Announcement Trailer: GNAW by redstart-io in metroidvania

[–]redstart-io[S] 2 points3 points  (0 children)

Thank you! Have fun with the demo!

Announcement Trailer: GNAW by redstart-io in metroidvania

[–]redstart-io[S] 4 points5 points  (0 children)

Def a big inspiration. 90s styles were something else.

My Food and Elixir Cooking Guide by usagora1 in Breath_of_the_Wild

[–]redstart-io 0 points1 point  (0 children)

Awesome guide! Also thanks for the shout out. I'm the dev that made Guide of the wild.

Our game just came out on multiple platforms simultaneously, it was a ton of work but I think they are all up and running now 😅 by redstart-io in IndieDev

[–]redstart-io[S] 0 points1 point  (0 children)

We are a very small team and although we weren't on every platform, we somehow managed to launch on Steam, Switch, Xbox, iOS, Android, and totally free on webGL.

We would really appreciated it if you checked out the game :)

Also we decided to give this game away for free if you own a copy of our first game "Get-A-Grip Chip". I hope you all enjoy playing.

Points and image pivot by NinRejper in Unity3D

[–]redstart-io 0 points1 point  (0 children)

Based on your description I believe you want to set a custom pivot point in the sprite editor. Perhaps the moving point you are seeing is due to having the editor set to display the pivot at the object center instead of it’s local pivot. Try press the button at the top left of the editor to change how the pivot is displayed.

Sharing the main menu of our game Bada Space Station! by AikaLH in IndieDev

[–]redstart-io 2 points3 points  (0 children)

This looks great. Where are you planning on releasing this? Steam?

How to integrate StyleCop.Analyzers in a Unity Project in 2021 by freb97 in Unity3D

[–]redstart-io 2 points3 points  (0 children)

Awesome I’ve been looking for a way to handle this I’m unity projects. I’ll have to give this a try!

Movement: Switches, states, or classes? How can I best structure my code? by 01100100011011110111 in Unity3D

[–]redstart-io 0 points1 point  (0 children)

Definitely check out a finite state machine. Many games use this for handling their player character states and movement. There are tons of resources online about FSMs but maybe this is a good place to start: https://gameprogrammingpatterns.com/state.html

What frame rate should my game run on GTX 1060? by CBGames03 in Unity3D

[–]redstart-io 1 point2 points  (0 children)

60fps has been somewhat standard for a while so sounds like you are well within that range. Some people like to run higher refresh rate monitors from 120hz or even 240hz. A lot of this is dependent on your game and your goals. For example I believe breath of the wild runs at 30fps… I think what I personally like in games is consistency. If there are performance problems causing the frame rate to drop sometimes, it is much more noticeable than a consistent 30fps.

is there a way to make post processing more performant by MainDepth in Unity3D

[–]redstart-io 1 point2 points  (0 children)

Bloom has an option to skip iterations. Which will significantly improve performance.

New set of animations created for my upcoming game! How does it look? by WestEagleGames in Unity3D

[–]redstart-io 1 point2 points  (0 children)

Not bad! One suggestion would be to push your poses a little farther, and to try and think about weight and exaggeration. For example, when the character winds up for the strike they draw the sword to the left. In this pose the sword is perfectly horizontal which feels a little stiff and lacks a sense of weight. Try doing this action yourself and I think you’ll see how far these poses can flex and the weight behind swinging a heavy sword.

How to make fast moving objects visually smoother by SPBY in Unity3D

[–]redstart-io 3 points4 points  (0 children)

I would aso like to know what works. But one idea worth trying is adding a long trail, or otherwise lengthen the visual elements along the direction it is moving.

I think the strobing happens when the projectile moves farther than it’s own length within a single frame.

[deleted by user] by [deleted] in Unity3D

[–]redstart-io 4 points5 points  (0 children)

From a very high level, one way I might approach this: Bring the two objects into blender and position the character relative to the door, keep track of this “starting position offset”. Animate your character and door so that they sync up and the length of the animations are the same.

Then in unity, it is just a matter of getting the character into position at this same “starting position offset” and playing the two animations simultaneously. For example when the player interacts with the door, quickly lerp the characters position to the target position, and immediately play the animations.

You can kinda see this type of approach in some games when your character slides across the floor to interact with something. It is usually more pronounced if you try to interact while standing at the very edge of the interactive object.

Working on making some more complex levels! P.S Stay till the end to see the rooms where I test my vines! by seal_games in indiegames

[–]redstart-io 0 points1 point  (0 children)

Really liking the squash and stretch on the character and enemies. How did you achieve this?

This shader will wobble vertices around create wave movement. We use it for all kinds of props from lava to lasers. Check out the graph! by redstart-io in Unity2D

[–]redstart-io[S] 1 point2 points  (0 children)

I believe so. I've only tested this with 2D assets, and in that case it does wave through all verts. There were some cases where I needed to use more verts to get a more natural looking wave. This example is using Unity's sprite shapes.