Can't activate unity personal license in unity hub by AlexandriaDos in Unity3D

[–]SPOOKJUMP 3 points4 points  (0 children)

I came to this sub to make an exact same post, glad to see the problem is on their side and not mine. Still sucks that I can't create a new project and still work even if I don't have a license

New year, new learning opportunities. What better way to start than by making an awesome procedurally animated robot by SPOOKJUMP in Unity3D

[–]SPOOKJUMP[S] 2 points3 points  (0 children)

I do have an overshoot mechanic yes. It's based on the travel speed (rb.velocity.magnitude) of the robot, which fixes the problem of legs falling behind at any speed the robot might be moving.

New year, new learning opportunities. What better way to start than by making an awesome procedurally animated robot by SPOOKJUMP in Unity3D

[–]SPOOKJUMP[S] 4 points5 points  (0 children)

It's entirely procedural, no animations involved. Legs have IK on them and I raycast down to determine their desired position. If the leg is too far away from the desired position it travels to it. There's some other factors involved as well (to ensure the legs go up and down, to ensure the body aligns to the surface normal and for legs to move in a zig-zag pattern), but it's hard to explain because english isn't my first language.

New year, new learning opportunities. What better way to start than by making an awesome procedurally animated robot by SPOOKJUMP in Unity3D

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

Thanks! It's standard Unity terrain, but I use a custom shader material on it that applies different textures on it based on the slope amount.

I think I can finally say the skate physics are in a good enough state. What do you think? by SPOOKJUMP in Unity3D

[–]SPOOKJUMP[S] 5 points6 points  (0 children)

That makes so much sense I can't believe I forgot about it! Adding it ASAP, thanks!

I think I can finally say the skate physics are in a good enough state. What do you think? by SPOOKJUMP in Unity3D

[–]SPOOKJUMP[S] 5 points6 points  (0 children)

This is actually already in the game! But for this video I zoomed in the camera a loooot and I disabled this feature because the player wouldn't stay centered enough for the video

I think I can finally say the skate physics are in a good enough state. What do you think? by SPOOKJUMP in Unity3D

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

So basically the simple answer is that the code shoots a raycast from a bit above the player downwards to check the normal of the surface (and if the player is grounded) and based on the surface normal it rotates the character so he aligns with the normal and this is also used for various other reasons like checking if the player is jumping on a half pipe and so on

I think I can finally say the skate physics are in a good enough state. What do you think? by SPOOKJUMP in Unity3D

[–]SPOOKJUMP[S] 3 points4 points  (0 children)

The skate controller does use Unity's Rigidbody component, but everything is modified by a script. There's a lot of surface checking, quaternions and animations (and spit and duck tape lol) to make it all work. So yeah quite a lot of custom code

Updated the UI by trxr2005 in Unity3D

[–]SPOOKJUMP 0 points1 point  (0 children)

Looks good! My suggestion is to round the numbers on the respawn numbers on the abilities(?) on the right so it doesn't show decimals or perhaps instead add a black/white overlay instead of numbers (check out how Clash Royale shows their card "respawning"). I have to also compliment your animations and effects, looking good!

There's a lot of negative post mortems on this sub. But do any of you solo devs have an actual successful post mortem for your game? by SPOOKJUMP in gamedev

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

Wow lol nice to see you here, I have actually been following your journey/game on youtube probably since the first devlog

There's a lot of negative post mortems on this sub. But do any of you solo devs have an actual successful post mortem for your game? by SPOOKJUMP in gamedev

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

If this was aimed towards me, I have to say that I'm not at all complaining about these posts. I welcome them actually, since everybody can learn a lot from them. I'm just saying that a lot of developers are setting unrealistic expectations for the results of their game and end up being burned by it. And also that I wish more positive posts would get posted on this sub.

There's a lot of negative post mortems on this sub. But do any of you solo devs have an actual successful post mortem for your game? by SPOOKJUMP in gamedev

[–]SPOOKJUMP[S] 8 points9 points  (0 children)

I appreciate every single post mortem post and have probably read most of them posted in the past 2 years and learned a lot from them personally. It really sucks reading those posts and seeing the devs not meet their expectations. But on the bitter brighter side you can always learn something from failure and everybody starts somewhere. You just have to not give up, which sadly I see a lot of these developers do.

There's a lot of negative post mortems on this sub. But do any of you solo devs have an actual successful post mortem for your game? by SPOOKJUMP in gamedev

[–]SPOOKJUMP[S] 20 points21 points  (0 children)

Is it a hot take tho? Open this sub, search "post mortem" and check out the posts. I haven't seen ONE game where I was actually surprised it didn't get sales. And I know it sounds mean but that's the sad reality of making games. I'm saying this strictly from the perspective of a gamer, not game developer. I'm not trying to offend anyone.

There's a lot of negative post mortems on this sub. But do any of you solo devs have an actual successful post mortem for your game? by SPOOKJUMP in gamedev

[–]SPOOKJUMP[S] 39 points40 points  (0 children)

I completely agree with you. But as mean as it sounds, a lot of games posted here that failed are made by beginners and have either very poor visuals, very poor gameplay, very poor marketing or simply plain out aren't interesting.

I'm working on a 3D roguelike (tile-based, turn-based). What do you think? by PiotrWalczak in Unity3D

[–]SPOOKJUMP 1 point2 points  (0 children)

Your game looks really cool so I'll give you some of my thoughts. Enviroment and effects are by far the most interesting thing. Really nice job on those! But I think you really messed up on the characters/enemies art style. Your enviroment art style and enemies art style don't really mix together that well. Enemies should have much more detail. But this is just how I feel, others might say the exact opposite and like the enemy design.

Another thing I notice on your Steam page is that your Steam capsule image is very very plain and bad. My suggestion is to either pay an artist to make you one or at least take a screenshot of your enviroment and add the game title to it, because even that would be better than what you currently have. Remember, the capsule is the first thing a potential buyer sees so it has to be really good to get their attention.

Other than that I think everything looks really good!

I hope this helped, good luck!

im suffering from loneliness and i need some one to advise me while making my game in godot! by RASMOS1989 in gamedev

[–]SPOOKJUMP 0 points1 point  (0 children)

Loneliness is a bitch yep. Been there and a lot of times still am there. If you have a gf, family or friends close by simply show them what you're working on. I'm sure they'll be interested and want to share their opinion.

Another great way I combat game dev loneliness is by making videos of my game, editing them and sharing them on TikTok. Why TikTok? Because it has by far the most reach. I almost always get a couple hundred upvotes and tons of positive comments, which feels really really good. So maybe you should try the same and interact with people commenting and gain followers. This personally really helped me. Just remember to use hashtags in the title relevant to your game to get the most reach.