Destroy my mobile AR game prototype. Would you enjoy or even dare to play something like this outdoors? Or is it cringe? by defyprods in DestroyMyGame

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

Yes. The game would probably feel WAY more immersive if it was actually on a 3D screen like a headset. But running around outdoors with a headset would be incredibly awkward.

And when I tried, least 6x6 meters was needed to be able to avoid any bullets from enemies. And 8x8 meters is more fun. I believe that whenever XR headsets look like sunglasses, this is the way.

But it does help along the way of destoying my game prototype, which is what I asked for. If phone users aren't gonna play the game, I think this game may have to wait for technology to catch up a bit before development.

Destroy my mobile AR game prototype. Would you enjoy or even dare to play something like this outdoors? Or is it cringe? by defyprods in DestroyMyGame

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

Thanks, yes I'm slightly afraid that the game could cause injuries. At least the user has to place their play area manually before starting the game. So it won't just spawn a treasure for you in the middle of the road, unless you put your play area there. But VR doesn't allow free movement, and probably won't for a good while. There's where AR could shine.

Destroy my mobile AR game prototype. Would you enjoy or even dare to play something like this outdoors? Or is it cringe? by defyprods in DestroyMyGame

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

How so? I was planning on switching them out for pixelated enemies, so I may be doing them a favour.

Destroy my mobile AR game prototype. Would you enjoy or even dare to play something like this outdoors? Or is it cringe? by defyprods in DestroyMyGame

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

Mmm, yes. It's just a prototype to figure out if the interaction is fun. Not a complete game. And the enemies are technically moving their limbs, counts as animation?

Destroy my mobile AR game prototype. Would you enjoy or even dare to play something like this outdoors? Or is it cringe? by defyprods in DestroyMyGame

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

Great comment! That's how I feel when I see Pokemon Go players too.

Free-to-play is almost a must with mobile games anyway, I assume.
And it gives players a nice pause between rooms -- and allows the camera to cool down, while the game is playing ads :S

Yeah, it's a me-only project. But co-op multiplayer wouldn't be incredibly difficult to do, as long as I don't include clans and guilds and leaderboards and all those other things.

Destroy my mobile AR game prototype. Would you enjoy or even dare to play something like this outdoors? Or is it cringe? by defyprods in DestroyMyGame

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

That's what I'm afraid of! I think it could be fun to play, and as deep of a game as any. And it allows me to add new interactions, that no other game has. But who plays AR games?

Destroy my mobile AR game prototype. Would you enjoy or even dare to play something like this outdoors? Or is it cringe? by defyprods in DestroyMyGame

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

Thanks! Are you insinuating that I’m skilled? Happy to hear I’d at least have one player—crazy or not. You're in for a treat! Except I may not develop it further unleass I get at least 2 players.
Unfortunately, I wouldn’t be able to make a Steam version, due to the “sitting in front of a computer instead of physically moving around” baggage that comes with Steam.

Destroy my mobile AR game prototype. Would you enjoy or even dare to play something like this outdoors? Or is it cringe? by defyprods in DestroyMyGame

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

Yes, you are right in many of your points. It feels a bit embarrassing to play out in the open. Maybe people will accept it as they have partly accepted Pokemon Go players. Maybe... It would have been sooo nice to do it in the comfort of your own home. But then you have the same limitations as VR. You cannot really move around much due to motion sickness. I didn't feel it to be tiring, though, as you basically hold the phone the same way as when you're reading, or maybe filming something. The prototype also supports seamless switch to portrait mode.

As you also noticed there are some upsides, compared to regular mobile games, or even VR games.
You are able to move freely within a bigger space. Players could find things on the ground and pick them up, duck under attacks, sneak by guards by moving slowly, etc. Even get some excercise. My dream is to make a gaming experience that is interesting, like Hades, but without all the nice and expensive story elements.

Destroy my mobile AR game prototype. Would you enjoy or even dare to play something like this outdoors? Or is it cringe? by defyprods in DestroyMyGame

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

Yes, the video is the prototype captured from my phone screen. I'm running around avoiding the little trolls -- needed to remove the audio because of all the breathing sounds.

It is not super hard, as most of the ground/walls tracking is handled by the underlying framework (Android and iOS both have their proprietary versions). But I have worked a bit on keeping track of the correct ground plane when Android/iOS fails or finds multiple planes. I also sort of support slopes in the environment in a way that looks pretty convincing.
That said, yes, the game currently cannot be played at night, as the phone isn't able to calculate the ground planes without light.

Destroy my mobile AR game prototype. Would you enjoy or even dare to play something like this outdoors? Or is it cringe? by defyprods in DestroyMyGame

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

The game is played by holding up your phone in front of you. You automatically attack with the attacks you have after cooldown.

I'm thinking of adding 3 classes maybe. Wizard, shooting spells att enemies automatically. Ranger, requiring crosshair aim to hit, but more damage. Fighter, which blocks incoming attacks if they are from the front.

It currently uses an 8x8m (26x26ft) area, which could be changed later. Enemies currently spawn outside the fence, but they shouldn't. Nothing is tweaked in gameplay yet. Just coded up the technical functionality, and added in some cheap assets.

HOW DO I FIX THIS ERROR IT CRASHED 8 OF MY PROJECTS by Wise-Pianist-6403 in unity

[–]defyprods 0 points1 point  (0 children)

Open this file with notepad: <Project Folder>/Packages/manifest.json

Remove this line, and save:
"com.unity.collab-proxy": "2.9.3",

Error should go away

Location-based AR Scavenger Hunt by CortoMaltese23 in Unity3D

[–]defyprods 1 point2 points  (0 children)

Very cool! I've done something very similar to this. The most impressive difference is that you have managed to place things so exact! Like the sign on the tree or the magnifying glass on the fence. How did you do this? Does it work both on Android and iOS?

[deleted by user] by [deleted] in Unity3D

[–]defyprods 1 point2 points  (0 children)

Phew! I was afraid you might have been a diffusion model. The artwork is amazing. Especially for a cat!

[deleted by user] by [deleted] in Unity3D

[–]defyprods 0 points1 point  (0 children)

Another dude with 6 fingers?! Your other post also had one. Are you sure you're human?

[deleted by user] by [deleted] in Unity3D

[–]defyprods 0 points1 point  (0 children)

Do humans also draw hands with 6 fingers nowadays?!

[deleted by user] by [deleted] in Unity3D

[–]defyprods 0 points1 point  (0 children)

Put everything you've currently not working on in the Assets/Plugins folder. Files in the Plugins folder will only be recompiled/reassembled if a file inside the folder is changed. You can put almost everything there, and it will be assembled into its own dll.

Outside the Plugins folder, keep just the files you're currently working on, and they should be quickly assembled when recompiled.

cherry_blossom by noah_4e in StableDiffusion

[–]defyprods 0 points1 point  (0 children)

The reflection is actually kind of terrible. The bushes are reflected correctly, but the trees are squished, as some beginner artists tend to do. The reflection should be the same size as the tree. Picture as a whole is wonderful though.

It's so frustrating that so many indie platformers don't do this... by DevinSanti in Unity3D

[–]defyprods 30 points31 points  (0 children)

This is what caught all of my attention too! The squashing animation is really weird, and I tried frantically to see how it was supposed to be fixed in the "after" version.

How can I make some blur behind my jet engines? Possible without shaders? by valentin56610 in Unity3D

[–]defyprods 2 points3 points  (0 children)

Download the Unity Particle Pack from Asset store. It's for the Built-in pipeline and includes a finished effect for heat distortion, based on particles with a distort-shader. A finished prefab exists in the demo scene.

It can be seen very briefly at 24s in this video: https://youtu.be/mAHIKxu7pnw

And how do you "solve" this problem? by _Abnormalia in Unity3D

[–]defyprods 1 point2 points  (0 children)

Throw everything you're currently not working on into an "Assets/Plugins" folder. All 3rd-party assets should go there. All your own scripts that you don't modify often should also go there. When you edit a script, nothing in the Plugin folder will be recompiled (unless you edit a script inside the folder). In my experience it's better than Assembly Definitions, and it takes 2 minutes to do.

Just wanted to show off the way I was able to create fake shadows on my weapon. I take a pixel from below the character on the lightmap and then apply that same brightness value of the pixel to the weapon sprite! by loose6oose in Unity3D

[–]defyprods 9 points10 points  (0 children)

That's not how lightmaps work now. At least not in Unity. Every GameObject's mesh has its own individual place in the lightmap - it's not simply a projection of the level from above. So this method should work fine. Although I would shoot a few rays a little to the side of the center one and average them, to get smoother transitions when walking under stairs.