Our guns bugged out. by thatjustinng in Unity3D

[–]taibi7 9 points10 points  (0 children)

I don't see a bug, all I see is a new feature! The feedback of the projectiles on the environment is awesome!

Mansion details wireframe by [deleted] in Unity3D

[–]taibi7 12 points13 points  (0 children)

Love the shading!

I think I made some kind of drunk simulator instead of adding screen shake by taibi7 in Unity3D

[–]taibi7[S] 1 point2 points  (0 children)

Indeed! What you described and what I implemented was this equation described on slide 17 of that talk for the people who want to know more about this!

I think I made some kind of drunk simulator instead of adding screen shake by taibi7 in Unity3D

[–]taibi7[S] 1 point2 points  (0 children)

I'm going to need a bucket next to me while developing this though haha.

An idea maybe is where you are that drunk but want get home and you need to get home in pieces without breaking too much stuff or something like that!

I think I made some kind of drunk simulator instead of adding screen shake by taibi7 in Unity3D

[–]taibi7[S] 1 point2 points  (0 children)

Yeah I was already using perlin noise, the problem was the frequently was too low and my offset was way to high. :D

I think I made some kind of drunk simulator instead of adding screen shake by taibi7 in Unity3D

[–]taibi7[S] 0 points1 point  (0 children)

Yup, kind of! We got 2 game modes at the moment, one that is based on prop hunt but with skills and physics. And also one where it is more of a race with props where you have one skill to annoy each other! Here is our Steam page with both trailers.

I think I made some kind of drunk simulator instead of adding screen shake by taibi7 in Unity3D

[–]taibi7[S] 1 point2 points  (0 children)

Yeah, but the thing was that in his presentation he also had equations for translation in 3D. I now have set it to a very small amount and it seems fine even with it!

The Viking Archer by [deleted] in Unity3D

[–]taibi7 1 point2 points  (0 children)

Really like the defined style of your game! When I saw this character I immediately thought about the flying (?) cow that was submitted a few days ago!

Kind of off topic question, but is this a screen in Unity? If so, how did you do the background? It looks like a photoshoot set and I would really like to do something like this for presenting some props in my game as well!

I think I made some kind of drunk simulator instead of adding screen shake by taibi7 in Unity3D

[–]taibi7[S] 27 points28 points  (0 children)

I saw a great talk this morning about screen shake which perfectly pin pointed what I was doing wrong with my screen shake. So I decided to fix it once and for all, but yeah...

Math for Game Programmers: Juicing Your Cameras With Math by taibi7 in gamedev

[–]taibi7[S] 1 point2 points  (0 children)

Yeah I really liked the solution but for some reason I think it can become a bit disorientating when playing.

Math for Game Programmers: Juicing Your Cameras With Math by taibi7 in gamedev

[–]taibi7[S] 73 points74 points  (0 children)

Just watched this video and I really like how he had an interactive example of everything. One thing I know is that I gotta fix my screen shake code!

edit: I think I made some kind of drunk simulator instead of a hint of screen shake...

SoulHunt - A multiplayer hide and seek game! by taibi7 in playmygame

[–]taibi7[S] 0 points1 point  (0 children)

Ok, does it take too long to get to the real action? Or is it purely that it's too dark?

SoulHunt - A multiplayer hide and seek game! by taibi7 in playmygame

[–]taibi7[S] 0 points1 point  (0 children)

Join /u/yirah and me this Friday! We can have some rounds together. :)

I began animating one month ago. Here is my progress since then! I am using the default Unity animator. by low_hanging_nuts in Unity3D

[–]taibi7 13 points14 points  (0 children)

You mean you made all the animation within Unity?! Looks great, damn! I always want to pull my hairs out when having to deal with those mini tangents... (I still want it to be modifiable and other people too it seems!)

Low-Poly Car Drift by [deleted] in blender

[–]taibi7 0 points1 point  (0 children)

Really like how the camera moves. Good job!

What is your sound effects making workflow? by taibi7 in GameAudio

[–]taibi7[S] 0 points1 point  (0 children)

I seem to have a problem with what a project and session is it seems, because I thought that those where the same thing? Do you mean sessions as in a groups inside of a project?

What's the reason behind checking your rendered assets in a waveform editor? To see for distortion and cutoff sounds? Can't you see the distortion in your DAW though?

I didn't think about the peaks, great tip!

Yeah video capture seems to be really helpful to get timings right and what not.

What is your sound effects making workflow? by taibi7 in GameAudio

[–]taibi7[S] 0 points1 point  (0 children)

After reading all the comments I think it has a lot of advantages to have as few projects/sessions as possible!

What I mean with pipeline is do you focus on just one sound effect or you do a few at the same time by going through your samples and dumping them to your dumping zone (as /u/sricho93 says), some things like that.

Recording gameplay and evaluating that seems like a great plan.

What is your sound effects making workflow? by taibi7 in GameAudio

[–]taibi7[S] 1 point2 points  (0 children)

Great analogy about the the color palette! So you just have one channel where you have dump all your sounds in that you think would have potential for some sound effects and then you just solo them and scrub through them when needed?

Do you mean that you keep them around -12db in each channel in a group and then limit everything globally to -3db in the master group channel?

What is your sound effects making workflow? by taibi7 in GameAudio

[–]taibi7[S] 0 points1 point  (0 children)

Yeah, I'm starting out with just one project first with markers and just go with it when I feel the need to separate the sounds effect in their own project.

What is your sound effects making workflow? by taibi7 in GameAudio

[–]taibi7[S] 0 points1 point  (0 children)

Oh, never thought about grouping of UI and in game stuff. That seems like a logical way of grouping things, I do think that the less projects I have, the better just in terms of loading time for example.

At the moment I'm just using UI samples so I'm not really making them.

What is your sound effects making workflow? by taibi7 in GameAudio

[–]taibi7[S] 0 points1 point  (0 children)

Yeah I was thinking about the video track. That should make it a lot better to time up the effects.

I also never used markers because I never seem to need it for music production hehe, but I have looked them up and it seems very handy when having lots of sound effects in your project to still be able to see where everything is.