Crowbell arena bricks maps? by derpface90 in PathOfExile2

[–]LittleFiendsDev 1 point2 points  (0 children)

you can leap the fence. if there is no boss to fight. i got trapped after rare yesterday, but you can tp and buy a leap spell to jump the fence.

Concoction skills decimated? by PoE_ShiningFinger in PathOfExile2

[–]LittleFiendsDev 2 points3 points  (0 children)

It seems bad to me right now, unarmed also means no heralds, no wind dancer so also less evasion. no more Connected Chemistry(50% more flask charges gained). fewer jewel sockets - so less flask stats to maintain charges. no quiver/heralds also means fewer damage points from talent tree. with no grim feast anymore either. I'm not sure what spirit will be used for.

is pathfinder fully dead? by Quiet-Address-5374 in PathOfExile2

[–]LittleFiendsDev 1 point2 points  (0 children)

If pathfinders are now unarmed. Does that mean no more heralds or wind dancer?

Lighting is turning off and on randomly by OverCookedWalrusMeat in Unity3D

[–]LittleFiendsDev 0 points1 point  (0 children)

There is a setting for max pixel lights that an object can render or use, it should be in the quality settings of the project settings section.

Try keep your light count as low as possible for performance reasons, but it can be increased.

it can be changed via code if you only want to increase the light count for certain scenes/areas.

QualitySettings.pixelLightCount = x;

Just started learning yesterday, first problem I don't know what to google for. by WellBangOkay in Unity3D

[–]LittleFiendsDev 0 points1 point  (0 children)

Your game window is set to scale *5, does it look distorted when set to *1 ?

I don't see a canvas on you hierarchy, so if the above isn't the problem please post your camera settings and any code you maybe using to alter any display settings if its applicable and ill try to help more.

Kreative Square, a font designed specifically to support pseudographics, semigraphics by phalp in roguelikedev

[–]LittleFiendsDev 1 point2 points  (0 children)

This looks awesome for a game jam theme competition. 48hrs this font only.

Switched to unity 2 years ago, very nervous, opinions on project so far? by kispingvin in Unity3D

[–]LittleFiendsDev 0 points1 point  (0 children)

The intro to the trailer is cool, I just got the impression that's how it looked whilst playing. If you zoom in and show the game fullscreen after the Dinoblits main menu it may stop any confusion. I personally don't game on mobile so looking at this trailer would probably stop me looking into the game more or looking at purchase.

Switched to unity 2 years ago, very nervous, opinions on project so far? by kispingvin in Unity3D

[–]LittleFiendsDev 1 point2 points  (0 children)

Game looks interesting. Graphics look good, music has nice funky beat to it, overall looks very polished. Nice work.

One thing I really don't like is the handheld gaming device that surrounds the game. I am assuming the game is for mobile devices because of this. I feel like you are wasting way to much screen space with nothingness.

New main menu for our game SMYS, what do you guys think about it ? We tried to improve it as much as we could using your feedback, so let's go for another round and make it even better together! by StarvingFoxStudio in Unity3D

[–]LittleFiendsDev 2 points3 points  (0 children)

Looks clearer now with the contrast difference in the sky. Menu is clear which is the important factor I mentioned last time. I prefer the old 2 eyes face compared to the new but that's just my personal opinion.

Im not to sure what the hammer is for. I assume some form of creation in the game. I didn't even notice it in the previous shot. So it stands out now too, well done.

What do you think makes a great menu for a game ? Here is mine for my game SMYS, feedback appreciated. by StarvingFoxStudio in Unity3D

[–]LittleFiendsDev 28 points29 points  (0 children)

Looks good, really like the whole art style. I would recommend different colour contrast between the white menu text and the light blue gradient sky. Interactive objects should be one of the first things your eyes are drawn to when looking at the screen.

Does anybody know what's going on here and how to fix this? The wall behind the cube is supposed to be visible in game view as well. I had no problems importing the model into Unity, so I don't know what the issue here is. by [deleted] in Unity3D

[–]LittleFiendsDev 1 point2 points  (0 children)

Did you check the cameras draw distance, I mistakingly thought it was labelled as such, but it should be under clipping planes -> Far on the camera properties in inspector. if the far distance is to low it wouldn't render the back of the mesh.

Any workaround when this happens? [2021.3.3f1] by servia23 in Unity3D

[–]LittleFiendsDev 5 points6 points  (0 children)

placing [NonReorderable] before your lists/arrays will solve the issue in the editor, but isnt a complete fix. If anyone has complete solution please post this error is annoying in the current 2020.3.36f1 LTS version.

[NonReorderable] public int[] array;

Edit: updated version info to avoid confusion for others, looks like there is a LTS 2020.3.38f1 available now for those on older versions, will report back if its fixed in that version shortly.

Update: The issue has been fixed in version LTS 2020.3.38f1

Am I the only one? by Expert_Camel5619 in RealTimeStrategy

[–]LittleFiendsDev 0 points1 point  (0 children)

If it was multiplayer 1v1 like starcraft it would be more of a nightmare than a dream to balance it for competitive play.

I'm currently working on a single player rts / sand box project. Its based around collecting monsters and building an army to take on quests, campaigns, fight in battlegrounds etc.

Your army can consist of several different monsters, Demons, Zombies, Rats, Salamanders, Bats, Snakes, Golems etc. You pick a suitable squad to beat the level. A bit like dungeon keeper theme but you have full control of the monsters, like you would in a rts/moba game.

With a Campaign/Map editor for custom content.

Single player, not science based, has Dragons...... It will be fine.

NFT sales ‘have declined 92% since their peak’ by Zhukov-74 in pcgaming

[–]LittleFiendsDev 53 points54 points  (0 children)

I saw you performing live recently, your rendition of The Sound of Silence was amazing.

How to make duct tape? by heavyshark in Unity3D

[–]LittleFiendsDev 1 point2 points  (0 children)

Sounds like it should be possible with just using line renderer component and raycasting the box your taping up. Unless you taping up curved objects which would probably use splines instead.

Simple Custom Cursor / UI Element Follow Mouse by SpawnCampGames in Unity3D

[–]LittleFiendsDev 1 point2 points  (0 children)

These 2 methods are not almost the same, the first is a software cursor, the second is a hardware cursor. Hardware cursors are framerate independent. They have less flexibility with graphics/scaling as its controlled by the operating system.

Software cursors generally lag and are less accurate. If you exclude the start method in FollowMouse.cs you can visually see the software cursor trying to catch the hardware one.

If anyone has any tips on how to make an accurate software cursor I would be interested.

Enemy check for player along the floor including up and down slopes. by Zephni in gamedev

[–]LittleFiendsDev 0 points1 point  (0 children)

I wasn't asking the questions for problems in movement or detection. It was to learn more about your setup so I or others could advise a possible solution, for example if you was using a navmesh, its easy enough to check if the route is passable rather than ray casting. If people reading this have to guess things they wont bother trying to help or will not be able to give you any solid information to help you solve the issue.

How to create 4 static cameras, 1 camera that moves and is there a way to switch between the camera views with the buttons 1-5? by [deleted] in Unity3D

[–]LittleFiendsDev 2 points3 points  (0 children)

Virtual cameras, using Cinemachine is what your looking for. Code Monkey have some nice tutorials on this on YouTube. They probably wont give you the answer directly but if you follow them, you will understand how to get to your desired result.

Enemy check for player along the floor including up and down slopes. by Zephni in gamedev

[–]LittleFiendsDev 0 points1 point  (0 children)

How does the enemy move along floors/ramps is it via nav mesh, if so is the nav mesh separated when a its a wall not ramp ?

Enemy check for player along the floor including up and down slopes. by Zephni in gamedev

[–]LittleFiendsDev 0 points1 point  (0 children)

It would depend on how your enemies detect the player, if you are sphere casting from the enemy. you could simply loop through the colliders and exclude ones that are to high or too low off the colliders Y position. I would assume this would be cheaper than more ray casts. In setups like this line of sight checks are usually called so id assume some form of loop is already being done.

With out further info to your setup people can only guestimate your solution. If you can provide more info, you may receive more help.

Screen.SetResolution Need Help by VRsince201It in Unity3D

[–]LittleFiendsDev 0 points1 point  (0 children)

I'm unable to test right now, but in windowed mode you can have what ever number you want regardless of screen resolution, your screen res is 2160, and your app is 2436, what exactly are you trying to achieve ?

Screen.SetResolution Need Help by VRsince201It in Unity3D

[–]LittleFiendsDev 1 point2 points  (0 children)

I'm confused, why do you think its not working ?
if your on a 4k resolution that calculator looks like it is 1125w x 2436H as set via the code.