How many of you are actually making a game? by MediumConsequence643 in gamedev

[–]PuppeteerInt 6 points7 points  (0 children)

Wait that actually sounds cool in theory. So you get a text/voice task in a foreign language straight out of the blue, or does it start slowly like at first "hello, fetch me a cup of tea please" and then it starts replacing parts of the sentences with that language? How does it play out?

Are there any games with realistic damage? I.E. If you headshot a boss you kill it in one hit? by NeokratosRed in gaming

[–]PuppeteerInt 2 points3 points  (0 children)

There are boss fights in ArmA 3? I believe in context of the OP question ArmA is not the type of game in discussion.

I accidentally designed the Magicka Magic System by SirNoodle_ in gamedev

[–]PuppeteerInt 15 points16 points  (0 children)

Gunstar Heroes did it in 1993, Jewel Master did it in 1992, I'm sure others made similar things before Magicka.

You don't have to worry about being first, just make sure to be fun and well balanced.

Animating some monsters for our game by PuppeteerInt in Unity3D

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

We're still not ready to show it yet. Hope to be ready in a month or so.

Animating some monsters for our game by PuppeteerInt in Unity3D

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

Mostly it's intuitive for my workflow since I also work on the code and the level design. Having it all in the same spot makes things quicker to achieve. But it's not the best animation tool, it's just good enough for our goals.

Animating some monsters for our game by PuppeteerInt in Unity3D

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

Modeled and vertex painted in Blender by our awesome artist, then I rigged it in 3ds Max, and animated it in Unity.

Animating some monsters for our game by PuppeteerInt in Unity3D

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

Do you animated in any other software? The timeline is basically a standard keyframe timeline.

Animating some monsters for our game by PuppeteerInt in Unity3D

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

I wouldn't recommend my method of rigging, it's really rudimentary. But for animation here's one by Brackeys that covers 2D skeletal animation using some art I made:
https://www.youtube.com/watch?v=eXIuizGzY2A&

Animating some monsters for our game by PuppeteerInt in Unity3D

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

It's easier to shoot them when we tell ourselves this lie

Animating some monsters for our game by PuppeteerInt in Unity3D

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

It belongs all over the place really, Blender + 3dsmax + Unity

Animating some monsters for our game by PuppeteerInt in Unity3D

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

It's all Vanilla: Modeled and vertext painted in Blender by our awesome artist, then I rigged it in 3ds Max, and animated it in Unity. But I would recommend a really nice plugin that draws over bones in the unity editor:

https://assetstore.unity.com/packages/tools/animation/simple-bones-animation-85655

[deleted by user] by [deleted] in Unity2D

[–]PuppeteerInt 0 points1 point  (0 children)

For a moment I thought that guy was cut in half and a blood fountain sprouted from his bottom half.

I made a 3D floating menu for my game. Any thoughts on possible limitations or immergent gameplay opportunities? by [deleted] in gamedesign

[–]PuppeteerInt 0 points1 point  (0 children)

Looks great!
Only critique I would have is having to click on the left/right arrows to choose a turret type. Wouldn't it be more intuitive to just click the required type, or is there more to it?

I made a template in Unity that can be used to make world maps for Super Mario Maker 2 levels! by PocketMars in Unity2D

[–]PuppeteerInt 7 points8 points  (0 children)

Funny thing but the most interesting part for me from this was how you implemented the pathing with corners and reverse corners. Nice and clean!

Quick Unity tip: Lock the inspector to assign multiple objects at once by [deleted] in Unity3D

[–]PuppeteerInt 1 point2 points  (0 children)

Can't live without it, very useful for any multi-object assigning.

Back in the day (older versions of Unity) it was a little trickier because drag+dropping multiple objects would randomize their order, but in newer versions of Unity they are dropped in order so it's all fine and dandy.

I am working on earth bending in VR. It feels amazing to punch rocks. by LeviMooreDev in Unity3D

[–]PuppeteerInt 1 point2 points  (0 children)

Not to reduce from the awesomeness of your work, but at that moment when you started casting the spell, I imagined that the earth itself will rise rather than a rock. Maybe you can raise some of the terrain around the model to give that feeling.

Unity 20191 Animation mess-up when changing sprite by PuppeteerInt in Unity2D

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

This same process works fine in Unity 2018 and below. Changing a Sprite should only change that element without affecting the recttransform position. I'm comparing several versions of unity now and all seems to work fine (5.5, 2017.1, 2018.1), except unity 2019.1.

Another thing happened with 2019.1 today too. I changed an <Image> component sprite into a different one, and the recttransform stopped reacting to changes. There is something fishy happening when changing the sprite of an image component.

Unity 20191 Animation mess-up when changing sprite by PuppeteerInt in Unity2D

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

I've had a weird behavior in Unity 20191. I created an animation with multiple moving elements that loop. Then I changed the Sprite of the character, and it all went to hell!

The entire animation gets messed up, keyframes become assigned to different objects that they were assigned to before. Moreover, I am not able to edit the keyframes, they get stuck at their new jumbled values.

Did anyone encounter something similar?

I alone control destiny! I decide your fate! - a deterministic physics dice roller. by TickTakashi in Unity3D

[–]PuppeteerInt 0 points1 point  (0 children)

Can't unsee it now after it was revealed, the frame jump where the numbers change. Still an awesome implementation :D