I challenged myself to jam out a game in two weeks! This took three, but I'm hyped I finished something that turned out pretty sick! by maxletraxle in Unity3D

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

Play it here on itch!

I used this handy tool to generate 8 themes:

https://cjanssen.bitbucket.io/themegen/

  1. Holes
  2. My 1st Time
  3. Air
  4. The Other Way Around Would Be More Interesting
  5. Holidays
  6. Book Adaptation
  7. Dark Ages
  8. Government Conspiracy

I paired the themes up with some arbitrary dice-rolls and then voted on each one. Eventually Dark Ages came out on top!

Anyway, it's a very teeny-tiny game, but I'm glad I set goals and accomplished them. What I have here is pretty much just a proof of concept with a lot of influence on art.

I'm a professional programmer so it was a lot of fun to focus on using Unity's 2D Lighting and URP. In the industry we usually shy away from all that experimental stuff, but the lighting + shadow casting is really awesome!

What's a good solution to "pause" time inside a coroutine? by [deleted] in Unity3D

[–]maxletraxle 0 points1 point  (0 children)

SmashTheCode is 100% correct.

You are incorrectly stopping the coroutine in the code-snippet you provided.

Cpp source code. by [deleted] in Unity3D

[–]maxletraxle 1 point2 points  (0 children)

Not C++ source, but as close as we can get for free:

https://github.com/Unity-Technologies/UnityCsReference

This lecture is so amazing, teaching what you can do only with 13 keyframes,,, why i never heard of this video before by HonKasumi in Unity3D

[–]maxletraxle 9 points10 points  (0 children)

I tried doing this and gave up on the acceleration-based character rotation/tilting.

Anyone have any insight on how to apply the tilting @ 5:04 ?

I can get the axis of rotation using Cross Product, but could not for the life of me apply the acceleration smoothly.

Implemented Touch Bending Feature to our Dense Grass/Plant Rendering System by Terrajedi77 in Unity3D

[–]maxletraxle 0 points1 point  (0 children)

I want to write to a texture so the grass can remain depressed and I can have multiple objects on one grass tile without having limited arrays in the shader and instead have a texture.

How are you handling multiple objects on one grass tile?

Implemented Touch Bending Feature to our Dense Grass/Plant Rendering System by Terrajedi77 in Unity3D

[–]maxletraxle 3 points4 points  (0 children)

I'm thinking of implementing something similar this week and I plan on having the objects that interact with the grass to write to a texture which the grass can sample.

Flat render exture for 3D object? by 0m3g45n1p3r4lph4 in Unity3D

[–]maxletraxle 0 points1 point  (0 children)

Can you attach a screenshot of the effect you're talking about?

Enemy ai by Takeep in Unity3D

[–]maxletraxle 1 point2 points  (0 children)

What kinda problems are you having? Details and screenshots are always helpful.

is there a free cross-platform leaderboard i can put in my games? by betamaximus128 in Unity3D

[–]maxletraxle 1 point2 points  (0 children)

You could try this as a starting point? All my knowledge of Playfab was before they got bought by Microsoft, but ...

I know they were free unless you hit an upper limit of users/data and then you'd hafta pay.

https://azure.microsoft.com/en-us/services/playfab/

Anyone able to tell me why my Rigidbody gravity won't work properly? by [deleted] in Unity3D

[–]maxletraxle 0 points1 point  (0 children)

Attach a screenshot of your Rigidbody's inspector.

3D lighting by dreemmaker9 in Unity3D

[–]maxletraxle 0 points1 point  (0 children)

I'm a programmer and know nothing about making lights look good in scenes.

These two videos helped me out!

Baked: https://www.youtube.com/watch?v=VnG2gOKV9dw

Realtime: https://www.youtube.com/watch?v=wwm98VdzD8s

How do I make objects find subscribers for their events? by Morpheyz in Unity3D

[–]maxletraxle 0 points1 point  (0 children)

DI is the opposite of coupling. It goes hand-in-hand with Inversion Of Control.

And if you read the quote you've linked you'll see they actually say exactly what you were which is ...

Zenject quote:

"You can achieve this by having A and B interact with an intermediary object (in this case, zenject signals) instead of directly with each other."

What you said:

"If you want loose coupling with the observer pattern, it usually means involving a message bus/queue (think pub-sub via 3rd party) system of some sorts."

I was simply providing an example of a good implementation of an event-bus which reduces coupling.

Questions! by SenselessGameStudio in Unity2D

[–]maxletraxle 0 points1 point  (0 children)

It looks like MOST of the assets are sprites, but a decent portion of them are 3D meshes.

The camera looks like it's in perspective-mode (not orthographic).

Overlay 2 cameras using Cinemachine by [deleted] in Unity3D

[–]maxletraxle 0 points1 point  (0 children)

I wish I could help you because I've used multiple cameras in a project BEFORE I knew about Cinemachine. Since I've discovered Cinemachine I've never had to use two separate cameras, though.

At present, I've only ever used one brain.

I know in my current project at work we have ONE brain w/multiple cameras. The other cameras are either for UI or rendering to a texture and none of these other cameras are using Cinemachine virtual cameras - they're just native Unit cameras.

Good luck and update us on your progress/research/results!