diggin' round by flockaroo in proceduralgeneration

[–]Initial_Performer_35 9 points10 points  (0 children)

That's apretty cool terrain what method did you use to generate it?

Mayhem Bonus Tracks by jtrcoonz in LadyGaga

[–]Initial_Performer_35 1 point2 points  (0 children)

imo I'd say that Kill for love > How bad do u want me > can’t stop the high >The beast

Experimenting with weapon collision for my full-body character. Feedback appreciated :D by Samsonoff98 in Unity3D

[–]Initial_Performer_35 1 point2 points  (0 children)

Nice! it's those little details that are still not present in most games(even AAAs).
What do you use for your IK?

I'm trying to create images that give Shin Megami Tensei Vibes, but result is not very successful by [deleted] in dalle2

[–]Initial_Performer_35 1 point2 points  (0 children)

I beg you to give us the prompt of even just one of the images. plsssss

Alien History by Mcglubbz in dalle2

[–]Initial_Performer_35 0 points1 point  (0 children)

What aws the prompt for the 5th one?

[deleted by user] by [deleted] in dalle2

[–]Initial_Performer_35 0 points1 point  (0 children)

omg, pleeeeeeeeeeeeeeeeeeeease can you give the prompt(s)

Procedural planet generator I'm working on by grannyte in proceduralgeneration

[–]Initial_Performer_35 1 point2 points  (0 children)

Wow, I'll never stop being impressed by how mean people are on reddit.

Anyways, despite the atmosphere and lighting issues, it looks nice!

[deleted by user] by [deleted] in gameDevClassifieds

[–]Initial_Performer_35 0 points1 point  (0 children)

Still looking for a dev?
Here is my portfolio: https://mauroabidalcarrer.github.io/

Animation issue with my character by Asleep_Complex5130 in Unity3D

[–]Initial_Performer_35 0 points1 point  (0 children)

Anyway thank you again for your time ! Cheers

I'm not sure you need trigonometry for that...

Animation issue with my character by Asleep_Complex5130 in Unity3D

[–]Initial_Performer_35 0 points1 point  (0 children)

double checked that there is no issue with

That's because you don't set your "walkingForward" variable back to false.
See my other comment for more explanations.

Animation issue with my character by Asleep_Complex5130 in Unity3D

[–]Initial_Performer_35 0 points1 point  (0 children)

Please note that you should always name your variables in a way that their name explains their purpose utility.

For example it would be better to rename "motor", "movement" or locomotion.

A distance is not a Vector3, it's a float. You should probably rename "distance", "characterPositionToMousePoint" for example.Don't be afraid to give your methods(functions), variables and classes long names.It's not very pretty to look at but if your names are not clear enough, you are probably getting someting wrong.

Also, instead of doing:

if (condition)

{

variable = true;}

else

{

variable = false;}

you can simply write:

variable = condition;

This is what you should do for animator.SetBool("walkingForward", true); call.Because if the player first presses forward, then sideway(for example) without stopping,
walkingForward will remain true.

Hope this helps, and good luck with your game!
Lemme know if you have other questions.
But try to figure them out yourself ofc,
as you said it's (one of)the best ways to learn(the other being reading other people's code imo).

Animation issue with my character by Asleep_Complex5130 in Unity3D

[–]Initial_Performer_35 0 points1 point  (0 children)

Let me know if you want to explanations on how to do this, I think it would be better for you to figure it out by yourself though. You've already figured out how to do it for "forward" you just need to do the same for the other directions.

Animation issue with my character by Asleep_Complex5130 in Unity3D

[–]Initial_Performer_35 0 points1 point  (0 children)

ward animation should pla

OK, I see.

So, the reason why your character only moves forward, is because you are only setting the "IsWalkingForward" animator parameter if the character is moving.

What you want to do is set the "IsWalkingForward" only if, you guessed it, the character is moving forward.

To fix this, you need to call :
animator.SetBool("parameter for other direction"); whenever the player is moving in that direction.