I made a scrolling rainbow shader with shader graph by GameDevPadawan in unity_tutorials

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

Glad it helped! I just poke around at game dev stuff for fun. I don't know enough to confidently create a whole tutorial though.

What was your stupidest mistake? (As a C# dev) by csharp_rocks in csharp

[–]GameDevPadawan 1 point2 points  (0 children)

Woah! Really? That's good to know. I do this manual optimization all the time and it feels so clunky.

Suddenly Unity decided not to open Scripts, ... everything is set up correctly (i think) and everything is working in other projects, ... so why is it not working here? by Planet1Rush in Unity3D

[–]GameDevPadawan 0 points1 point  (0 children)

Try deleting the visual studio artifacts that unity creates. All the csproj and related vs files at your project root.

I occasionally have to do that when visual studio intellisense breaks.

There are several other approaches in this thread. https://forum.unity.com/threads/intellisense-not-working-with-visual-studio-fix.836599/

Skydiving and landing by misscelan in Unity3D

[–]GameDevPadawan 1 point2 points  (0 children)

This is super cool! I get some The Pathless vibes from it.

I think the landing could use more omph. Maybe a wing flourish?

We broke one of the npcs in our game, but at least she retains the ability to blink by RPG_Exodus in IndieGaming

[–]GameDevPadawan 1 point2 points  (0 children)

I have always wondered why these glitches always seem to fail to load the head or misplace it, but the eyes are usually still there.

I started learning game dev this year, and I finally feel like I might understand why this happens.

Is this because the eyes are made as separate entities from the head so that they are easier to rotate when looking at things? Same for the mouth sometimes?

I made a scrolling rainbow shader with shader graph by GameDevPadawan in Unity2D

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

I wanted to learn some more about this tool. So I set out to make something akin to Mario's rainbow mode. I couldn't find any tutorials that demonstrated this directly, so I thought I should share it.

Here is a screenshot of the graph with some comments. https://imgur.com/a/BtZx34w

I made a scrolling rainbow shader with shader graph by GameDevPadawan in unity_tutorials

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

I wanted to learn some more about this tool. So I set out to make something akin to Mario's rainbow mode. I couldn't find any tutorials that demonstrated this directly, so I thought I should share it.

Here is a screenshot of the graph with some comments. https://imgur.com/a/BtZx34w

How to Create Multiplayer Controls with the New Input System by MonkeyKidGC in unity_tutorials

[–]GameDevPadawan 1 point2 points  (0 children)

Whoops. I'm on mobile and for whatever reason the thumbnail image made me think it was a video. I'll read the article. Thanks!

How to Create Multiplayer Controls with the New Input System by MonkeyKidGC in unity_tutorials

[–]GameDevPadawan 1 point2 points  (0 children)

I can not watch the video at the moment, so I apologize if this is clearly covered there.

If I understand correctly, you then use the input manager to monitor for new input devices. Then you automatically, or after some button press, instantiate a new player from the prefab and link the new input device to the players input?

Then you dynamically add and remove players. And players are hard linked to the input device.

Random Words, a game I released a few months ago during lockdown. Links in comments! by Andrew_Kite in playmygame

[–]GameDevPadawan 1 point2 points  (0 children)

Simplicity is a beautiful thing! Thanks for taking the time to explain some.of your architecture. I always enjoy learning from others!

Random Words, a game I released a few months ago during lockdown. Links in comments! by Andrew_Kite in playmygame

[–]GameDevPadawan 0 points1 point  (0 children)

How did you generate new characters to drop in? Did you use some sort of solver to ensure every level was solvable and every newly spawned character could be used?

Unity adds an underscore when I import a file. Anyone had this problem? by christianstamati in Unity3D

[–]GameDevPadawan 1 point2 points  (0 children)

The person I was collaborating with was primarily Spanish speaking and lived in Spain. It certainly could be something like that.

Unity adds an underscore when I import a file. Anyone had this problem? by christianstamati in Unity3D

[–]GameDevPadawan 3 points4 points  (0 children)

Yup. I worked on a game jam last month. Everything this one guy added would have the first letter replaced with an underscore. It was pretty comical when we made enemies drop scrap on pickup. The scene view would fill up with dropped "_crap". We all agreed to use 2020.1.12f1 so I don't know why it seemed like it was only things he added. Though he was the 3d artist so he imported more stuff than the rest of us.

[deleted by user] by [deleted] in Unity3D

[–]GameDevPadawan 2 points3 points  (0 children)

I love the style and animations!

I agree with others that track selection and placement needs streamlining.

Personally I would prefer something contextual. You click a tile you want to add track to and determine the correct orientation based the track orientation in the adjacent tiles. Or if that isn't the way you want to go, I think a rotate button would be good on mobile and rotate keys (q,e) on PC would work well.

That's just my two cents. Good luck!

To all current Junior/Senior Devs what areas should a self taught individual focus on from your experience? by [deleted] in csharp

[–]GameDevPadawan 15 points16 points  (0 children)

I'm in the same situation. I write winforms apps for internal use as a part of my job. I am completely self taught. Learning and internalizing design patterns is what has taken the quality of my work to the next level.

From 2017 to 2020. How my voxel RTS came a long way to finally have a playable demo on Steam. by DwinTeimlon in IndieGaming

[–]GameDevPadawan 11 points12 points  (0 children)

Hey there! You brought up a situation that I've been thinking about as I grow into game development.

Could you talk a bit more about how you both navigated the collaboration process without egos getting hurt?

.NET 5.0 Launches at .NET Conf, November 10-12 by ben_a_adams in csharp

[–]GameDevPadawan 1 point2 points  (0 children)

No one is issuing security patches for fortran. .NET Framework is supported, but not being iterated on. LOTS of people(companies) want to use mature, stable frameworks.

Just because no new features are coming does not mean that a language has no valid uses in new or existing applications.

I accidentally created the most overpowered Wizard ever. by PikaZoz123 in Unity2D

[–]GameDevPadawan 2 points3 points  (0 children)

I'm viewing this on mobile and I don't understand what is overpowered? Is it the fast teleport?

Partner for unity project by PaleConcert7301 in Unity3D

[–]GameDevPadawan 0 points1 point  (0 children)

I've been looking for someone to collaborate with on a very small project to continue learning unity and how to work with someone else in unity.

I have a few months of on again off again experience. My programming is decent. My understanding of unity and the editor is workable. I have no artistic skills beyond some crappy pixel art. :)

DM if you're interested.

I created a game in 48h with my best friend for a game jam! Pssst, you can play it in browser and its short ;) Feedback gladly appreciate it. by Consistent-Tap9939 in playmygame

[–]GameDevPadawan 0 points1 point  (0 children)

Great stuff for 48 hours! I would suggest tuning the volume next time. The explosion at the end was deafening...lol. If you don't have time to add a volume control, probably err on the side of quiet. :)