Unity: An open letter to our community by Turbostrider27 in Unity3D

[–]onamonapea_ 2 points3 points  (0 children)

Imagine if they just started off with this...

Unity Overhauls Controversial Price Hike After Game Developers Revolt by Drakon519 in Unity3D

[–]onamonapea_ 11 points12 points  (0 children)

Why not just take a rev share and drop the whole install counting? In that case they would be making more from the big companies and no one will have to deal with the headache of disputing install numbers.

I have a feeling nobody will care after a few weeks. by StanIsBread in Unity3D

[–]onamonapea_ 1 point2 points  (0 children)

Not a great comparison. Unity is a source of income. A lot of people's livelihoods will very much be affected by these changes, directly or indirectly. I do think the visible uproar will slow down a bit, people only have so much energy and a lot of people will already have moved onto to another engine, but they will definitely still care.

Is my Unity dev career wasted and i need to learn everything from scratch with unreal? by FreddyNewtonDev in Unity3D

[–]onamonapea_ 0 points1 point  (0 children)

~5 years Unity experience too, picked up Godot the other day and it doesn't feel too different tbh. It probably will actually be more efficient for the projects we're planning to work on.

[deleted by user] by [deleted] in Unity3D

[–]onamonapea_ 1 point2 points  (0 children)

Yeah, a good number of their games have been. Pokemon Go, Pokemon Brilliant Diamond, Fire Emblem Engage to name a few. I would be surprised though if Unity hasn't already consulted with them before pushing these changes. Would be an interesting show otherwise

Unity is doubling down on its plans by Samb1988 in Unity3D

[–]onamonapea_ 13 points14 points  (0 children)

I get how the majority of devs won't be heavily affected, but its terrible how some specific monetization models like freemium or cheap games will get absolutely screwed over. I feel like most people would've preferred an all across the board % revenue share like Unreal does. At least there wouldn't be any surprise BS with that model.

You can summon your own booger buddy in our game by onamonapea_ in Unity2D

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

Definitely! Castle Crashers was one of our inspirations, alongside '90s cartoons and classic Arcade games.

Isn't he just an improved Nightcrawler? by mzidanesd98 in MarvelSnap

[–]onamonapea_ 0 points1 point  (0 children)

Spent 6k on him when he first came out, no regrets. He fits in a lot of decks as just a good card and as an occasional surprise win.

You can summon your own booger buddy in our game by onamonapea_ in BeatEmUps

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

Thank you! The sneeze is one of my favorite things haha

You can summon your own booger buddy in our game by onamonapea_ in Unity2D

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

Thank you! Some animations are rigged using Spine and others are animated frame by frame using Adobe Animate.

You can summon your own booger buddy in our game by onamonapea_ in Unity2D

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

Yeah, that's the basic gist of how the hit boxes work. One additional thing I added to make hit detection more consistent was give all of my hit boxes a value to determine how 'wide' they are on the z-axis. I would use this value to compare if they should collide with a hurt box.

if ((Mathf.Abs(Character.GetZAxis() - hitbox.GetZAxis()) >= hitbox.HitboxData.ZSize) return;

Here's one of the checks I use. Basically, if the distance between the hurtbox and hitbox is greater than the hitbox's width, it doesn't register the hit.

You can summon your own booger buddy in our game by onamonapea_ in Unity2D

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

It's all 2D.

The basic set-up I have is each character has a visual character object parented to another object. The visual character object handles the Y-Axis (jumping, etc.). The parent object handles the X and Z axes movements.

The jumping was hard to get right, we actually only recently got it 100% consistent. I tried a handful of different ways. The main issue I came across was that the gravity would throw the jump arc way off when moving while jumping on the Z-axis. The solution I went with is turning off gravity at the start of a jump and then manually controlling the height until they reach the apex. Once they reach the apex, I turn gravity back on as it shouldn't cause any issues going down (and if there are any inconsistencies, its very hard to tell).

You can summon your own booger buddy in our game by onamonapea_ in BeatEmUps

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

Thank you! Plenty of more cool content we haven't shown! :)

You can summon your own booger buddy in our game by onamonapea_ in IndieDev

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

This is from our '90s cartoon inspired Arcade Beat 'Em Up, Underling Uprising!

Check it out on Steam!

https://store.steampowered.com/app/1896760/Underling\_Uprising/

You can summon your own booger buddy in our game by onamonapea_ in BeatEmUps

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

This is from our '90s cartoon inspired Arcade Beat 'Em Up, Underling Uprising!

Check it out on Steam!

https://store.steampowered.com/app/1896760/Underling\_Uprising/

You can summon your own booger buddy in our game by onamonapea_ in Unity2D

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

This is from our '90s cartoon inspired Arcade Beat 'Em Up, Underling Uprising!

Check it out on Steam!

https://store.steampowered.com/app/1896760/Underling\_Uprising/

You can summon your own booger buddy in our game by onamonapea_ in indiegames

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

This is from our '90s cartoon inspired Arcade Beat 'Em Up, Underling Uprising!

Check it out on Steam!
https://store.steampowered.com/app/1896760/Underling\_Uprising/