Surprisingly I'm enjoying messing with options... setting up menus themselves is a real ball ache though.
I use Combat Framework and it has its issues. I only used a subset of its functionality and what I did use has lots of rewrites.Been a long time since I showed up here, wow. So, I've been prototyping a N64 Zelda-like game in Unity but I've been focusing on things like setting up the health system, picking up items like money/hearts/etc, playing an instrument, etc.
But now I wanna start actually making the player control well and I've been wondering whether to go with a rigidbody-based controller or the default character controller for this type of game. Cause ideally I'd want interactions like climbing ladders, pushing blocks, grabbing ledges, using a hookshot etc, the typical Zelda stuff. Also curious if any of those character controller solutions on the asset store are worth a look so if anyone knows I'd appreciate it.
Hello!
Sparked by a message from Weltall Zero, I figured I could drop in and say hi.
If anyone's interested in a bit of QA time or similar, let me know, and I'll try to do something when I have a bit of spare time.
I've got a fairly decent-ish PC (GTX 1070, i7-7700, 32 GB RAM, 1440p/165hz), Windows 10. Gamepad available (DualShock 4).
I also have access to an Android device (Samsung Galaxy S9+), and an iPhone XS Max.
I've got 11 years of professional experience game development experience, including QA ("normal" testing + certification testing for Sony & Nintendo platforms), design (level/game), as well as game scripting/programming (scripting in a proprietary language, programming mainly in C++. Some C# on a hobby basis). The last few years have seen me work with native iOS development, using Swift.
I can't promise any specific time spent, this is purely spare-time stuff. I would prefer games that are a bit further along than "very early prototype".
If interested, feel free to send me a DM or something, and we can probably sort something out.
Cat avatars unite.Thank you so much, Lactose! I'll definitely send a beta Steam key your way once the next version of Divinoids is ready to test (hopefully soon!). :)
Been a long time since I showed up here, wow. So, I've been prototyping a N64 Zelda-like game in Unity but I've been focusing on things like setting up the health system, picking up items like money/hearts/etc, playing an instrument, etc.
But now I wanna start actually making the player control well and I've been wondering whether to go with a rigidbody-based controller or the default character controller for this type of game. Cause ideally I'd want interactions like climbing ladders, pushing blocks, grabbing ledges, using a hookshot etc, the typical Zelda stuff. Also curious if any of those character controller solutions on the asset store are worth a look so if anyone knows I'd appreciate it.
Hello!
Sparked by a message from Weltall Zero, I figured I could drop in and say hi.
If anyone's interested in a bit of QA time or similar, let me know, and I'll try to do something when I have a bit of spare time.
I've got a fairly decent-ish PC (GTX 1070, i7-7700, 32 GB RAM, 1440p/165hz), Windows 10. Gamepad available (DualShock 4).
I also have access to an Android device (Samsung Galaxy S9+), and an iPhone XS Max.
I've got 11 years of professional experience game development experience, including QA ("normal" testing + certification testing for Sony & Nintendo platforms), design (level/game), as well as game scripting/programming (scripting in a proprietary language, programming mainly in C++. Some C# on a hobby basis). The last few years have seen me work with native iOS development, using Swift.
I can't promise any specific time spent, this is purely spare-time stuff. I would prefer games that are a bit further along than "very early prototype".
If interested, feel free to send me a DM or something, and we can probably sort something out.
Hey everyone! It has been a while since I posted! I have a new video coming out this weekend, but I also still need to share my video from last month about animation retargeting! In this video, we go through the step by step process of retargeting animations from one character to another in Unity. Hope it helps some of you out!
Amazing video; I was engrossed from beginning to end even though I don't even make 3D games! I hit "like", and didn't subscribe because I already am. You're doing really incredible and priceless work, man. :)
Wow! Thank you so much for your kind words, Weltall Zero! I'm glad to hear that the video was able to capture your attention. That's something I really want to try and get better at. Keeping people interested for a longer amount of time on the video.
Hey everyone! It has been a while since I posted! I have a new video coming out this weekend, but I also still need to share my video from last month about animation retargeting! In this video, we go through the step by step process of retargeting animations from one character to another in Unity. Hope it helps some of you out!
I would say mission very much accomplished, especially given I'm not even the target audience, and also lack many of the fundamentals of 3D modelling.
Your videos are really slick and easy to follow! Keep at it dude, I sense big things ahead! :D
I've started a Unity-Tutorial on Udemy for making 2D games, and i'm really having fun with it, although it's a lot to learn. Does someone have some good sources that can help beginners?
Are you new to programming and development completely, or just Unity?
I've had some programming experience in University, and been doing at home C# with Visual Studio, so not new to that, but first time playing with Unity itself, and developing a game.
I know, it's the Dugout again - but this time with reauthored materials! I now support the filtering if the player wishes to unpixelify my game :o
I'm not switching to FPS... but I was curious how it might look :D
I'm tired of polishing and creating scenarios for my current project so I took a break today and worked a bit in this other idea, a prototype inspired by Advance Wars:
I would probably need to improve my pixel art skills or teamup with an artist when I decide to turn this prototype in a more serious project.
The perfectly smooth gradients look somewhat inconsistent / anachronistic on pixel art ships.
Oh definitely. I made it like that because I'm lazy and Aseprite's gradients are so easy to use but I'll probably remake those ships if I decide to pursue this prototype further.
It would still be nice to find an artist that can nail the Advance Wars style so I can focus in programming though.
Finished my cel shading outline, almost ready for rig and animations!