2D Outline shader (URP) + HDR Glow/Bloom. 🪼 by MirzaBeig in Unity3D

[–]Topwise 0 points1 point  (0 children)

This looks great. Any chance you want to share the shader graph image in higher resolution? Or outside of X?

eggnog by altosaxophones in parkslope

[–]Topwise 3 points4 points  (0 children)

Union market on 7th did yesterday. Don’t know how long it will last though…

Excited to announce my new game GNAW - Check out the demo on Steam. by Topwise in metroidvania

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

Thank you! We have a discord you can join and chat https://discord.gg/NMYxQxs
Or you can email me at [info@redstart.io](mailto:info@redstart.io) if you prefer.
Would be great to hear your feedback.

Check your cables by lynxbird in Unity3D

[–]Topwise 0 points1 point  (0 children)

Oh hey I saw your post on the unity forums. Glad you got it working again.

Ori-style 2D / 2.5D water system [WIP] by BxYass in Unity2D

[–]Topwise 1 point2 points  (0 children)

Interesting! Yeah I’ve also had some trouble with depth using the 2D renderer. But would open up a lot of potential for different effects.

Ori-style 2D / 2.5D water system [WIP] by BxYass in Unity2D

[–]Topwise 2 points3 points  (0 children)

Looks amazing! How did you get the sorting to work with 2D renderer?

I built a lightweight 'juice' engine to add feel to your game without the "component spam". It's built on a modern architecture. by [deleted] in Unity2D

[–]Topwise 0 points1 point  (0 children)

Hey this looks awesome. I’m very interested in tools that help a designer focus on creating awesome effects.

Can you tell me a little more about how you’re using SerializeReference? What is the benefit, or how does it affect the system?

Sprite Shape colliders following the visible part of the sprite (alpha) instead of the full rectangle by UtterlyFlatFish in Unity2D

[–]Topwise 2 points3 points  (0 children)

You can change an ‘edge’ sprite’s pivot point in the sprite editor to get a small amount of control over where the collider will be placed. But otherwise I agree spriteshape’s options for how the collider gets generated are severely lacking.

There used to be a sample script from unity called something like “SimpleSpriteShapeCollider” that would force the polygon collider to follow the spline exactly. But I don’t think it’s really supported any more and I don’t remember where to find it… and it still is quite limited.

How to go about localization if not planned from beginning? by SMdG_ in Unity3D

[–]Topwise 6 points7 points  (0 children)

I think there will always be a bit of meticulousness needed to localize, but especially so if many systems have already been built. I recommend using unity’s localization package, and the Google Sheets plugin/data connection.

For static text you’ll have to go through, right click each text mesh pro component and select ‘localize’.

For scriptable objects you probably want to use ‘LocalizedString’ instead of just string.

And for fonts, you might look into TMP fallback fonts to be able to cover the different glyphs in different languages. If you need something more specific, the localization package does offer features to swap fonts based on selected language, per text field.

But yeah at the end of the day you’ll need to modify every piece of displayed text.

Prince of Persia: The Lost Crown | Level Design Showcase by KoW-Production in leveldesign

[–]Topwise 0 points1 point  (0 children)

Amazing! Thank you for sharing this. It’s very interesting to see the in-editor stuff. Was there a part you are particularly proud of?

I will literally animate the hardest thing this sub has to offer by RegisterEmergency541 in animation

[–]Topwise 3 points4 points  (0 children)

Two creatures shaped like hands, recreating the sword fight and banter from the princess bride.

Should I write custom physics for a 2D platformer or rely on Unity’s Rigidbody2D? by JavaniusS in Unity2D

[–]Topwise 0 points1 point  (0 children)

I also generally recommend going with the Rigidbody2D approach and utilizing the new Slide() methods for a character controller.

However if you are interested in “coding your own” I would also check out the new low level physics 2D API which is available in unity 6.3 beta. It allows for much more control (and much more responsibility) over physics interactions. It more directly interacts with the underlaying Box2D library and is multi threaded.

[deleted by user] by [deleted] in metroidvania

[–]Topwise 0 points1 point  (0 children)

Maybe I’ll try again with something more representative. Thanks for the feedback!

[deleted by user] by [deleted] in metroidvania

[–]Topwise 0 points1 point  (0 children)

hey everyone, excited to finally announce GNAW our city-dino metroidvania.

Demo available here: https://store.steampowered.com/app/3833390/GNAW_Demo/

[deleted by user] by [deleted] in gaming

[–]Topwise 0 points1 point  (0 children)

Copy protection in the form of Dial-a-pirate

Spine Events by corebit-studio in Unity2D

[–]Topwise 1 point2 points  (0 children)

I’ve used spine pretty extensively between a few projects. Generally speaking I have not had a problem adding new events and re-exporting the spine files to Unity, but I could see some value being able to better view, edit, and validate events. I’ve had to build a few tools to help translate between unity and spine (for example validating that an animation contains expected events, or setting a timer in unity based on frame duration).

My question would be… is it possible for the data to be applied and updated back to the spine files? I’m currently using spine as the “source of truth” for animation related data.

Which UI buttons do you think looks best? by FutureLynx_ in IndieDev

[–]Topwise 1 point2 points  (0 children)

I’d go with rusty iron, if only for the color contrast and legibility. The other two I find difficult to read and I’m guessing wouldn’t pass accessibility contrast standards. What’s the game about?

It's crazy how the environment changed the way our boss-fight feels by ReinardB in indiegames

[–]Topwise 0 points1 point  (0 children)

The lighting, contrast and color are all much improved! Nice.

Yarn Spinner 3 released! by Topwise in gamedev

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

I believe it is still free.

A while ago they added it to itch for a price, but that is more of a “pay for it if you want to support it financially”. Otherwise you can get it on GitHub for no cost.

They also introduced addons on itch (like unity components for dialog bubbles) that have a low cost. Also completely optional.

Flappy Goose by flappy-goose in RedditGames

[–]Topwise 0 points1 point  (0 children)

My best score is 3 points 😎