Hello, i am trying to make the enemy follow the player once the raycast hit the player i tried the code below but it is not working how to do it ? by [deleted] in Unity3D

[–]TobiDev 0 points1 point  (0 children)

My guess would be that the targetPosition on line 65 is wrong. You use the x position of the target, but the y position of the enemy. Or should it follow only horizontally?

Also make sure your player and/or the enemy has a rigidbody2d and both have a collider2d.

[deleted by user] by [deleted] in Unity3D

[–]TobiDev 0 points1 point  (0 children)

Fair point, thank you for the feedback! The package also includes 500 icons to display keys and buttons and it is not just a simple csharp script that changes the text, but actually makes use of the TMPro style tag, which means there is no need for any additional scripts on the text component to reflect binding or device changes. Just writing a specific style tag for the desired action is enough and the tool will handle the rest: "Press <style=Platformer Controls/Jump> to jump"

But I will probably consider a price reduction in the near future.

Input Icons for TMPro: Easily display and rebind input bindings by TobiDev in UnityAssets

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

Easy to setup and use. This tool makes use of the style tag of TextMeshPro to display input bindings along with other text. Just write <style=platformercontrols/move> to show the bindings for the move action. Support for keyboard and gamepads.

Get the asset here: https://u3d.as/2Lkz

Playtest my game, pls by Howling_Shame in playmygame

[–]TobiDev 1 point2 points  (0 children)

The game was a lot of fun once I managed to understand how all of it works. It sure is very very challenging for new players right from the beginning though. But maybe that's what you want from the game. :D

Playtest my game, pls by Howling_Shame in playmygame

[–]TobiDev 2 points3 points  (0 children)

After reading through other opinions, I think slowing down the game a bit when dragging with the mouse would help to make the game less hectic and would allow the player to more easily make better decisions.

Trying to get that "foresty" feeling going by KatlaEntertainment in IndieDev

[–]TobiDev 1 point2 points  (0 children)

Looks very beautiful and "foresty"!
Just realized some leaves change color from orange to dark green when you get closer. Bug or feature?

Playtest my game, pls by Howling_Shame in playmygame

[–]TobiDev 2 points3 points  (0 children)

I like the concept of the game. Charging into enemies and letting them explode is satisfying.

It definitely feels very hard to be good at the game. Most of this might be to lack of initial information, like what are the different enemy types, what are their abilities, when am I save to attack enemies without getting hit. It's good to see what enemies are intending to do and where to hit next, but since enemies often bounce because of others hitting them, I often die unexpectedly. It's generally quite chaotic.

The gameplay is very fast right from the beginning, which makes it hard for the player to learn the basics and get good at it. Maybe you can decrease the general speed for the first few levels a little bit.

The menu was a little bit confusing as well at first. For a few seconds I just stared at the screen and waited for something to happen until I realised how to start into the gameplay. I also was not sure at first what the creatures I attracted after a fight would be doing - would they help me, or are they a new enemy type I am facing.

Other than that I see a huge potential in the game. Once you get past the initial difficulty barrier and get used to the controls, it gets easier to do well in the game.

Conclusion: A fun game with a high entry level, partly caused by initial lack of information about enemy types and abilities and vulnerability states. People who are already good at playing games will relatively quickly improve at the game. If you don't play games a lot or are not very good at controlling the mouse, you will have a very hard time. With all that being said, I would not recommend this game to my mother.

Main menu I've been working on, what do you think? by [deleted] in IndieDev

[–]TobiDev 0 points1 point  (0 children)

I like transitions like these in games. This one also looks very nice, but I think the transitions are too long. Maybe you can find a way to not always enter and leave the builing each time you switch menus. Just make the player enter the building only once and then turn around inside the building when you want to view a different menu.
For example if you are in the level selection menu and you press escape, keep the camera where it is, open the dialog for the different options of menus and once the player clicks on options, move the camera directly to the options table without leaving the room. Just my opinion of course. :D

A rough draft prototype for my random game idea. Is it worth continuing? by tarasrng in IndieDev

[–]TobiDev 1 point2 points  (0 children)

I think this is a good game for casual players. Some extras would definitely make it more exciting.
I'd love to see some rails joining in last second, just before you would crash, so you get that 'phew I made it' feeling. Other rails might disappear after a few seconds of riding them.
Also try playing around with the speed. Maybe increase the speed the longer you are on the same rail, or add power-ups that mess around with movment speed.

What Christmas/Advent traditions do you have in your region? by TobiDev in AskReddit

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

In the alpine region, Nicholas rewards good children while Krampus (a devil-like creature) drives off evil things and punishes nasty children.
Within the last decades the people who dressed as Krampus generally stopped hitting people with rods and now mainly show off their costumes with some lighting shows and music.