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  1. Past hour
  2. infixr

    Looking for translators

    Propably too late but i can translate to Finnish.
  3. Today
  4. JamesArndt

    [FREE] Low Poly Dinosaur Pack

    This is a pack of low polygon dinosaur 3D meshes and associated 2D texture maps. Each dinosaur averages about 3,000 triangles and uses a 1024px texture map in PSD format. I've included a CC License file in the folder containing the Unity package file. Please feel free to subscribe to my channel to get notified about new free Unity art assets I upload. Follow through to a video demo of the assets. The download link is in the video description.
  5. omard2000

    Cannot retrieve image from WWW stream

    Hi everyone, I am trying to retrieve an image (as a texture) from my website http://www.coldops.rf.gd/1.png through Unity's WWW stream. However, whenever I try downloading it through the WWW stream it displays a big red question mark instead. What is weird is that I have tried it with other images (from different websites) and it seems to be working just fine. Does anyone have any ideas what could be the issue here? For example, this website's image works just fine: http://gameassets.net/GameAssetsLogo.png Here is my code: using System.Collections; using System.Collections.Generic; using UnityEngine.UI; using UnityEngine; public class News_Manager : MonoBehaviour { public RawImage image; IEnumerator Start () { WWW www = new WWW ("http://www.coldops.rf.gd/1.png"); yield return www; image.texture = www.texture; } } Thanks!
  6. I'd love to work on a AAA game with you. If you are interested send me an email, buckeyedotlife@gmail.com I will handle most of everything I will just need you for expertise in creating prefabs and AI, I will build the entire game, art, levels, music, etc.  Very Generous Profit Sharing.

  7. Yesterday
  8. Xero3D

    TDS Control - Top Down Shooter Kit

    Hey, sorry for the late reply. Still deciding on a price. I want to add as much as possible to bring the value to around $40
  9. Last week
  10. OneManArmy

    Request for adding soldier enemies and Health to AU_FPS_KIT V1.6

    Hi, you can buy some kit with AI (or only AI asset) from unity asset store, or you can hire someone who will add AI. I had to remove AI's from this kit, because without AI there is no gameplay and beginners can't release default kit as their game.
  11. Hello, I'm David. I'm not sure where is the best place to ask this but I'll ask here. I have a request for someone to create a tutorial on how to add enemies that shoot at you and that affects the player's health. I'm not a programmer yet I dreamed of making FPS levels and having them tested in an FPS game. I'm never going to use your project commercially nor ever claim it as my own. I just want something I can have personal fun with and test level design ideas. I've tried for two weeks to get this to work using a variety of tutorials, but because my knowledge in unity is very basic, little experience in coding, and do to a lot of what i see as cross referencing scripts and prefabs, I was unable on achieve this idea. Because of work and college, spending too much time on this has proved to be a great challenge. If anyone could be so kind as to make a tutorial in the AU_FPS_KIT v1.6 kit, I and I'm certain others would greatly appreciate it. Thank you.
  12. 88888888

    How to change a shader to support Instancing?

    I'm going to use this shader with vegetation studio and it works good with normal rendering mode but when I set to instancing render mode it doesn't work anymore because it doesn't support instancing.
  13. geckoo

    How to change a shader to support Instancing?

    Hello. It's a little bit strange. I guess that you don't understand what you are doing. I don't know what you are trying to do exactly, however if you want some instanciating shaders examples, I recommend you to take a look at this page - there is an interesting explanation about instanciating shaders. I wish you the best : https://catlikecoding.com/unity/tutorials/rendering/part-19/
  14. thelegokid4455

    Night Crisis

    i like the graphics, shaders etc. they all really look cool but the walking system seems unreal to me. the gun sways a lot but walks really slow. might wanna check it out. also its probably a bit "rough", making it a bit hard to aim with some of the weapons. also maybe add a clearer storyline, ai or maybe even bots to make it better. but overall it seems good!
  15. 88888888

    How to change a shader to support Instancing?

    It's a good foliage shader looks very nice. I don't have shader forge editor, only this shader 🙂
  16. Whyherro

    How to change a shader to support Instancing?

    Why are you using shader forge? It's been deprecated for a while now and Unity offers their own Shader Visual Scripting asset called Shader Graph
  17. Whyherro

    Could this be real?

    What company comes after you because you quit smoking? Either you did something sketchy and someone is investigating or someone is watching you for whatever reason. If you feel threatened call the police or what ever force will help you in your country. Same thing with harassment. What country are you from??
  18. Hi guys, Can somebody please change the below shader to support instancing? I'm beyond noob to figure out what's going on here 😑 // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Shader created with Shader Forge v1.26 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:3,bdst:7,dpts:2,wrdp:True,dith:0,rfrpo:False,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:False,qofs:0,qpre:0,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:4013,x:33745,y:32674,varname:node_4013,prsc:2|emission-9552-OUT,difocc-2251-R,alpha-2625-OUT,clip-7845-OUT;n:type:ShaderForge.SFN_Tex2d,id:2251,x:32294,y:32701,ptovrint:False,ptlb:Diffuse,ptin:_Diffuse,varname:node_2251,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_LightAttenuation,id:5187,x:32294,y:32864,varname:node_5187,prsc:2;n:type:ShaderForge.SFN_Multiply,id:1282,x:32575,y:32706,varname:node_1282,prsc:2|A-2251-RGB,B-5187-OUT,C-3867-OUT,D-8908-OUT;n:type:ShaderForge.SFN_Slider,id:3867,x:32137,y:33017,ptovrint:False,ptlb:Diffuse Light,ptin:_DiffuseLight,varname:node_3867,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:3;n:type:ShaderForge.SFN_AmbientLight,id:2159,x:32294,y:33198,varname:node_2159,prsc:2;n:type:ShaderForge.SFN_Multiply,id:685,x:32575,y:32829,varname:node_685,prsc:2|A-2251-RGB,B-2159-RGB,C-5616-OUT,D-1549-OUT,E-3217-OUT;n:type:ShaderForge.SFN_Add,id:6622,x:32805,y:32753,varname:node_6622,prsc:2|A-1282-OUT,B-685-OUT,C-9424-OUT;n:type:ShaderForge.SFN_Vector1,id:1549,x:32575,y:32965,varname:node_1549,prsc:2,v1:3;n:type:ShaderForge.SFN_Slider,id:5616,x:32137,y:33118,ptovrint:False,ptlb:Ambient Light,ptin:_AmbientLight,varname:_DiffuseLight_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:5;n:type:ShaderForge.SFN_RemapRange,id:6141,x:32575,y:33045,varname:node_6141,prsc:2,frmn:0,frmx:1,tomn:-0.5,tomx:2.5|IN-2251-A;n:type:ShaderForge.SFN_Clamp01,id:7983,x:32736,y:33045,varname:node_7983,prsc:2|IN-6141-OUT;n:type:ShaderForge.SFN_RemapRange,id:7845,x:32901,y:33045,varname:node_7845,prsc:2,frmn:0,frmx:1,tomn:0,tomx:5|IN-7983-OUT;n:type:ShaderForge.SFN_RemapRange,id:2625,x:32901,y:32890,varname:node_2625,prsc:2,frmn:0,frmx:1,tomn:0,tomx:1.5|IN-2251-A;n:type:ShaderForge.SFN_NormalVector,id:1402,x:32294,y:32531,prsc:2,pt:False;n:type:ShaderForge.SFN_LightVector,id:5076,x:32294,y:32408,varname:node_5076,prsc:2;n:type:ShaderForge.SFN_Dot,id:8774,x:32532,y:32454,varname:node_8774,prsc:2,dt:1|A-5076-OUT,B-1402-OUT;n:type:ShaderForge.SFN_RemapRange,id:2611,x:32882,y:32454,varname:node_2611,prsc:2,frmn:0,frmx:1,tomn:0,tomx:0.65|IN-9118-OUT;n:type:ShaderForge.SFN_Clamp01,id:9118,x:32706,y:32454,varname:node_9118,prsc:2|IN-8774-OUT;n:type:ShaderForge.SFN_Multiply,id:9424,x:33067,y:32454,varname:node_9424,prsc:2|A-2611-OUT,B-7551-OUT,C-2251-RGB;n:type:ShaderForge.SFN_Vector3,id:7551,x:33067,y:32361,varname:node_7551,prsc:2,v1:0.4587727,v2:0.8014706,v3:0;n:type:ShaderForge.SFN_ObjectPosition,id:3820,x:32294,y:32234,varname:node_3820,prsc:2;n:type:ShaderForge.SFN_Frac,id:2272,x:32470,y:32234,varname:node_2272,prsc:2|IN-3820-XYZ;n:type:ShaderForge.SFN_Multiply,id:9790,x:32993,y:32753,varname:node_9790,prsc:2|A-6622-OUT,B-5425-OUT,C-4135-RGB;n:type:ShaderForge.SFN_RemapRange,id:3642,x:32647,y:32234,varname:node_3642,prsc:2,frmn:0,frmx:1,tomn:0.3,tomx:1.2|IN-2272-OUT;n:type:ShaderForge.SFN_Desaturate,id:2026,x:32838,y:32234,varname:node_2026,prsc:2|COL-3642-OUT,DES-6471-OUT;n:type:ShaderForge.SFN_Vector1,id:6471,x:32838,y:32163,varname:node_6471,prsc:2,v1:0.8;n:type:ShaderForge.SFN_FragmentPosition,id:1307,x:32294,y:32092,varname:node_1307,prsc:2;n:type:ShaderForge.SFN_LightColor,id:4135,x:32993,y:32623,varname:node_4135,prsc:2;n:type:ShaderForge.SFN_FragmentPosition,id:9250,x:31703,y:32645,varname:node_9250,prsc:2;n:type:ShaderForge.SFN_Clamp01,id:3217,x:31933,y:32645,varname:node_3217,prsc:2|IN-6931-OUT;n:type:ShaderForge.SFN_RemapRange,id:6931,x:31703,y:32820,varname:node_6931,prsc:2,frmn:0,frmx:1,tomn:0,tomx:0.1|IN-9250-Y;n:type:ShaderForge.SFN_Blend,id:7043,x:33232,y:32684,varname:node_7043,prsc:2,blmd:10,clmp:True|SRC-9790-OUT,DST-9790-OUT;n:type:ShaderForge.SFN_Blend,id:1845,x:33403,y:32684,varname:node_1845,prsc:2,blmd:10,clmp:True|SRC-7043-OUT,DST-7043-OUT;n:type:ShaderForge.SFN_Lerp,id:9552,x:33403,y:32872,varname:node_9552,prsc:2|A-1845-OUT,B-9790-OUT,T-937-OUT;n:type:ShaderForge.SFN_Vector1,id:937,x:33403,y:32999,varname:node_937,prsc:2,v1:0.8;n:type:ShaderForge.SFN_RemapRange,id:8908,x:31933,y:32820,varname:node_8908,prsc:2,frmn:0,frmx:1,tomn:0.5,tomx:1|IN-3217-OUT;n:type:ShaderForge.SFN_Vector1,id:5425,x:33121,y:32909,varname:node_5425,prsc:2,v1:1;proporder:2251-3867-5616;pass:END;sub:END;*/ Shader "Shader Forge/Foliage Flat" { Properties { _Diffuse ("Diffuse", 2D) = "white" {} _DiffuseLight ("Diffuse Light", Range(0, 3)) = 0 _AmbientLight ("Ambient Light", Range(0, 5)) = 0 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue"="Background" "RenderType"="Opaque" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float _DiffuseLight; uniform float _AmbientLight; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; LIGHTING_COORDS(3,4) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); clip((saturate((_Diffuse_var.a*3.0+-0.5))*5.0+0.0) - 0.5); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; ////// Emissive: float node_3217 = saturate((i.posWorld.g*0.1+0.0)); float3 node_9790 = (((_Diffuse_var.rgb*attenuation*_DiffuseLight*(node_3217*0.5+0.5))+(_Diffuse_var.rgb*UNITY_LIGHTMODEL_AMBIENT.rgb*_AmbientLight*3.0*node_3217)+((saturate(max(0,dot(lightDirection,i.normalDir)))*0.65+0.0)*float3(0.4587727,0.8014706,0)*_Diffuse_var.rgb))*1.0*_LightColor0.rgb); float3 node_7043 = saturate(( node_9790 > 0.5 ? (1.0-(1.0-2.0*(node_9790-0.5))*(1.0-node_9790)) : (2.0*node_9790*node_9790) )); float3 emissive = lerp(saturate(( node_7043 > 0.5 ? (1.0-(1.0-2.0*(node_7043-0.5))*(1.0-node_7043)) : (2.0*node_7043*node_7043) )),node_9790,0.8); float3 finalColor = emissive; return fixed4(finalColor,(_Diffuse_var.a*1.5+0.0)); } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float _DiffuseLight; uniform float _AmbientLight; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; LIGHTING_COORDS(3,4) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); clip((saturate((_Diffuse_var.a*3.0+-0.5))*5.0+0.0) - 0.5); float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; float3 finalColor = 0; return fixed4(finalColor * (_Diffuse_var.a*1.5+0.0),0); } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_SHADOWCASTER #include "UnityCG.cginc" #include "Lighting.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); clip((saturate((_Diffuse_var.a*3.0+-0.5))*5.0+0.0) - 0.5); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }
  19. Earlier
  20. Bomshi2

    Lonely World

    New Website launched: https://www.the-severance.de Have a look on it, and feel free to give a little feedback. On the News you can see updates now
  21. geckoo

    Night Crisis

    It reminds me BF4 Interesting. However I thing that FX on camera are a little bit too loud/weird ++
  22. frankadimcosta

    Night Crisis

    CONGRATS !!! Very nice looking !
  23. MyIsaak

    TDS Control - Top Down Shooter Kit

    Hey Zero, your kit looks awesome! How much are you releasing it for?
  24. Johannes

    Grunt1914

    Thanks for the feedback! Ive noted your issues and will resolve them
  25. Blockfighter298

    Grunt1914

    Really great game, I enjoyed playing on District and that other little map with all sort of corridors Weapons are well balanced and that MP18 got a pew sound, just like the comment I wrote before lol. The map layouts are really good too At the other hand, here are some things I found. First bug appeared after second game. I had to restart the game when the bloom was like ultimate white. I don't know what went wrong but it could be a Unity3D issue. I don't know if it's true but for some reason other characters' eyes rendered black. Small problem: reload duration of secondary pistol is longer than it's animation. And now comes the biggest issue. It happened just before I wanted stop playing after some TDMs. There's one spawnpoint that glitched the player to fall through the map (see attachment). I'm sorry but I cannot exactly tell what spawn was placed "too low". Other stuff: Sniper is a bit slow and two shot-kill but maybe it's okay. My personal record was a 5 spree on that corridor map using the MP18 I hosted a server for like 15 min but nobody joined around here This picture below doesn't show wallhacks but floorhacks
  26. Johannes

    Grunt1914

    Thanks for your input! Some of these I am aware of and will look at for sure! I'm glad you enjoyed the beta, let me know if you'd like to play a match!
  27. cheezy

    Grunt1914

    Some notes i took while playing your beta version of the game Those are just suggestions i have.. in the end its your game ! -the start countdown is missing some audio effect.. (i didnt notice it at first and thought i couldnt move :D) -some sounds have a really strong reverb effect (reloading the hellriegel for example) -Weapon models are clipping through other models (Google for "Unity weapon clipping") -the jump gravity is really "spacelike" -i would love to see some Ambient Occlusion -some models are floating or corners are -many environment props are shiny when they should not be (weapon creates for example) (standard shader: smoothness or smth.) -some objects have a weird "glow" to them looking at the stones on the ground with a wall in the background youll see it. -the player can not walk up the stairs model.. maybe add fake collider instead of the generated one -you cant controll your jump at all.. idk. it felt kinda weird maybe because of the space like gravity Other than that i think its a great game! Amazing what one sole developer can achieve.
  28. Trey

    Best mobile Fp controls

    Just wondering if you guys had some good examples of first person mobile controls/cameras in games. Looking for inspiration for my own solution.
  29. Trey

    Weird issue with model/texture.

    Thanks man i just overlooked it
  30. Johannes

    Grunt1914

    The beta is now live! This beta will be playable from today until next Sunday(the 20th). There is no embargo on the beta and streaming and/or recorded videos are allowed and encouraged. Ok so, there are some notes about this beta, this is version 1.3. Notes : - Customization disabled for beta. - Weather selection for the maps disabled for beta. - Animation issues prevalent with guns and characters. - Audio issues prevalent. - Interface issues expected. - Bugs and crashes expected. - There are 4 maps in the beta, the final game has 8. - There are 6 guns in the beta, the final game has between 12-15. - There are Deathmatch and Team Deathmatch game modes in the beta, the final game also has Gun Game and Domination. - There is a 100 user limit on the beta so if you are unable to get in just be patient. Other info : Server locations : Singapore Australia Canada, Chinese Mainland Europe India Japan Russia Russia, South America South Korea USA, East USA, West Right now there is no South African server but depending on the success commercially of the game one might be added in the near future. Installation : The beta is provided as a standalone zip file and can be run as an application. The download size for the zipped beta is around 1.5 GB. Conclusion : Keep in mind nothing is final and the game still has a few months of development to be done. If you are planning to join the beta please let me know how the experience goes and if you have any bugs to report you can do so in the discord or email me at grunt1914@gmail.com. Please approach this public beta with an open mind and keep in mind that I am the sole developer on this project and as such issues and errors are to be expected. I hope you have fun! Download link : https://drive.google.com/file/d/1Up6m0KokfcW0DZPqEIKjV662QPqFXCyL/view?usp=sharing Please be sure to invite your friends and get as many people playing the game as possible! Discord : https://discord.gg/Tc5b7D9 Facebook : https://www.facebook.com/Grunt1914/ Twitter : https://twitter.com/grunt1914 IndieDB : https://www.indiedb.com/games/grunt1914 Youtube : https://www.youtube.com/channel/UCKfm34iEuHrFCduvV4OZpag
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