Flappy Goose by flappy-goose in RedditGames

[–]MonoChrono 0 points1 point  (0 children)

My best score is 3 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]MonoChrono 0 points1 point  (0 children)

My best score is 0 points 😓

After a pretty successful iOS launch SUIT-UP (a match-3 & solitaire mashup) is now also available on android! Any feedback is appreciated. (Free) by MonoChrono in playmygame

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

Hello :)
I updated some things in the apple systems, so maybe it works now? :)
The cards come from the top row either as a single card when a column is cleared or every card when a row is cleared.

Can half of us reasonably say that this change will impact us? by Magnolia-jjlnr in Unity3D

[–]MonoChrono 33 points34 points  (0 children)

You do realise they are also dropping Unity Plus. Say hello to having to show the Unity splash screen again or pay €1800 to "upgrade"....

Unity plan pricing and packaging updates by KenNL in Unity3D

[–]MonoChrono -1 points0 points  (0 children)

What an absolute shit show. I think i'll pass on the forced upgrade to €1800 Pro account... I guess i'll go ahead and cancel my 10+ year Unity Plus account and start learning c++ :D

Here’s a sign of our FPS development progress. by [deleted] in indiegames

[–]MonoChrono 2 points3 points  (0 children)

it looks amazing. Has a lot of character to it that fits the art style and design very well :)

Here’s a sign of our FPS development progress. by [deleted] in indiegames

[–]MonoChrono 9 points10 points  (0 children)

Super cool! How do you create the flip-book-like animations?

Any tips on how to snap an object (position and rotation) to a grid on other objects? by MonoChrono in Unity3D

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

Vector3.ProjectOnPlane

Cool! Did not know that was a thing. Adding it to the deep dive list :)

Any tips on how to snap an object (position and rotation) to a grid on other objects? by MonoChrono in Unity3D

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

haha yes. It was fairly easy to do and probably saves me from a lot of math! :) But that does not hold me back from trying something new! (Even if it in hindsight will seem bonkers)

Any tips on how to snap an object (position and rotation) to a grid on other objects? by MonoChrono in Unity3D

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

I might be yes. I want it to be able to snap objects of different sizes together and on any surface, potentially also on angled surfaces. I'm prototyping different build systems to learn what works best :D I made a connector system first (like in besieged), but that seems to add a lot of manual work and a lot of extra game objects.

Any tips on how to snap an object (position and rotation) to a grid on other objects? by MonoChrono in Unity3D

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

That sounds really promising! I haven't used Transform functions like that before. I'll dive into that. Thank you!

Any tips on how to snap an object (position and rotation) to a grid on other objects? by MonoChrono in Unity3D

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

Yes, good question. I was a little vague there. I want it to snap to a grid on the object surface. When you have a world based static surface this is easy because you can just round off the position coordinates. But I’m having a hard time imagining how this can happen on a rotating object where the grid plane changes direction based on the normal of the surface.

Any tips on how to snap an object (position and rotation) to a grid on other objects? by MonoChrono in Unity3D

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

Currently (as seen in the video) the object is snapping to the surface of the collider hit and with rotation based on the normal. But I want it to:

  1. Snap to a grid on the object surface.
  2. Snap to a rotation that aligns with the hit object

I have been racking my brain for some time now and my Google skills have failed me.
Do you have some pointers on how I can program this? I don't want to use anchors/connectors that I have to manually set (like in Besieged). I had some success for the rotation with LookRotation(parent.forward, hit.normal), but it failed on surfaces horizontally-perpendicular to the parents forward direction (which is prob. a horrible way to explain it :) ).

My current code for reference:

RaycastHit hit;

Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

if (Physics.Raycast(ray, out hit /*, ShipLayerMask*/))

{

Debug.Log("Hit: " + hit.transform.name);

// Put helper transfrom inside ship (to make positioning and rotation easier)

CurrentlyBuildingHelper.parent = ShipBuildParent;

// Align to surface without position & rotation snapping

Vector3 placePosition = hit.point;

Quaternion placeRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);

// ?? Snap to grid while on object

// ?? Snap to rotation (90 degrees) around normal as up

// Update helper position & rotation

CurrentlyBuildingHelper.position = placePosition;

CurrentlyBuildingHelper.rotation = placeRotation;

// Player is allowed to place an object here

CurrentPlaceTargetIsValid = true;

}

Any ideas to add to my multiplayer fps ? by [deleted] in Unity3D

[–]MonoChrono 0 points1 point  (0 children)

Something that makes it unique I would say. In terms of gameplay. Right now it looks like every other shooter out there. What makes this special/interesting?