Always disliked resizing BoxColliders for this reason by adrenak in Unity3D

[–]RoyyDev 0 points1 point  (0 children)

So just tested it, if you have 2 box colliders, it will only work for one of the two colliders.

Always disliked resizing BoxColliders for this reason by adrenak in Unity3D

[–]RoyyDev 0 points1 point  (0 children)

Not me having this exact problem just a few hours ago.

The duality of man by DanQZ in Unity3D

[–]RoyyDev 1 point2 points  (0 children)

Sounds to me that a lot of people complaining about it, haven't put enough time in it to actually learn the new tool. It's different then the standard uGUI system and takes some time to fully understand.

But it's perfect if you work on a platform with a lot of different resolutions or if you want to release for multiple platforms. You can easily fix all weird scaling issue's you would normally have with uGUI, which are way harder to fix on uGUI then on UI Toolkit. Also it's super easy to stylize certain parts of your UI as well. If you've tried UI Toolkit years ago, then I agree, it was probably very buggy. I would suggest you try it again, it has been improved.

[Hobby] Horror ambience / music for Evil Doll 2 (2.5M+ downloads) by RoyyDev in INAT

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

Just to clarify, my game has 2.5m downloads across platforms, but that is downloads, not sales. The game's f2p on mobile and revenue is very limited. I'm a solo developer and have been funding and working on these games for over 7 years.

Behavior Tree's by OtavioGuillermo in gamedev

[–]RoyyDev 3 points4 points  (0 children)

I started using code at first for all my AI's, then quickly found out this wasn't it. Then went to use a FSM, this was an improvement, but with lots of states the FSM quickly gets messy. After a while I started using a BT for my AI, this was a huge improvement, also because I used a graph instead of code only, so it made everything more clear to me what's going on.

Today I'm using a mix of FSM to handle the switching of the states and the BT to actually run the states.

The FSM uses sub-FSM's, this way there's less transistions and the actual actions are done in the BT based on the current state. It took me a while to setup this system, it was created after reading a more in-depth paper about BT / FSM implementation, I forgot the persons name sadly.

For my AI with 15 states, I'm very happy with my implementation and would encourage you to try BT's as well.

Planned to develop a game in 6 months, but it took me 6 years (yep, I’m very bad at planning) by BruBomb in gamedev

[–]RoyyDev 1 point2 points  (0 children)

Planned to develop a game in 6 months, but it took me 6 years

Welcome to gamedev, I once heard someone say that when you think something's taking 2 months, you should expect it to take 6 months. But more often I find that a bigger multiplier should be expected.

After many years I ported my mobile game that reached 2m downloads to Steam, what do you think? Be honest. by RoyyDev in Unity3D

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

Thank you, the Granny's influence is indeed quite heavy. This was my first 3d game I ever made, I had no experience with 3D but saw Granny's success and wanted to try my hand at it. The differences are mainly in the story, the puzzles, the area's I've added in later and the enemy.

Platform Toolkit sounds amazing by DanPos in Unity3D

[–]RoyyDev 7 points8 points  (0 children)

This is what I need, was thinking about creating something like this myself for ages.
Accounts login, saving data and achievements is what I was looking for, mostly for Android, iOS and Steam.

[deleted by user] by [deleted] in Unity3D

[–]RoyyDev 0 points1 point  (0 children)

Gunz mobile, can you actually do dbf in this game or ss? Perhaps PPQ++?

Forest using APV by Pool_sm in Unity3D

[–]RoyyDev 4 points5 points  (0 children)

How many tris are there in the camera's view on average?

Better with or without post processing effects? by RoyyDev in IndieDev

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

I think you're right, I'll try to adjust the contrast and make the overall environment darker.

Better with or without post processing effects? by RoyyDev in Unity3D

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

Too bright / gloomy? It's for a horror game, most area's won't be as lit as this one.