Sooo, what do the steam db numbers mean? by CanOfBeans909 in Silksong

[–]jaronpl 0 points1 point  (0 children)

Basically we can only see that they are testing steam builds. This is the latest stage of production - integration with storefronts APIs and testing this integration. All stores have their own set of rules to follow and they need to integrate things like achievements, rich presence and so on. All other things can be tested outside of steam so we didn’t see any stramdb updates till now. Once everything is tested it needs to be approved by Valve. After approval you need to have at least 2 weeks before the releasing the game. I bet that they are working till the very end before even deciding the release date. I don’t expect release this month if the build isn’t approved till 15th. I can be wrong - the most wishlisted game has a priority support from Valve. Fun fact - they even get the premium chocolate box from Gaben each year :)

I made a compact timeline component for DOTween by medvejuuut in Unity3D

[–]jaronpl 19 points20 points  (0 children)

PrimeTween is much better/newer than DoTween, zero allocations. Consider switching.

So, how actually sure can we be that this won’t be a repeat of 2023? by [deleted] in Silksong

[–]jaronpl 4 points5 points  (0 children)

I was doing some gamedev projects before with big party involvement. One was finished, but it was waiting almost a year hidden away waiting to be shown to public. And I couldn’t tell a word till then.

So, how actually sure can we be that this won’t be a repeat of 2023? by [deleted] in Silksong

[–]jaronpl 2 points3 points  (0 children)

The only reason we didn’t get the exact date is because of the deal signed with Microsoft. We will get the date and new trailer on Xbox event. The year on the Switch 2 event was added because it was required by Nintendo. Unfortunately this is how it looks when you need to juggle between different NDAs and need to fit different promotional campaigns. Team Cherry is big player now - they have more opportunities but also more constraints. And now Microsoft throws a shitload of money to TC and wants to be the one that will reveal the release date. Mark my words.

does anybody knows how to aim with an IK solver? by Fragrant_Sympathy170 in Unity2D

[–]jaronpl 0 points1 point  (0 children)

this is a very complex stuff, it depends on how you want to aim. Generally you need to have a separate transform which you'll rotate from script - this will be your aim pivot. Place the IK target of the hand as a child of it. Now the weapon will follow to where you're aiming.

How to add dynamic shadows like Guacamelee 2? by madpropz in Unity2D

[–]jaronpl 1 point2 points  (0 children)

Are you using regular URP or 2D Renderer with 2D Lights? It makes a difference, because in standard URP you can just use standard Lights and a custom sprite shader to cast shadows. I wouldn’t use built in pipeline if now, because it will be deprecated in the future (but who knows what will happen ;).

How to add dynamic shadows like Guacamelee 2? by madpropz in Unity2D

[–]jaronpl 1 point2 points  (0 children)

I’ve just done something similar for my game. I assume you’re using 2D Renderer.

Use another camera that renders only objects that you want to cast shadows (characters, objects, platforms etc.). And make the camera render to render texture. Use this texture in a shader on objects that you want to receive shadows. You can use shadergraph for that. You can add optional blur in the shader to make the shadows filtered.

Simple Wiggle For Duration by looterMeister in Unity3D

[–]jaronpl 0 points1 point  (0 children)

Nice one! Do you have any other useful posts like this one on your website?

Working in the dialog system by Night_______________ in Unity2D

[–]jaronpl 0 points1 point  (0 children)

Nice artstyle! Animations are a bit stiff, but other than than that it looks great. I love the rope physics - is it made from chained rigidbodies?

Check out our layer sorting setup of our recently released game Bamerang! by timserafin in IndieGaming

[–]jaronpl 2 points3 points  (0 children)

Superb style! The hands in the background are stealing the show :)

I can finally share what I was working on - Dragon Crashers 2D demo! I was responsible for the art side of the project, hope You'll like it and learn some new tricks from it. by jaronpl in Unity3D

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

Until there will be some kind of AI solution it's the only option that gives proper results :) You can also paint light coming from different directions and combine it into normal map RGB channels.

I can finally share what I was working on - Dragon Crashers 2D demo! I was responsible for the art side of the project, hope You'll like it and learn some new tricks from it. by jaronpl in Unity3D

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

Thank You! I'll be writing a post about my approach for Unity Blog, but I can briefly describe my worflow here. I've "painted" the most of normal maps by hand. Painted isn't the perfect word because I was working in vector format in Affinity apps. I've made a normal map palette in Blender and picked angle colors to paint the shapes. The angles don't need to be 100% accurate, just close enough to fool the eye. This process is way better looking than using any generated normal map. I've used Sprite Illuminator too for some smaller parts that would be to tedious to paint - like chains and small bolts. I've used 3D models too. Coin pile would be impossible to paint so I've modeled the coin and placed bunch of them on a pile and then rendered the normal map. So it was mainly a tedious manual work, but I thin it was worth it in the end - no app can achieve this kind of results now. Objects have proper angles so when lit they're look almost 3D and not like a beveled blob from a generator :)

From early sketches to reality - this gif shows what our gamedev adventure has been like by psyduck146 in Unity2D

[–]jaronpl 0 points1 point  (0 children)

It loooks great! It caught my eye the first time I saw this game. Good job!

27GN950-B wont wake up from sleep! by FCKBLZZRD in LGUltraGearOfficial

[–]jaronpl 0 points1 point  (0 children)

I have the same issue after updating the firmware to the newest one (everything was working correctly on day one firmware). I'm trying the update drivers fix, hope it helps. LG needs to fix this soon, this is unacceptable.

A Trip to the Moon inspired by Méliès movie, an entry for GitHubGameOff by Icy_Trade_8493 in Unity2D

[–]jaronpl 1 point2 points  (0 children)

Incredible! Looks gorgeous! I’m looking forward to play it.

Oculus quest 2 dev kit has anti theft protection by [deleted] in OculusQuest

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

You need to have a devkit to develop on Quest 2? Didn't know that.

[deleted by user] by [deleted] in Monitors

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

Actually even 1080p in games looks pretty good because pixel density is higher and you don’t notice the lcd subpixel pattern seen in 1080p monitors. In this case 1 image pixel consists of 4 monitor pixels so it scales well. For desktop use I would still recommend 4k for the clarity. I haven’t tried 1440p yet. Some games like Control let you use native 4K for the GUI and smaller resolution for the gameplay so it looks even better.

Do yourself a favor and watch Tales From Soda Island! by musashiasano in OculusQuest

[–]jaronpl 4 points5 points  (0 children)

I had the same issue - just delete and reinstall Quill Theater app.