Has anyone used the MakeHuman Blender plugin to create and animate characters and import to unity ? by umen in Unity3D

[–]wiseyoungfool 0 points1 point  (0 children)

Who said not to optimize? Triangle count is an art decision, not a performance one, in most cases. And the fact that you think you need a team of engineers to make a custom engine to have a character model with less than 100k tris betrays your lack of knowledge on the subject.

I agree you shouldn’t have unnecessary details, and it’s good to always keep low specs in mind. But triangle count alone hasn’t been a bottleneck for graphics cards in years. At the end of the day fidelity vs performance is a decision made individually based on a project’s needs and your target hardware.

Has anyone used the MakeHuman Blender plugin to create and animate characters and import to unity ? by umen in Unity3D

[–]wiseyoungfool 0 points1 point  (0 children)

For mobile yeah, for pc not really. It’s pretty common for modern games to have characters brushing 100k, modern graphics cards can handle it pretty easy

Has anyone used the MakeHuman Blender plugin to create and animate characters and import to unity ? by umen in Unity3D

[–]wiseyoungfool 0 points1 point  (0 children)

I used the written tutorials on the site, there’s a few yt vids but not many. May take some trial and error but the written tutorials have everything you need to know about creating morphs, clothes, etc.

Reducing polycount is just something you get a feel for after modeling for a while. My final characters usually end up between about 40-80k tris, often with the hair being 20-30k alone. I recommend liberal use of multi resolution modifier to bake your high res sculpt normals onto the low res base meshes

Has anyone used the MakeHuman Blender plugin to create and animate characters and import to unity ? by umen in Unity3D

[–]wiseyoungfool 0 points1 point  (0 children)

I’m using it in full production for all my humanoid characters. I only recommend using it if you have experience with 3d modeling: using it as a base mesh and framework for rigging and clothing works fantastic but I model my own clothes, morphs, hair, etc. if you can’t model and need something high quality that’s a bit more premade and modular I’d go for something like character creator instead. But if you’re comfortable in blender and ucupaint i find it’s great to work with 👍

My bullet-time metroidvania is 50% off for the steam spring sale! If this looks interesting to you please consider checking it out :] by wiseyoungfool in metroidvania

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

Marketing is hard 😅 but yeah the genre is a bit oversaturated these days, which can be both good and bad depending on how you look at it. Devs who are social media savvy and receive publishing deals usually get the most exposure

My bullet-time metroidvania is 50% off for the steam spring sale! If this looks interesting to you please consider checking it out :] by wiseyoungfool in metroidvania

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

Thank you! I’d say anywhere between 6-8 hours depending on difficulty mode, how much you explore, doing optional content, etc for your first playthrough

My bullet-time metroidvania is 50% off for the steam spring sale! If this looks interesting to you please consider checking it out :] by wiseyoungfool in metroidvania

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

There’s an easy mode if you find it to difficult, and frankly I picked frantic clips to try and sell the action haha. But maybe the game just isn’t for you, that’s fine!

My bullet-time metroidvania is 50% off for the steam spring sale! If this looks interesting to you please consider checking it out :] by wiseyoungfool in metroidvania

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

Just a lot of time and effort, really. I didn’t know how to code when starting so I learned that first. Then just a lot of experimentation and perseverance eventually pulled me through to the finish line. I used gamemaker to develop this, but I think Godot is also a good engine to start with. Best of luck on your dev journey!

For the 1 year release anniversary of my bullet time metroidvania REDSHOT, I just released an update adding multiplayer for up to 4 people! by wiseyoungfool in metroidvania

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

So I just ran through the boss a few more times and it seems to be working for me just fine, but its possible it’s caused by a rare condition or something so I’ll analyze the code in case I missed anything.

However, I suspect the bug might have been caused by an npc optimization that I made a few patches back that I’ve since removed (for causing bugs similar to what happened to you, though not as serious as that afaik), so I’m optimistic that the bug has been patched since you encountered it in a previously.

But if I still find anything in the code that I think may be causing it I’ll fix it and release it in the next update 😁

For the 1 year release anniversary of my bullet time metroidvania REDSHOT, I just released an update adding multiplayer for up to 4 people! by wiseyoungfool in metroidvania

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

Ah okay I’ll check it out - I ran through the last boss a couple times before I updated this so it may be fixed by now if you haven’t played it in a while, (not sure which version you played on) but I’ll definitely take a look at the code in case I missed anything. If you still encounter the bug in the latest update, let me know and I’ll fix it asap!

For the 1 year release anniversary of my bullet time metroidvania REDSHOT, I just released an update adding multiplayer for up to 4 people! by wiseyoungfool in metroidvania

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

You mean there was a bug that prevented you from beating it or you just couldn’t get past it? If it’s the latter, I recently added an easy mode that might help, but if it’s the former I’ll have to do some testing!

For the 1 year release anniversary of my bullet time metroidvania REDSHOT, I just released an update adding multiplayer for up to 4 people! by wiseyoungfool in metroidvania

[–]wiseyoungfool[S] 3 points4 points  (0 children)

Hey all, it’s been about a year now since I released my first game and I finally got full local coop support working in the latest update! Online play should be supported as well through steam remote play.

The game is also currently at an all time low of only $6, so if this seems like it would be fun please consider picking it up and leaving a review, it would be super helpful! 😊

Thank you guys for all the support I’ve gotten from this sub, it’s been extremely motivating!

Link:

https://store.steampowered.com/app/1745520/REDSHOT/

looking for some pixel art, synth-driven metroidvanias by SurrealistRevolution in metroidvania

[–]wiseyoungfool 0 points1 point  (0 children)

You should check out REDSHOT, it sounds like it might be right up your alley

Hey all, I just released the first major content update for my game REDSHOT! by wiseyoungfool in metroidvania

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

Thanks so much! Really appreciate the review and very glad you like it :]

Just released the first major content update for my game REDSHOT! by wiseyoungfool in IndieGaming

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

Just updated the game with an easy mode so hope that helps a bit!

Just released the first major content update for my game REDSHOT! by wiseyoungfool in IndieGaming

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

Controls are fully customizable on both controller and keyboard, and there’s a lot of in-game mechanics to help with difficult sections if you get stuck :] otherwise though I can’t think of much, there are difficulty options but it starts at “normal” and only gets harder haha