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DaBossTMR

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About DaBossTMR

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  1. Will you take an offer of $149.99 USD?
  2. Yeah, that's not your IP because you keep changing it. Nice try.
  3. It must be fun talking to yourself. IP on the right side.
  4. We have finally released a video for Update #2. Enjoy! Also, as stated in the video, we are starting to convert towards realistic graphics. Here is a WIP screenshot of that:
  5. Just released a new speed-modeling video for the MCM .22 Pistol (the worst gun achievable). Enjoy! https://www.youtube.com/watch?v=fBzzjPJ5A4k
  6. Pretty cool that you used Unity in a way to not only make games, but useful tools.
  7. Hello folks, We are looking for some talented map designers who can model props and design some maps for our game called Paxitium. More info is down below. Our maps will be relatively large, pretty much consisting of many 3km x 3km islands. What is expected from you: At least 1 year of experience in Unity AND a modeling program of your choice Ability to create things quickly (within 1-2 week for an island), and develop good looking maps. Must design maps by an illustration, and share it with the team before creating it. Your skill is to place prefabs in the editor AND create prop and other environmental assets as well. More info on Paxitium: AU Forum Link: http://armedunity.com/topic/12348-paxitium-a-co-op-survival-game-with-a-discoverable-backstory/ YouTube Channel (contains update video): https://www.youtube.com/channel/UCbMX2MEOcHGa_l7msGQ3Img IndieDB Page: http://www.indiedb.com/games/paxitium Thanks for reading this post.
  8. Thank you for that information. We actually haven't known about a town named Luton until we searched it up after we decided on the team name, but I didn't know that it had a bad reputation until now. Hopefully people won't make a deal out of it, since as William said above, it's a combination of our last names (since we are co-founders and we ran out of name ideas).
  9. Paxitium is a work-in-progress MMO survival game set in a beautiful, and fully explorable world. Facing obstacles ranging from natural needs such as hunger and thirst to enemies such as mutated entities and unfriendly human non-player-characters, the player must choose a role and survive in the wilderness, eventually discovering numerous clues related to the background of the world they are in. Basic gameplay includes construction of structures for protection from enemies, looting items from abandoned towns, attacking NPC settlements, and more. Several unique features planned for the game not commonly present in other titles of this genre are:​ A beautiful, explorable world with several islands. Each island has its unique characteristics and purpose, giving a benefit to each survivor who plans to settle upon it. The items which the player can attain can be valuable, especially when trading with other players. A discoverable backstory with non-linear story style which can be completed while the player is surviving either alone or together. A dynamic event system which rewards the player with unique items unattainable from other methods (e.g. a helicopter crash with enemies which the player must defeat to attain loot) and much more... Below are update videos which we have posted on YouTube: Update #1 Speed Modeling (MCM .22 Pistol) Update #2 ​ Thank you for taking time to look at our post. If you would like to follow development of the game, listed below are a few ways which you can follow the development of this game: YouTube channel: https://www.youtube.com/channel/UCbMX2MEOcHGa_l7msGQ3Img IndieDB page: http://www.indiedb.com/games/paxitium
  10. Try this: //Code not tested. Vector3 hitDirectionWorld = (player.position - bullet.spawnPosition); Vector3 hitDirectionLocal = player.InverseTransformDirection(hitDirectionWorld); animator.SetFloat("Hori", hitDirectionLocal.x); animator.SetFloat("Vert", hitDirectionLocal.z);
  11. Yeah, if there was a way to make the RectTransform class initialize the sizeDelta on Awake (or on instantiation), then that would solve the problem.
  12. I do not think there's any other way. You should contact Unity to get this fixed. Also, instead of using WaitForSeconds, you should use WaitForEndOfFrame
  13. Like Danny said, if you need to remove the (Clone) part of a game object name, then you are doing something wrong.
  14. Yes it is working. You may need to PhotonNetwork.Instantiate() the object that script is attached to, so then the view IDs are matching across network.