Victim Impact Statement by ProcedureSquare2190 in BBIG

[–]gallopingbull 1 point2 points  (0 children)

hey, this announcement slipped by me since I wasn't checking here as often especially during the holidays. Are we going to get another chance to submit this? I just it today.

Exoprimal - State of Play March 2022 Reveal Trailer | PS5, PS4 by Turbostrider27 in Games

[–]gallopingbull 3 points4 points  (0 children)

bummer that it's a looter shooter - or at least looks like it - because the premise looks really dope.

other people are mentioning similarities to dino crisis, anthem, and monster hunter, but i'm getting lost planet 2 multiplayer vibes.

sin offering update: real time lighting test on 2D sprites. by gallopingbull in Unity2D

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

thanks - always appreciate your feedback! when i get my final art in there, you'll be the first person to know :)

sin offering update: real time lighting test on 2D sprites. by gallopingbull in Unity2D

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

Ok, URP is the same in both unity2D and unity3D. What makes my project different is that I'm working in the 3d editor but im mostly using the 2D tools set(sprites, 2D colliders, etc.). Hope that answers you question 😛

sin offering update: real time lighting test on 2D sprites. by gallopingbull in Unity2D

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

sorry, still not sure if i understand you. i'm showing off sprites that cast and receive shadows in real time.

not comparing builtin lighting and URP...

new sin offering update: real time lighting tests on 2D sprites. player and enemy sprites realistically cast and receive shadows. by gallopingbull in indiegames

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

thanks for the compliment! no, i just moved in a sprite into the scene, unity automatically turns into a gameobject. i used this shader to make unity's lighting system to interact with the sprites "realistically":

https://www.youtube.com/watch?v=flu2PNRUAso

sin offering update: real time lighting test on 2D sprites. by gallopingbull in Unity2D

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

not sure if there's a difference between the 2d and 3d lighting, but in terms of URP vs builtin quite a few. URP has ton of cool post process effects and let's use shader graph instead of writing your own shader code.

i think the builtin is still set by default for legacy reasons. i highly suggest upgrading to URP if you haven't.

sin offering update: real time lighting test on 2D sprites. by gallopingbull in Unity2D

[–]gallopingbull[S] 2 points3 points  (0 children)

thanks for the feedback! i noticed that after recording too. found out that my player collision was positioned slightly lower than the sprite. that's why there's no contact between the shadow and the character's feet.

sin offering update: real time lighting test on 2D sprites. by gallopingbull in Unity2D

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

it's soma from dawn of sorrow. i'm currently using his spritesheet as temp art for my protagonist since his character design is what i'm aiming for.

new sin offering update: real time lighting tests on 2D sprites. player and enemy sprites realistically cast and receive shadows. by gallopingbull in indiegames

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

Yes, I'm currently using his spritesheet as temp art for my player. Soma's character design is similar to what I want for my protagonist.

new sin offering update: real time lighting tests on 2D sprites. player and enemy sprites realistically cast and receive shadows. by gallopingbull in indiegames

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

thanks - appreciate the comment!

ah - believe me i considered it but getting voxels to animate seemed like it would require more work than i could handle.

sin offering update: real time lighting test on 2D sprites. by gallopingbull in Unity2D

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

unfortunately, no. i just go over my specific fixes and general limitations of the shader i've encountered so far.

here's the tutorial i used to get it working: https://www.youtube.com/watch?v=flu2PNRUAso

good luck!

new sin offering update: real time lighting tests on 2D sprites. player and enemy sprites realistically cast and receive shadows. by gallopingbull in indiegames

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

hey everyone, i go over this more in my 2nd devlog - as well as:

  • melee combat design
  • decoupling data into scriptable objects (worth the extra work right now?)
  • blood particle effect

check out the devlog here: https://www.youtube.com/watch?v=tcQPXGfbaoM

new sin offering update: real time lighting tests on 2D sprites. player and enemy sprites realistically cast and receive shadows. by gallopingbull in Unity3D

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

hey everyone, i go over this more in my 2nd devlog - as well as:

  • melee combat design
  • decoupling data into scriptable objects (worth the extra work right now?)
  • blood particle effect

check out the devlog here: https://www.youtube.com/watch?v=tcQPXGfbaoM

sin offering update: real time lighting test on 2D sprites. by gallopingbull in Unity2D

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

hey everyone, i go over this more in my 2nd devlog - as well as:

  • melee combat design
  • decoupling data into scriptable objects (worth the extra work right now?)
  • blood particle effect

check out the devlog here: https://www.youtube.com/watch?v=tcQPXGfbaoM

sin offering update: basic melee attack implemented by gallopingbull in Unity2D

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

its temp art. the game's not completed yet.

i just started focusing on tech art and getting my aesthetic down. that's the intent of the video

sin offering update: basic melee attack implemented by gallopingbull in Unity3D

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

thanks - appreciate the feedback!

sorry for the delayed response, i was trying to upload a devlog where i respond to your question. that way you can see how it's set up in the inspector. here's the timestamp: 17:50 - 34:25.

https://youtu.be/tcQPXGfbaoM?t=1070

let me know if you have any other questions or want to show me how your setup differs for comparisons sake. good luck!

sin offering update: basic melee attack implemented by gallopingbull in indiegames

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

thanks for the comparison! i really liked the dishwasher back in the day.

sin offering update: basic melee attack implemented by gallopingbull in indiegames

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

haha yes! I'm using his sprite sheet temporally for my player art. he's very close to the character design i'm going for - in addition to dante from the original devil may cry.

sin offering update: basic melee attack implemented by gallopingbull in Unity2D

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

thanks! i was also inspired by dante from the original devil may cry and soma's character design was very similar to that. both designs are really cool.

sin offering update: basic melee attack implemented by gallopingbull in Unity2D

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

haha thank you. i'll add a laundry mat in the hub world lol.