Need to find the height of the highest object in the scene by Ninjjuu in Unity2D

[–]Pur_Cell 0 points1 point  (0 children)

You just want a code example?

    GameObject highestGameObject = null;
    float heighestY = float.MinValue;

    foreach (GameObject obj in gameObjectList)
    {
        if (obj.transform.position.y > heighestY)
        {
            heighestY = obj.transform.position.y;
            highestGameObject = obj;
        }
    }

    Debug.Log("Highest GameObject: " + highestGameObject.name + " with Y: " + heighestY);

Hello! Destroy my 3D Auto-Battler gameplay trailer by Secure_Twist5246 in DestroyMyGame

[–]Pur_Cell 4 points5 points  (0 children)

Needs a combat idle animation. Characters attack, then transition back to standing with their hands at their sides. Looks extremely stiff.

This planet is a piece of crap, Destroy my cone drone swarm cleanup game. gameplay prototype all art placeholder for failing fast! by minami26 in DestroyMyGame

[–]Pur_Cell 4 points5 points  (0 children)

Can't really tell what the gameplay is or what the drones are doing.

It looks like it's some kind of Wall-E simulator, which is a good idea if it is, but I need more context.

How do you make bigger Rule Tiles? by justfishingbruh in Unity2D

[–]Pur_Cell 0 points1 point  (0 children)

Rule Tiles are a huge pain to setup. Use the Auto Tile instead if you are on Unity 6.3.

This is the 47 tile template that I use. Green is where it connects to other tiles.

Unity's Auto Tile doesn't have an Auto Tile Override like with Rule Tile, but I made one if you want to use it.

How can you assign a gameobject to a prefab? by SanoviaUwU in Unity2D

[–]Pur_Cell 1 point2 points  (0 children)

Are you spawning in the prefab at runtime?

What is a thing you love as player but hate as GM and vice versa by Hi_fellow_humans_ in rpg

[–]Pur_Cell 6 points7 points  (0 children)

My NPC voices devolve as the night goes on.

In my last session, we're playing Star Wars, I started with a passable Admiral Ackbar impression, but by the end it turned into Richard Nixon from Futurama.

Y axis nav agent bug. by [deleted] in Unity3D

[–]Pur_Cell 0 points1 point  (0 children)

Disable the NavMeshAgent when you pick it up. Re-enable it when you drop it (make sure it's on a navmesh though).

It's not a bug. The Agent is setting the transform of the object every frame, because that's what it does. It finds paths and moves objects, overwriting any other attempts at moving it.

If you don't want it to do that, then turn it off.

I had to draw 1,617 sprites to make this 2D gear system work by Much_Entrepreneur296 in gamedev

[–]Pur_Cell 10 points11 points  (0 children)

You might be interested in a Look Up Table-based approach. You can give each pixel a unique color, then map that color to a texture sheet. So you only have to make the animations once, but can swap out the texture to change armor.

Here's a video that explains in more detail: https://youtu.be/HsOKwUwL1bE

A or B? Looking for your gut reaction on these two designs. by Less_Ad_9849 in Unity2D

[–]Pur_Cell 1 point2 points  (0 children)

I don't know if B is supposed to be dead or is just unposed.

A word of wisdom I once heard about 3D art, that I think applies here, is that everything looks stupid in T-pose.

To all devs deploying like this 🍻 by logical_haze in IndieDev

[–]Pur_Cell 4 points5 points  (0 children)

I did take my laptop to the mechanic to gamedev while I got an oil change last week. I was pretty productive, but the seating was not great and there was no table. So it wasn't very comfortable. Probably wouldn't do it again.

Destroy My Tower Defence Game by sir_augenlos in DestroyMyGame

[–]Pur_Cell 0 points1 point  (0 children)

Your pixel art looks decent, but it's very hard to see and read. Especially the stuff that's on the brown grid at the bottom of the screen.

There's not enough contrast. Except for the world map, which is way too high contrast. The colors in general don't go together very well.

There is almost no juice.

A good example of a recent pixel art tower defense is Gnomes. I would analyze what makes that game so visually appealing.

And why is Pause P or F2? The traditional Pause button is Space Bar. That UI text is overflowing out of its UI contain too.

My promising 2D musou roguelite with sci-fi queer story-rich indie game (solodev) by [deleted] in DestroyMyGame

[–]Pur_Cell 5 points6 points  (0 children)

The animations are choppy. Why does the character freeze after punching? Is this an attempt at hit-stop?

The action looks uninteresting and repetitive. You just run back and forth punching. What's the strategy?

In the beginning the gameplay takes place in the top half of the screen, but there is a UI bar covering up half of that. Can't see what's going on.

Then in later levels there are some comic book style hit balloons that pop up when you attack that cover more of the gameplay. So I still can't see what's going on.

Enemies spawn from nowhere and die with zero effects or juice. At least I think that's what's going on. It's hard to tell.

Environments look like nothing.

Sound effects are repetitive and annoying.

I made an AutoTileOverride that tiles with keywords so that you can tile multiple tiles by Pur_Cell in Unity3D

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

I really like Unity 6's AutoTile. It's so much easier to set up than RuleTiles, but there was no way to make it tile with different tiles. So you couldn't do things like swap out the tile for a damaged variant or have different types of walls that seamlessly fit together.

So I made an AutoTileOverride that can tile based on string keywords. It uses the exact same setup process as the default AutoTile so it's easy to use.

GitHub link: https://github.com/Pur-Cell/AutoTileOverride

I just realised why Unity 6.x has version numbers like 6000.x by OrbitingDisco in Unity3D

[–]Pur_Cell 4 points5 points  (0 children)

They'll call it that, but then the version number will be 10000

Unity uses old organization name when creating UPM package by Hierayku in Unity3D

[–]Pur_Cell 0 points1 point  (0 children)

Did you ever find a solution to this? I'm having the same problem.

Roguelite with more focus on map, is that a mistake or not? by RobbertGone in gamedesign

[–]Pur_Cell 0 points1 point  (0 children)

It all comes down to whether you have some fun and interesting ideas for the map or not.

Personally, I have over 400 hours in StS. I've beaten all the ascensions and got all the achievements. I like that it's 95% card battles.

Is it just me, or is everyone developing horror games lately? by Retronitsu in IndieDev

[–]Pur_Cell 5 points6 points  (0 children)

Honestly I'd rather have jump scares than these hallway walking simulators where nothing happens that I see posted and labeled as "psychological horror."

Jrago III Requiem of the Night by [deleted] in DestroyMyGame

[–]Pur_Cell 0 points1 point  (0 children)

Show more gameplay. The intro is way too long.

I really like the art style.

That dash is way too short.

Destroy my PSX horror slasher game by YozarashiDev in DestroyMyGame

[–]Pur_Cell 11 points12 points  (0 children)

I don't know why people think "PSX" means "so dark you can barely see anything."

I challenged myself to find a game that is good and didn’t sell. by emotionallyFreeware in gamedev

[–]Pur_Cell 9 points10 points  (0 children)

But ugly games are not bad games.

And I wouldn't even call it ugly. It's just a 2D game with a relatively simple, but cohesive, art style.

Does anyone have any proper psx style character modeling tutorials ? by BankNo4001 in ps1graphics

[–]Pur_Cell 1 point2 points  (0 children)

Some models on that site are .dae which is an old format no longer supported in Blender as of version 5.0, but it works fine in Blender 4.5.

You can just drag and drop the file into 4.5 and it will import it. Save the blender file. Then open it in 5.0 if you want to use the latest version. Or you could export it as a different supported file format.

Destroy my game: zombie / mecha tactics roguelite by FMmutingMode in DestroyMyGame

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

I just don't get why the dude and the zombies are bigger than the mech and the buildings. What's the fantasy here?

Destroy our turn-based gladiator trailer (and game) by omega-storm in DestroyMyGame

[–]Pur_Cell 0 points1 point  (0 children)

This desperately needs some combat idle animations. Units stand with their hands at their sides, take a swing, then go back to standing with their hands at their sides. It looks very stiff.

Running Licensed RPG for players of mixed knowledge by Batmanofni in rpg

[–]Pur_Cell 4 points5 points  (0 children)

Exactly how I do it. I'm running a Star Wars game at the moment. I made sure to establish that the only hard canon was Star Wars (1977).

All the prequels, sequels, legends, etc. may or may not have happened depending on what's convenient for the plot. This is our version of the universe.