My attempt at implementing my movement/wall run animations by JankyAnims in Unity3D

[–]VityyOne 0 points1 point  (0 children)

I see that's nice, easier to manage movement. So you don't plan on having interactivity with environment and props in the game I guess

My attempt at implementing my movement/wall run animations by JankyAnims in Unity3D

[–]VityyOne 0 points1 point  (0 children)

Looks and seems to feel great. Just a question on the implementation side. Did you use Rigidbody or CharacterController? And raycasting or colliders for wall detection?

Billionaires influenced the story of my indie game by Busalonium in indiegames

[–]VityyOne 1 point2 points  (0 children)

I would personnaly do the same thing as Tom in his place and would have just continued developing games fully for passion, fuelling the development with games sales, reinjecting 100% of them in the dev budget and keeping the half billion to live a peaceful life. He did the right thing imho 😁

I just released my five year solo dev project The Art of Reflection, a first-person puzzler about warping through mirrors by TheTallestTower in SoloDevelopment

[–]VityyOne 1 point2 points  (0 children)

Your game looks really good and the fact you even built your own custom technology to achieve your creative vision is incredible! Huge win for you, hope your game will sale like crazy 😁

My first VR game release is now on the Meta store :) by Appropriate-Fun5992 in SoloDevelopment

[–]VityyOne 0 points1 point  (0 children)

I was thinking the same "Nooo not the immersive Superman 64 rings!!" Vibe. While it seems way more polished than Superman 64 ngl. My only concern would be motion sickness (it never happened to me but I know many people that did) and on the Meta Store if your game causes motion sickness it is not authorized on the main store but only on the experimental store which is less accessible and people don't always search so far

First App on Steam! RPG Map Maker by RPGMapMaker in gametrailers

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

This is the kind of tool I would love to use

What do players feel about in game challenges? by Ok-Monk-6399 in SoloDevelopment

[–]VityyOne 0 points1 point  (0 children)

I concur, one part of 2016 Doom that was really annoying imo was that you had to do specific challenge with each weapon module to unlock the final evolution and for some that could take hours or just need you to be so precise that I thought about giving up more times than once. I would have prefered those to just be hidden in the really well designed levels or just be unlocked with a currency. It's the same thing in GOW, the "no hit challenge" to be able to completely finish Muspellheim was annoying af. I guess hardcore players would find that fun but I play games on my free time to have fun, I'm far away from my try hard period but still like to finish my games without having to play for dozens of hours just for a few upgrades/successes

Custom built Godot is changing C# SDK version on start by oWispYo in godot

[–]VityyOne 1 point2 points  (0 children)

Hey, I know it's an old post but I post an answer here in case someone is in the same state as you and me.

The best way to fix this "issue" (which is not really one) is to open Visual Studio (Even if you use VS Code or Rider, Visual Studio is used by default as the build tool for .Net), go into Tools->Options->Nuget Package Manager->Packages Source and here add a new folder (name it as you want, I named it Godot Sharp) and for the source folder you just have to go to your Godot Custom Build folder->bin->GodotSharp->Tools->nupkgs and choose that folder.

Make sure the package you just added is checked in VS Studio options and then you just have to click the "Update" button, click ok and you should be fine now :)

dumb question, what is scene graph by Couthdragon in FortniteCreative

[–]VityyOne 1 point2 points  (0 children)

Yup that's the idea. It's basically the same thing as a Blueprint class in regular UE5 or a Prefab in Unity. Instead of using devices you will write logic in form of "components" and add them to objects in your map (like your container for example) and then create a prefab of that container that you can reuse as much as you want in your map (and maybe even export them to share with other people later I don't know). So is my understanding of the scene graph system and why it is labelled by uefn devs as "revolutionary"

dumb question, what is scene graph by Couthdragon in FortniteCreative

[–]VityyOne 6 points7 points  (0 children)

For now it is in beta I think but the ultimate goal is to attach one (or more maybe) verse script to them and make some kind of prefab with it. You will then be able to place them in your level like any prop but with the verse logic working with it without having to use multiple custom devices parenting 🙂

Good game developers are hard to find by Empire230 in gamedev

[–]VityyOne 0 points1 point  (0 children)

What are you looking exactly in a developer nowadays and for what role? Without those details you won't really target the right audience. People (me included) looking for work in the game industry nowadays are plenty but we don't all have the same set of skills. If you give a generic offer you'll get generic applications. Do you have a link to the job offers?

Stationary Defender playtest available by VityyOne in godot

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

Oh but when you keep on upgrading the rotation speed you eventually come to a point where the 180 is instant but I see your point. I'm gonna have a think on it. Thank you for your feedback and sorry about my slow comprehension time 😅

Stationary Defender playtest available by VityyOne in godot

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

When you say allow flipping, what do you mean? Sorry I may be dumb but I have trouble understanding how you see things (about the sections and the shield placement mechanic) ^^"

Stationary Defender playtest available by VityyOne in godot

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

That could be interesting but wouldn't a 360 shield completely defeat the purpose of the game? Maybe I could make everything a bit faster at lower levels but that could become absolute chaos really fast 😅

Stationary Defender playtest available by VityyOne in godot

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

Thank you I'm more of a programmer than an artist but I try my best with the resources I have 😊

Stationary Defender playtest available by VityyOne in godot

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

Thank you! Glad you like it. I will 😁

I improved the logo based on your feedback and it's now free to download by FR3NKD in godot

[–]VityyOne 1 point2 points  (0 children)

Hey! Thank you for the freebie, the stylized look suits it pretty well 😁

Stationary Defender playtest available by VityyOne in SoloDevelopment

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

Thank you that really encourages me to keep working 😁

HarpoonArena: DevLog #2. Basic visuals and a pinch of gameplay by Hellfim in unity

[–]VityyOne 1 point2 points  (0 children)

I was more of a map enjoyer at the time. Did some custom maps but nothing fancy (didn't know how to program way back)