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also known as From Tech Team with Love: What's Going On Behind the Scene Vol. 3
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#tech
Any experts in Unity around here? I've been wondering if someone could break down for me the difference between character controllers and rigidbodies, especially with regards to platformer-type games. I understand that character controllers don't use the built in physics engine (and from my understand you can get more precise controls), but is there ever a reason where you would want to use a ridigidbody over a character controller for a platformer? Things like acceleration and deceleration (think 2D Mario games, the "slide" you do after running and releasing the left or right arrows) can be emulated with character controllers?
False.For a 2D Platformer, most 'traditional' platform games did not use "a physics system" at all - they used translates rather than impulses, so if its that kind of feel you're after you're probably going to want to look into raycasts and transform translates.
why do that if what you need is handled just fine by Unity's collision detection?
This is where continuous collision detection comes in as well as making sure your object scale allows for a large enough collider so they don't pass through at high speeds. It's stuff you need to figure out when you start your project, even with translation. Then it's just a matter of camera position, FOV yo get the proper scale on screen. I've used both methods and haven't had any of those problems with either.Well, for all the places where the built in collision doesn't work very well, obviously.
There's a ton of edge cases like slopes, one way platforms, ladders, moving platforms, thin platforms, fast moving projectiles, etc where things go really wonky really quickly.
Well, indirectly. One of my key inspirations for this is Goldeneye 007, which is technically the precursor to Perfect Dark :)Is this inspired by Perfect Dark? That's the vibe I'm getting from the video, especially the level design. I absolutely adore it!
Hey guys, was wondering if I could get some advice. See there's this contest going on, the Indie Game Maker Contest, that I had entered earlier this month. I had this sweet idea that I was thinking about before and this was the perfect way to experiment with it and maybe win some cash/prestige if it goes well. But 5 days into it, life decided to throw a curve ball and I had to take custody back of my kid brother. Combine that with running around getting legal business done, school, and having to pick up extra shifts to balance out having another mouth to feed, in the near month that the contest has started I've only got the bare bone minimum of my project done. I want to turn something in this time because the last couple of contests I joined I had to quit part way in because of life problems like above, but at best it'll be a small thing that wouldn't be anywhere as good as I want it to be and wouldn't get my idea across well to the players. Should I just go ahead in quit or just go with what little I have and be proud of that?
Thanks for letting me know. I should hop on.I've never used pico8 (although I think I bought it in a humble bundle once) but if you want an excuse to motivate yourself, there's a gamejam starting tomorrow that seems to be very lowkey / forgiving - theres no competitive aspect, its just a 'for the pleasure of making something' that you might want to participate in?
https://itch.io/jam/self-care-jam-2
also anyone else interested, reminder that its happening
Keeping in mind I don't know the full circumstances of your personal life and of your project, so I'm limited by my own perspective, but I say: go for it with whatever you have! "Shipping" experience (or "finishing" anything, depending on the context) is some of the most rare, and most valuable creative experience you can gather. Too many devs fall to the trappings of neverending finish, and something always comes up to prevent actually finishing what they intended. The thing is, no piece of media is ever truly "done" - at best, you'll be lucky to be somewhat close to your original intention, and you generally just have to make peace with what you currently have and manage to release it, in all senses of the terms, and that's a hard learning process. So indeed, your project may not be what you envisioned it to be, but in most likelihood, it never would be - but the fact that you *have* something, no matter what it is, is an achievement in itself, and what you should be proud of. So I'd recommend to release that, and come what may - and if you're not satisfied with what happens, there's always next time, and you'll have the benefit of having more experience :-D
Oh nice, YouTube functionality!
Testing my trailer for Never Stop Sneakin'.... 60fps. Almost done with this sucker... it's been a LONG two years.
Overall it looks a bit dull for me. But that's difficult to judge whenOk folks, feedback from y'all's is appreciated. At-a-glance theme mockup so it's not a fleshed out environment first impressions go:
Thoughts on the aesthetic, quality, scale, anything that jumps out at you, etc?
Any experts in Unity around here? I've been wondering if someone could break down for me the difference between character controllers and rigidbodies, especially with regards to platformer-type games. I understand that character controllers don't use the built in physics engine (and from my understand you can get more precise controls), but is there ever a reason where you would want to use a ridigidbody over a character controller for a platformer? Things like acceleration and deceleration (think 2D Mario games, the "slide" you do after running and releasing the left or right arrows) can be emulated with character controllers?
Now that I have a lot of free time, I'll be investing some time in making a simple game. Hope to keep in touch with this community.
Being self-employed in the Trump era is a massive expense and I'm not sure how much longer it can last for me. Health insurance alone is going to cost me $1800 extra this coming year, it looks like. :(
Same. I had appendicitis earlier this year, something that comes completely out of nowhere with zero warning, and it maxed out my $7000 deductible. Without insurance, it would've been closer to $40,000, and that's a relatively simple surgery with no hospital stay.Yep, I had appendicitis and insurance and it still cost me like $5000-6000. Without insurance it could have been life-destroying.
Thanks for the input. It's just theme, colors, shapes at this point. Nothing is lighting up, animated, etc. There's going to be a lot going on visually but at this point I'm looking at the theme, not composition or execution. Pretty sure everyone missed that point.Overall it looks a bit dull for me. But that's difficult to judge when
not seeing any vibrant enemies or something similar in contrast with the
background.
It's mentioned earlier on this page, but check out https://www.resetera.com/threads/important-message-regarding-image-link.2007/Weird, had to upload my GIF to a different host to get my post to stop only showing an "IMG" starting tag in text form.
A question for the more experienced animators here: any trick to animating the super fast wing beats of an insect? Would it just be a case of switching between two frames, one for the up beat and one for the down?
I'm a fan of a four frame approach. Upbeat, downbeat, different upbeat, different downbeat, repeat. That helps it from looking too regular.
I started trying to type an explanation of multi wipes but then I realised I could just explain it better with a crudely drawn example. basically just have 3 frames(i've seen people get away with 2 but 3 looks better) and draw multiple wings at different points in each frame and then play the frames really fast.A question for the more experienced animators here: any trick to animating the super fast wing beats of an insect? Would it just be a case of switching between two frames, one for the up beat and one for the down?
Yeah sure. But I think its hard to judge this stuff in isolation. For itThanks for the input. It's just theme, colors, shapes at this point. Nothing is lighting up, animated, etc. There's going to be a lot going on visually but at this point I'm looking at the theme, not composition or execution. Pretty sure everyone missed that point.
Hi Mikado! Good to see you again. Electronic music is something I wanna give aChecking in. Glad to see this thread up and running. Lost my username in the shuffle (was Mikado but that's someone else now apparently).
Haven't been posting much since client work has been keeping my studio super busy this past couple of years. What time I've had to myself, I've been mostly investing it in learning electronic music production (it's nice to have an actual hobby again).
The game industry landscape sure has changed a lot in the last couple of years. When this round of contracts ends in the spring, I'm looking forward to taking some time off and working on some internal prototypes again.
I started trying to type an explanation of multi wipes but then I realised I could just explain it better with a crudely drawn example. basically just have 3 frames(i've seen people get away with 2 but 3 looks better) and draw multiple wings at different points in each frame and then play the frames really fast.
and the individual frame looks like this.
You can make the extra wings look like after images if you want too and the speed lines are also optional. I drew this very quickly so apologies if it looks bad.
I hear you. I guess looking for feedback before I have any meat going is going to be hit or miss. All weekend I've been programming so I haven't done much art yet. Can't really convey what I see in my head vs rough drafts of themes XDYeah sure. But I think its hard to judge this stuff in isolation. For it
my happen that if you add other stuff on top of it I may say "wow, it's a
perfect match now" esp. given the colors.
A pretty good rule of thumb is if it can play the games you want to play then it can make them. GameMaker doesn't have a sophisticated profiler, so the only overhead you'll ever have is if you're recording video of the game.I'm about to buy a desktop iMac to run Game Maker 2 - will the 21.5'' suffice in terms of processing power?
Building an Armada-like space RPG.
These threads are so inspiring for me to look at. I used to just lurk in the old threads but im trying to make an effort to actually participate more. I already posted this in the Waypoint thread earlier this week but is the first gif I i made of my game Whippa Stitcha.
First of all, me too! I'll try participating more too. Secondly, what a lovely gif :D
Is it zoomed-in though? (or only showing a fraction of the screen?)
Anyways, here's a GIF of my game...