Hi Everyone!
Just wanted to share my solo project i have been working on for the last 10 months.
Just wanted to share my solo project i have been working on for the last 10 months.
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I can't see the picture at work but the trailer is great! :D Cool stuff man!Hi Everyone!
Just wanted to share my solo project i have been working on for the last 10 months.
Finally got to a stage I'm happy with showing on what I'm calling the proof of concept for my random creature generating.
More work in progress stuff from me
Still no projectile or damage yet! I'll probably work on that bit next :)
actually I used 2 meshes layered up on each other (you can see one highlighted here)
and they both use Cloth physics to give it that floaty look
honestly i dont know as this was the first approach in doing it :D it originally was just a cape but it looked like superman so i changed the mesh and it looked better this way and i kept the components in
And Helihopper is out on iOS! Wish us luck!
https://itunes.apple.com/app/id1276474537
I just saw this thread. Should really install unity and start messing with it. I'm a professional c# dev by trade but too lazy to code at home.
Edit. For those using C# with unity, once you get to the point of wanting to port to other devices (android/ios) are you having to then learn swift etc. and convert that way?
I remember when it was all orange fields, far as the eye could see.
This question falls into that too vague to give an answer category. Classic 90s covered a lot of different types of games. Are we top down adventure, side scrolling platform, or off angel beat 'em up.Now I'm new to Unity and C# and I hope some of you can help me.
If I want to make a classic 90's character movement should I use CharacterController component or a rigid body component?
All I need is the character to recognize the collision and If there's a "Hole" the character should fall, hope it makes sense.
This question falls into that too vague to give an answer category. Classic 90s covered a lot of different types of games. Are we top down adventure, side scrolling platform, or off angel beat 'em up.
I'm also pretty sure that a Character Controller needs a Rigid Body component to detect it's collisions. Maybe you are trying to figure out which item to attach scripts to or which one to call methods on, but I can't guess a right answer for those.
If you're truly new to Unity & C# then look up some character controller tutorials for the type of game you hope to make. It doesn't have to be the exact same, but watching someone setup a game similar to yours will help you get more familiar with the tools.
That's awesome and great to see how far the game has gone since the days of GAF (holy crap it's been ages since I've actually posted into our thread, despite actually still keeping up and stalking the thread even after my own indie days ended). I think an interview on PCGamer is a pretty big thing for an indie game yet to be released, so congratulations!Happy New Year everyone! Hope everyone's projects are coming along nicely!
We have a new in-depth article/interview up on PC Gamer, so definitely a good start to 2018!
http://www.pcgamer.com/science-is-messy-and-clonings-unlimited-in-twin-stick-shooter-beacon/
So I've never ventured into this thread before (here or in the other place), but I'm working on something slowly just as a hobby, and I thought it would be fun to post about it on here :)
I have a totally ridiculous long-term goal, which is for the entire game (within reason) to be procedurally generated. If you start a new game, you get a completely new world, story, player abilities, level design, etc. It would still be the same basic gameplay, but starting afresh would feel like a new sequel or spiritual successor.
Right now I'm thinking Zelda-inspired. I'm at the very early stages here, and I'm sure I'll never achieve my goal 100%, but it's a fun learning experience at least. Here's a demo of my efforts so far in terms of dungeon design:
I put some notes in it too about things I'm trying to achieve.
I also started a Twitter account just for this in case it interests anyone: https://twitter.com/bwoodthreep
So far I'm just talking to myself, but hey, it helps organise my thoughts :)
No playable demo that I'm ready to share online yet, but I am working on it. It's Unity so I should be able to build for all platforms... although I've never tried Linux.
The Download size is 340.6 megs on iOS and on Android it's 48.1 or something but under 50 megs. I have no idea what Unity might be adding to iOS but the file size is waaaaaaaay to big for a game of this type.
How do the install sizes compare? Why don't you check the install folders and see what's different?
I am gettin' Xenon2 flashbacks here... Very nice work.We are still hard at work on Bushiden. I'm quite happy with the way the shop screen is coming together. Here's a wip look at it:
I am gettin' Xenon2 flashbacks here... Very nice work.
How many hours of work went into it?
Looking great! Will the enemies have death/de-spawn animations? The 'pig' enemy just suddenly disappears in that GIF.