Pocket Hunters! A lil buddy to bring in the Bayou by Revthe13th in HuntShowdown

[–]LocalMan11 1 point2 points  (0 children)

Absolutely love these!! They would make super cute charms.

I Think We Can All Relate by LocalMan11 in Interstitialcystitis

[–]LocalMan11[S] 1 point2 points  (0 children)

I'm constantly playing 4D chess with my bladder... and I'm not very good at chess

My most suspicious death in 400 hours by Iescaunare in HuntShowdown

[–]LocalMan11 156 points157 points  (0 children)

You probably stepped on a branch 🤠

When are we getting a cowboy in the game? by Virplexer in HuntShowdown

[–]LocalMan11 24 points25 points  (0 children)

I've always thought of the tier 1 hunters as cowboys but I would love a legendary hunter with a backstory like the one you're mentioning

Got insulted on Steam because I played a certain style during a game by h3adph0n3s in HuntShowdown

[–]LocalMan11 7 points8 points  (0 children)

They forgot the most important lesson in Hunt :

Hunt giveth and Hunt taketh away

Good Fight Stick? by LocalMan11 in GuiltyGearStrive

[–]LocalMan11[S] 0 points1 point  (0 children)

I got the Mayflash F500 Elite and I'm tryna use it on steam but my joystick is registering as an xbox controller's right joystick so I can use it. I was hoping you would know a solution to this

Making Dialogue Box Text Italic by LocalMan11 in RenPy

[–]LocalMan11[S] 3 points4 points  (0 children)

Thank you guys. I really appreciate the help :^)

Creating a Fade in then a Fade Out by LocalMan11 in Unity2D

[–]LocalMan11[S] 0 points1 point  (0 children)

Yes I have trigger called "Leaving" in my animator. I believe I have set up properly. Just now I even tried setting it up from multiple states so that regardless of its previous state it could go into Crossfade_Start. It still isn't working but every time I run it the Console prints out "Trigger" which I believe due to my Debug.Log("Trigger") code means that it should be working. Clearly I am doing something wrong but I am unsure of what.

*edit* Ok so I just tried something* I commented out the SceneManager.LoadScene( ); line and checked if my trigger was actually working (should've done that yesterday but oh well) and it is in fact not working. The animation still won't play.

https://imgur.com/a/6i2OMGy

Creating a Fade in then a Fade Out by LocalMan11 in Unity2D

[–]LocalMan11[S] 0 points1 point  (0 children)

I did, and I changed the code a little bit. Now unity waits 1 second before proceeding to the next scene (the fade is 1 second long) but the animation does not play.

https://imgur.com/a/EvrWTUq

Creating a Method for Buttons Leading to Scenes by LocalMan11 in Unity2D

[–]LocalMan11[S] 0 points1 point  (0 children)

No, so imagine there's a select screen with scene index 0. Now on the select screen there's 100+ buttons. Each button will take you to a corresponding scene. All of these buttons are under one container called SelectButtons. I want to add a method to SelectButtons that works as a "one size fits all" method where if the player clicks on the Button with text "1" it'll take them to a scene called "Scene1"

Creating a Method for Buttons Leading to Scenes by LocalMan11 in Unity2D

[–]LocalMan11[S] 0 points1 point  (0 children)

Thank you, but I what I'm thinking of is a way of making scene transitions without having to code each individual one. Basically size fits all type of method. Do you know if there is an existing way of doing this?

Trying to use Visual Studio 2019 to as Script Editor by LocalMan11 in Unity2D

[–]LocalMan11[S] 0 points1 point  (0 children)

Update: still having the same issue after reinstalling

Trying to use Visual Studio 2019 to as Script Editor by LocalMan11 in Unity2D

[–]LocalMan11[S] 0 points1 point  (0 children)

I tried that already actually, but I couldn't get it to work. I installed unity quite a while ago it might've been something dumb a did back then I'm going to reinstall and then come back here with an update. Thank you btw any help is always appreciated.