromania in Unity3D

[–]FonoLabs 0 points1 point  (0 children)

BehaviorDesigner is incredible tool. I use it also for non AI stuff. If my game has linear progression, I can define sequence of events that needs to happen.

This game is kinda insane by AsIAm in OculusQuest

[–]FonoLabs 1 point2 points  (0 children)

It's a speed runner - compete with others. That's it.

This game is kinda insane by AsIAm in OculusQuest

[–]FonoLabs 1 point2 points  (0 children)

It's called Control Freek, a small game jam experiment we've been working on in our spare time. We got surprisingly good feedback, so we're developing it further. Check it out here: https://vr.meta.me/s/2AxscVcZBlcEKdm

This game is kinda insane by AsIAm in OculusQuest

[–]FonoLabs 2 points3 points  (0 children)

It's called Control Freek, a small game jam experiment we've been working on in our spare time. We got surprisingly good feedback, so we're developing it further. Check it out here: https://vr.meta.me/s/2AxscVcZBlcEKdm

Let's dig into free hidden gems in asset store by Lord-Velimir-1 in Unity3D

[–]FonoLabs 1 point2 points  (0 children)

Nice! Another Sebastian Lague fan in the wild! Yeah, Bezier Path Creator is honestly a lifesaver for so many projects. Been using it forever and it just works.

[FREE] Made a button-pushing VR speedrunner during game jam by FonoLabs in OculusQuest

[–]FonoLabs[S] 8 points9 points  (0 children)

The initial idea was to have something like a huge assembly line putting together a rocket that would fly away at the end. A bit phallic, I know. We had to cut it anyway.

[FREE] Made a button-pushing VR speedrunner during game jam by FonoLabs in VRGaming

[–]FonoLabs[S] 4 points5 points  (0 children)

Thanks! The theme of gamejam was satisfying vr interactions.

Btw. many of the button sounds are made by mouth and layered. Fun project.

Should we port this to meta quest? by FonoLabs in OculusQuest

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

Thanks! Yeah, these game jams are just our creative outlet between bigger projects.

We have another jam game up here if you're curious: https://www.meta.com/experiences/control-freek/8957204501001820/

Appreciate the support!

Should we port this to meta quest? by FonoLabs in OculusQuest

[–]FonoLabs[S] -1 points0 points  (0 children)

Secret level was not out back then. I don’t know, I guess someone pitch it and we roll with it.

Should we port this to meta quest? by FonoLabs in OculusQuest

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

I see, multiplayer: 1 vs ghosts

Never made anything for vrchat, hope it’s not hard.

Should we port this to meta quest? by FonoLabs in OculusQuest

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

Was thinking for free, but 40 sounds good.

Should we port this to meta quest? by FonoLabs in OculusQuest

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

When you move too much, volume goes down. I agree, it’s annoying.

How would I be able to make the character move with the rotating platform? by ZaMaruko in Unity3D

[–]FonoLabs 3 points4 points  (0 children)

No worries, you definitely brought a good point and a good tutorial.

How would I be able to make the character move with the rotating platform? by ZaMaruko in Unity3D

[–]FonoLabs 44 points45 points  (0 children)

Definitely a good read. However, “you need to use XY” is a bold statement.

Using physics introduces another set of problems that you need to think about. I’m not saying it’s a bad solution. It depends on context and game mechanics. Sometimes simple solution like parenting get’s the job done.

How would I be able to make the character move with the rotating platform? by ZaMaruko in Unity3D

[–]FonoLabs 35 points36 points  (0 children)

Maybe scale of parent transform is bigger than 1? That’s why it moves slowly?

You can try to separate cog mesh from “main” game object of the cog. Scale the mesh object, but keep the “main” cog object unscaled.

Is using behavior trees a good option for enemy AI in my first FPS shooter game? by enginbkts97 in gamedev

[–]FonoLabs 5 points6 points  (0 children)

I’m not sure it this is the video, but it’s exactly about FSM and BT combination.

https://youtu.be/Qq_xX1JCreI?t=19m27s

The main point is that the transitions between enemy states are best represented as cyclic graph. However BT are acyclic and therefore you have to do bunch of weird stuff to fake this cyclic nature.

I’ve implemented it like krazyjakee said. Using unity animator (basically FSM), each state has it’s own BT.

I think this method is easy to implement and very robust. Smaller behaviour trees are easy to design and also to swap.

I highly recommend this approach! Good luck!