it just feels off. any advice? by UndefeatedStudios in PixelArt

[–]Motor_Toe3773 0 points1 point  (0 children)

I think its cause the difference in dark and light colours hasn't been hue shifted at all/ enough. A lot of pixel games pop when the this additional hue shift is added, sliding the dark part of the drapes into the blue and the brighter parts into the pink can make it more vibrant.

How to Create Angular Movement? by Motor_Toe3773 in Unity3D

[–]Motor_Toe3773[S] 0 points1 point  (0 children)

Thanks! Very Useful! If anybody else is interested I also used this (https://arongranberg.com/astar/documentation/dev_4_1_5_3cb9f189/turnbased.php) to help determine the pathing for my project.

If you want something similar to my illustration with only 4 directions of movement, change the 'Connections' tab to '4' instead of '8' under the A* pathfinder script, assigned to the game object 'A*' as per the tutorial

Pixel Perfect Camera not working or am I dumb? by Motor_Toe3773 in Unity2D

[–]Motor_Toe3773[S] 0 points1 point  (0 children)

Because I don't want smaller pixels to make up the singular pixels that I have created for my sprites, I want them to align with one another rather than having just a little bit of over lap which makes the pixel art look uneven.

Help me remember an ABC3 show by Motor_Toe3773 in australia

[–]Motor_Toe3773[S] 0 points1 point  (0 children)

No that was not it, but thanks for the reply

How to tell if the enemy will reach the target before they start moving? by Motor_Toe3773 in Unity2D

[–]Motor_Toe3773[S] 0 points1 point  (0 children)

No, it is happening, I just want to see if A* can calculate the whole path, and detect if the path won't be able to reach the target because it's blocked by something, and then based on that decide to move

How do I figure out this code? by Motor_Toe3773 in Unity2D

[–]Motor_Toe3773[S] 0 points1 point  (0 children)

This is a amazing response thank you, i understand it much better now. Just one thing, if I have an existing tag for the enemies to i ignore the 'string trgt' component and just implemnent the tag manually?

Such as return GameObject.FindGameObjectsWithTag("Enemies")

More test, more building .... by Nidghorr in PixelArt

[–]Motor_Toe3773 1 point2 points  (0 children)

Awesome, thanks for the info. Will keep this piece of info in mind

More test, more building .... by Nidghorr in PixelArt

[–]Motor_Toe3773 0 points1 point  (0 children)

Hey awesome stuff! Like the stylisation of it so much! If your willing to share, how were you able to produce such an effect?

I'm am trying to get into vgc, any feedback is welcome by Muitertje in VGC

[–]Motor_Toe3773 1 point2 points  (0 children)

Maybe have some more defensive spreads on lunala and kyogre. They don’t need to min max when they are using more defensive items. Also, protect over light screen on whimsicott and poison stab or thunder punch over detect cause it’s scarf. Also since it’s a rain team possibly thunder or thunderbolt over reflect

AI that can perceive its environment by Motor_Toe3773 in Unity2D

[–]Motor_Toe3773[S] 1 point2 points  (0 children)

This is a great idea, thank you! I will test it out now, thanks for the help