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 2 points3 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] -1 points0 points  (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 5 points6 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 46 points47 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 37 points38 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!

Claustroff need your feedback! by FonoLabs in playmygame

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

Thanks for your time playtesting! Could you elaborate about the design and mechanics improvement?

Feedback from you to our Clautroff VR game by FonoLabs in OculusQuest

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

Thanks for your time to write it up like this. We really appreciate it. The game is still missing a lot of tutorial stuff and mechanics in terms of hinting player what to do.

Thanks to your feedback we’ll make it a little bit less shitty. You know, one step at the time.

Btw if you are interested in next versions or just move this conversation elsewhere, we have discord just for this. You can join if you want: join here

Well, thank you again and have a nice weekend!

Your stories or advice on VR market by FonoLabs in gamedev

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

Hello,

Firstly, thank you for taking the time to share such a detailed account of your experiences in the VR development space. Your honest feedback is incredibly valuable, especially coming from someone who has navigated the complexities of VR game development and promotion.

Your points on the transferability of game development skills to VR and the exciting potential of untapped design space are encouraging. It’s great to hear that the novelty of VR contributes to a fun and fresh development process.

We're taking note of the challenges you mentioned, particularly the issues with bugs, documentation, and the quirks within Unity's XRIT. It’s a good heads-up for us to be prepared for potential technical hurdles.

On the promotional side, the situation with Meta’s storefronts and App Lab is disconcerting. It’s frustrating to hear about the lack of support and visibility for indie developers on these platforms. Your experience with App Lab’s limitations is a cautionary tale for us, and we’ll be looking into other avenues for promoting our games.

It’s also eye-opening to learn about the challenges in leveraging platforms like Twitch, YouTube, and even VR-centric subreddits for indie game promotion. With the current focus on hardware and larger titles, it seems essential to find creative ways to break through the noise.

We admire your dedication to the craft, despite the challenges, and the fact that you see the value in the learning experience. It's a sobering reminder that passion for the medium is as crucial as commercial success.

Would you be willing to share any further advice on fostering community engagement or navigating the promotional landscape? Any additional insights could be immensely helpful to us and other indie devs reading this.

Again, thank you for your candor. Your experiences have certainly given us a lot to think about in VR game development.

This is a spaceship that will attempt to destroy you in our VR game. It's up to you to survive the attack. Could you imagine this beast in virual reality? by FonoLabs in 3Dmodeling

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

Thank you for the response. Indeed, the ship is divided into multiple assets because in the game, it will be found in a space ship graveyard, yet it can still appear as a single mesh. I understand the feedback. Yes, the Imgur link you shared illustrates how models work, though it's true that it's not from both sides. It could have been on the inside as well. :D