This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.

All Activity

This stream auto-updates   

  1. Today
  2. I'm able to translate on Polish I've already PM you with my steam profile.
  3. Today i made a little level system for people that needs a simple level system in their game but don`t really know how to make one or maybe just need something as a place holder xD Readme.txt is in the package! Click the blue text to download now Level System.unitypackage
  4. --i means decrement before using i. i-- means decrement after using i. Example: //i = 0, only add at the next iteration for(i = 0; i < 10; i++) //I will start incrementing after 0 for a total of 10 iterations //i = 0, increment right away so it now = 1 for(i = 0; i < 10; ++i) //I will start incrementing now for a total of 9 iterations the only reason i++ is seen more often is because lists and arrays start at 0. So if you use ++i in a loop trying to loop an array, you'd completely skip over 0. But if you've ever built an engine you'd use ++i to pass data to the graphics via OpenGL or dx which start at 1. There is other scenarios where you could use ++i vs i++ but try and keep it simple, use one or the other. Example: for(i = 1; i < 10; i++) is the same as: for(i = 0; i < 10; ++i) so just stick to one and you'll be good 👍
  5. Hello, a bit over an hour ago, I signed up on codefights, and I got to a thing where you have to get the century from year. Which was pretty easy, and there's soo many ways to do it. Anyway, after I came up with a solution, I wanted to see how other people solved it, and the most interesting one I saw were return --year / 100 + 1 How does this work? I know -------------------------------- year = 1800 year / 100 + 1 = 19 expected = 18 -------------------------------- year = 1801 year / 100 + 1 = 19 expected = 19 -------------------------------- but if I add the -- before year, then it will output -------------------------------- year = 1800 --year / 100 + 1 = 18 expected = 18 -------------------------------- year = 1824 --year / 100 + 1 = 19 expected = 19 -------------------------------- How come after -- has been added before year, it all gets decremented kind of like, if year % 100 == 0 then decrement year / 100 + 1. Am I completely off? This just confuses me a bit, and it just makes me nuts, not knowing how it works Please help me to make me understand this, would really appreciate it I have seen it in for loops too(Not often though, only seen it being used in for loops 2 times), like so for(int i = 5; i > 0; --i) { // Blah blah } I have seen it with ++i too
  6. Yesterday
  7. To smooth the edges you would have to create a shader for but it's very simple. You add an additional texture image for masking that gradients out the edges and you just compare the pixel of the texture + offset to the same pixel (without offset) of the second image (gradient edged mask). Pretty easy stuff. thanks guys. Ya, I just searched for a tiling cloud image so I didn't have to code my own. Later I will tho for the game
  8. Such an elegant way of going about this effect. Great work Ocular Only thing that's missing [for my flavor] is fading/smoothing at the edges
  9. As usual I would remind you that soon will be the next LudumDare session - an event where many indie devs meet others, sharing their work. We have 48 hours to do a "compo" entry or 72 hours to do a "jam" entry. After that, we can test and evaluate those games which has been created regarding their gameplay, graphics, sounds and more more more. There is no prize - only we are proud to participate. It's free - it's fair - it's fun. Join us if you dare. If you are interested, take a look at this main page ++ https://ldjam.com/
  10. Simple but really efficient. I used the same texture to create my dynamic sky ++
  11. public var fogMat : Material; public var scrollDir : Vector2; function Update() { fogMat.SetTextureOffset("_MainTex", scrollDir * Time.time); } This is probably the simplest, fastest and most effective method of ground fog. It's nothing new but for those of you who are new to adding cheap tricks for your game, this is very easy method of doing so. Use the ground fog model I've provided below with the texture provided (Which is a fully tileable clouds image) and create a new material using Particles/Additive (Soft) shader and drag in the image. Then resize the mesh to encapsulate the area you need and set the tiling to the size you want it. Then just place this script on it, assign the variables and hit play. The only reason why I provided a mesh is because I mapped the uv's on the side to tile with the top. You can actually just use whatever mesh you want. The script just moves the offset of the texture, that's it. I also set it to 0.2,0.2 for scrollDir. There's tons of cheap tricks that makes your project look good so don't just go head on towards effects that eat your framerate, there's always cheaper alternatives. GroundFog.obj
  12. @EndangeredOX Yes defiantly front guard rails!, models are not done yet, thanks for the comments.
  13. just my personal opinion, Those dont seem like upgrades. maybe if it had a front guard rail. or like an armored body upgrade. for the background im assuming this is like an off road game so the vehicles would have to be built for a off road environment. AGAIN just my opinion.
  14. WIP screenshots. STOCK: Upgrades: KING OFFROAD SHOCK 4 INCH LIFT: DUAL ROOF RAIL: ANTENNA GARMIN: RESULT:
  15. FINALLY! a car game!, please make this awesome!, already looks very good, love the blue.
  16. I just simply used Gimp.
  17. That bow looks awesome!
  18. fps

    Looks unique, low poly models and environments, not many of those in the FPS genre, looks very good keep up the good work.
  19. Awesome work pal looks very good, hopefully theirs an interior !
  20. Fantastic, especially that belt on the guy, very good attention to detail.
  21. This asset is available on Unity Store for a few bucks ++ https://www.assetstore.unity3d.com/en/#!/content/76888 https://www.assetstore.unity3d.com/en/#!/content/68536
  22. CGP I guess :/ Azzazzel - I wish you the best, but it starts pretty bad
  23. Neat. Recently I was really impressed by some pixel art 8x8. I didn't think that it was possible to do something just with a few pixels... We can find here Mario, Ninja Turtle, The Simpson, Sonic, DonkeyKong, Mickey, PacMan, Pikachu and more ++
  24. can i use hand and gun animation in my game in android????
  25. Last week
  26. I really like those! I have tried pixel art before but mine was shit xD What program do you use for it ?
  1. Load more activity