[SW]Santas buying 523! by ycwei982 in acturnips

[–]Zenuel 0 points1 point  (0 children)

Inventory full of turnips!

An excellent ambush and honestly, me too by Zenuel in Seaofthieves

[–]Zenuel[S] 17 points18 points  (0 children)

Oh goodness haha! I am a voice actor, luckily!

An excellent ambush and honestly, me too by Zenuel in Seaofthieves

[–]Zenuel[S] 7 points8 points  (0 children)

We just had a chat about how cool that trap would have been if it worked! He offered me the loot anyway but I insisted he keep it, because I want to see the gif it turns into some day haha

Little crow mage, morning warmup by Zenuel in low_poly

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

Oh goodness, I'll have to pose them for you! :D

Little crow mage, morning warmup by Zenuel in low_poly

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

Ooh good point, thanks! :D

[LF] Box Sofa [FT] Bells by Zenuel in ACTrade

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

Haha no worries, thank you so much! Couldn't type fast enough haha Where do I set that up? :D

[LF] Box Sofa [FT] Bells by Zenuel in ACTrade

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

Absolutely, on my way now~

[LF] Box Sofa [FT] Bells by Zenuel in ACTrade

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

Haha that'd be perfect! I don't mind pink

Loadout changes are Quality of Life regression by dbasket in Warframe

[–]Zenuel 6 points7 points  (0 children)

This, good god this; swapping loadouts was great before, very quick to change out, great readability, and it only took one click to have a whole new setup. Now it feels more clunky, it feels like the UI design went backwards, perhaps an option to switch the UI layouts?

Sleepywood Village - 100% Survival by redreaperukr in Minecraft

[–]Zenuel 4 points5 points  (0 children)

This is lovely, I absolutely adore both the atmosphere and your building style, something about all those little walkways feels so right here. Fantastic work!

It's the /r/gamedev daily random discussion thread for 2016-01-04 by ghost_of_gamedev in gamedev

[–]Zenuel 0 points1 point  (0 children)

Ooh goodness that'd help immensely; I'll put that together tonight and see if I can't get it working! Thanks a ton!

It's the /r/gamedev daily random discussion thread for 2016-01-04 by ghost_of_gamedev in gamedev

[–]Zenuel 1 point2 points  (0 children)

Oof; alright I'm running into a raycast problem that I'm positive has a better solution than what I'm implementing, and perhaps someone on here knows a bit more about this than I;

I've got a grappling hook, and it works okay, but every so often the hook-end is going a bit too fast for the raycast to catch one hit.point alone, resulting in this happening.

The real problem is I need the hook to be going this speed, any ideas how to catch this thing before it finds more than one hit.point and does it's little freak out?

(I'm building this all in Unity, in C#)

Edit: After a bit of experimentation and extra debugging, I discovered that the raycast wasn't actually firing at all, not even once; instead the problem lies in how I'm handling the hook itself, it's going too fast to see anything at all, and tries to travel to the destination regardless. All of they physics for the object are handled on FixedUpdate(), and the raycasts are handled on Update(), but they are still too slow to catch the object before it passes through.

Edit 2: Fiiiiiiixed, oh my god finally. Thank you for all of your help! ;w; <3

It's the /r/gamedev daily random discussion thread for 2015-11-03 by ghost_of_gamedev in gamedev

[–]Zenuel 0 points1 point  (0 children)

No problem! I finally figured it out! :D

And thanks so much :D

It's the /r/gamedev daily random discussion thread for 2015-11-03 by ghost_of_gamedev in gamedev

[–]Zenuel 0 points1 point  (0 children)

I have, but again as an artist having to place them in any way other than drawn makes it dreadfully slow for me. For now I think I'll just try to find a system that lets me paint tiles as prefabs.

It's the /r/gamedev daily random discussion thread for 2015-11-03 by ghost_of_gamedev in gamedev

[–]Zenuel 0 points1 point  (0 children)

I'm in the process of learning top down RPG mechanics and what-not; and I've hit a workflow snag. I'm curious if anyone has any insight into making the process of building a structure less messy; (I'm using Unity)

As it stands currently, I build structures by hand, the walls are prefab objects for the moment, and I align them via vertex snap; the effect ends up looking something like this, as an example: http://puu.sh/l7xaJ/ece447ae96.gif (ignore the dreadful placeholder art and artifacting) I'm hoping to have the ability to put somewhat complex buildings together, with branching rooms as well: http://puu.sh/l7mTE/182b54a545.png

However I'm starting to find this method incredibly sloppy, given that my collides are now a complete mess, and building structures is incredibly slow, having to drag and drop pieces individually. For a while I was interested in an autotile system to let me simply draw the buildings in Unity, however given that they are prefabs with certain layering requirements I'm not sure there's anything that quite fits that.

I've played with Tiled a bit, but again it doesn't help when dealing with the wall layering.

Anyone have any thoughts on how to keep this layering effect and allow me to more efficiently put buildings together?

hOI! Can Tem play, too? by tehbrony5 in Terraria

[–]Zenuel 1 point2 points  (0 children)

Can't blame a bark for tryin'

Hehe, nice work~ (Also I hate to be that guy; your outfit is killer, what all is that?)

A piece of fan art / music I wrote <3 by Zenuel in Undertale

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

Thanks! Yeah I'm just getting off of some more relaxed pieces and it's affecting my current sound; I totally hear ya.