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  1. Today
  2. reaperkan

    Long time

    Damn!!!! Use Rubber or suffer! jk jk jk.... you know i also got offer to work on porn games should have taken it! after rejecting it i found out how much $$$ is involved in it. I mainly did freelances, did a small internship in my first year, then i joined there as a consultant Unity3D dev for 6 more months, then I quit !! Getting too much money centered which is bad but i still have one more university year left to attend and after that i have no idea what i am doing >.<
  3. Yesterday
  4. So the grabobjects variable is dereferencing the noobject gameobject correct? The only way that is possible is if somewhere in your code your either replacing it with something else or telling it to = null. The answer lies in your code. Just open your code and search for grabObjects = and that is where your issue is. Unless your talking about dereferencing After play mode has stopped and in that case, play mode changes do not affect edit mode
  5. OcularCash

    SeX Games

    I finished a quick game that contains a couple mini games for camgirl by request of a porn model named Mandy Dawn. Pretty simple and self explanatory how the mini games work. If you want to know how some of the mini games were created, let me know and I can show you how I made them. if you want to support Mandy Dawn, you can find her Pornhub, ManyVids and twitter links on her itch profile or in the game. From there you can check out her paid content https://mandydawn.itch.io/sex-games
  6. dont quite get it or how this can happen but i think that creating a prefab is not really the way to go here, check why it even got dereferenced?
  7. OcularCash

    Long time

    @reaperkan @Erarnitox lol ya I’m a dude. I just bang a lot and have 4 demon spawns. I’m not as active as I used to be but still develop when I’m not working or with the family or doing porn or something. Delirious devon has been at a stand still for awhile now. Not dead, just a big ass project. Doing a Minecraft like project for my kids a couple times a month that will one day get posted. Also did some shaders and built a Java app for creating/viewing real-time shaders for the construct 3 engine. Just a very busy person nowadays. Latest project I finished for Mandy Dawn and other cam girls: https://mandydawn.itch.io/sex-games by the way, feel free to show Mandy some love by purchasing some of her videos. You can find her links on her profile or in game. I told her I would do some promoting for her this week anyways
  8. HI AGAIN i got the cause of the issue pratically the pickup script for weapons ,consumables and so on has a reference for the no weapon gameobject of the player ..whwn i start the scene the Noweapon gameoject is correcly referenced in the pickup script but when play pickup object and after drop again on scene NoWeapon Gameobejctis not referenced into the pickup script anymore.. I tried to create a prefab of the NoWeapon gamobject to put as reference in the object to picked up prefab (in this case canned food) but doesnt work ant hint about that??
  9. hi and thanks for your reply.. i'll do a video to show the exact issue when i'll come back to home this evening and can try the template and i'll post the scirpt too btw pickup script on object has two colliders one classic collider and another set to trigger to check the interaction system..and i cheked yesterday if i remeber correcly but i think instantiated prefab when drop as both colliders too
  10. Erarnitox

    Long time

    not sure about that i really think @OcularCash is a dude, i think he posted his real name some times as well
  11. can you make a video of the issue? It looks like the collider is only on the gameobject in scene but not on the prefab you instantiate when you drop sth. ? or there is something different going on, do you change the collider in script at some point? like set it to a trigger or deactivating it?
  12. Hi here a video of my test work to try some gameplay mechanics.. i used free fpskit as base template expanded over time ( thaks to OMA and TheMars over all others..they know why LOL).I have some other gameplay functions in place and are only waiiting to be added to the main template.. btw i have and issue with drag items since i noticed that picked up items colllsion work fine until i pick and item into inventory( like weapons ,ammo, consumables) but if i eventually drop picked up items from inventory and try to drag item again collsion with static mesh collsion and with scene doesnt work anymore when player held item... any hint
  13. reaperkan

    Long time

    @Erarnitox That Sandbox generator is really useful, thanks mate, damn Ocular's 3D platformer looks so cool! You know i always knew that Ocular was a she maybe because one time i think i read he was 'pregnant' :] . TheMars is one smart kid :3 Too bad never got to see the end of No Heroes it was such a promising and an inspiring project! Also that COD survival game XD i really like how the fps is set up for it, would love to try to replicate it sometime. I have to do a "Major Project" in my final year :3 so lets seeeee.
  14. Kronus.

    Zorin OS 15

    Hey guys! Today I bring some news for some of you. I am currently studying Computer Science in college, and due to some projects I started using Linux. Recently browsing the vast world of Linux distributions, a new version of Zorin OS has been released. I did not know this Distro and so I decided to install and test it myself. Zorin OS 15, has 3 versions available, Core (the common one, with essential applications like Libre Office already installed), Lite (For old computers) and Ultimate (Full version, which costs € 39. It comes with some themes, similar to MacOS and a variety of pre-installed applications). Zorin OS is based on Ubuntu and so already has a great base of applications and functions. After installing this distro on my computer, which has an old configuration, I realized that its operation, besides being very stable, is completely smooth. So I decided to test Unity on it, and to my surprise Unity worked completely smooth and unlocked. The downside is that because it is a Linux system, Unity will work with OpenGL, so effects that require DirectX will not work. Also, the 2019.3.0.0a5 version that I installed through the Unity Hub did not come with an Editor, but it was easily solved after I installed Visual Studio Code, which in my opinion to create projects by hobby is the best option. Zorin OS also has an application called Zorin Connect, which can be downloaded from the Play Store or App Store, and is used to synchronize your phone with the system. With Zorin Connect you can receive notifications directly on the system and respond to them right there, you can also transfer files from your phone to your computer (vice versa) without the need for cables, you can use your cell phone as a wireless mouse and keyboard, such as Multimedia Control and Slideshow Control. I will leave here the download link, installation tutorial and review for those who are interested in knowing a little about this world of Linux distributions: Download - Zorin OS 15 Step by Step Zorin OS 15 Installation Guide with Screenshots Review - Zorin OS 15 My Computer Config: Intel Core i3-2100 - 3.1GHz 6GB DDR3 1333MHz 1TB Hard-drive ATI Radeon HD 5450 1GB DDR3
  15. Last week
  16. @MyIsaak @bobboo101 Here it is https://jmp.sh/SK6L3Qp. I also compiled a quick overview of the project. Once you imported the package, check out the readme.txt
  17. MyIsaak

    Unity 2019.1

    Perhaps the performance has to do with Unity's Burst Compiler that takes C# and compiles it directly to Assembly. What freaks me out about this is that they remove the garbage collector, a tool to avoid memory leaks. You should check out their Burst Inspector to find out performance enhancements.
  18. Looking forward to it @UnityGamesRoland
  19. I'm finally close to finishing this project. After 2 years of hibernation. I cannot show a lot at the moment but you'll have to trust me. Made in Unity engine. About Powelus's Audio Visualizer allows any person to customize visualizer to their own experience. The software has the capability to load local MP3 files and display audio spectrum during real-time playback. Features Users are able to customize every possible aspect of the visualizer, including: Movement speed and intensity Light source speed and intensity Radius Color Custom logo and background Discord RichPresence shows the current song user is playing (working on steam rich presence), Visualizer in action on an old UI: https://www.youtube.com/watch?v=2MgqxBy7gzg Release will be on Steam this fall (hopefully). For any questions and Inquiries feel free to comment or send a message.
  20. Erarnitox

    Long time

    So yeah, when it comes to me, ive been good, there are some personal things that went on but im still working on the same project i started when i was really a noob at best. And @OneManArmy, to me you are truely a legend.... You and some others got me into computers. Geohot is to mention here as well, he got me into hacking even tho. i didnt understand any of his work until recently. When it comes to cool projects and other OG's, @OcularCash ist still around sometimes but i think hes bussy and if i remembre correctly he has kids and a family now. But he has worked on some projects: @themars2011 started around the same time as me but is a little younger than me and published his first game on steam: As well as has his own FPS-Kit now on the Asset Store: https://assetstore.unity.com/packages/templates/systems/modular-multiplayer-fps-engine-photon-2-88064 Another of the Legends was or is Tiago from DrunkenLizardGames, he got his masters Degree in Computer Science and is too busy to finish his Project So it will most likely never be released. Here are some memories: Same sad story for most other Unity3D fps games that looked cool. But if you remebre TheLegoAgapov he has released his project Red Alliance to Steam after all those years. I personally have realeased some free Tools on the Asset Store as well: https://assetstore.unity.com/publishers/29697 Would love any feedback :3 Also been thinking about setting up a github for those tools and some other ones i have developed over the years, so others can help to improve/update them etc. Dont have too much time to spend on this kind of stuff myself anymore but i still do some small changes from time to time to my project and upload to YT even tho nobody cares about it, like at all ^^ Its still something i like doing: I have also thought about asking @OneManArmy if it would be possible to make the FPS-Kit a community project to extend and update it. Since i would love to see that gaining popularity again and maybe have some talented guys working on it. Also this would be a way to give back to the community since i have learned so much from the kit myself when i started by just playing around and figuring out how everything works. When it comes to old tutorial channes they appear to be dead: TornadoTwins: https://www.youtube.com/channel/UCoT3jV5skJaRQZwwE6_1-Zw ETeeski (looks still alive :3 but is now called MasterIndie): https://www.youtube.com/channel/UCV0Jhu5jv9OsV19TmqHEt_g TechZoneTv (wasnt that good but liked to watch): https://www.youtube.com/user/TechzoneTV/videos Narutoisgreat1234: https://www.youtube.com/user/HyperShadeTutorials/videos Edit: I wasnt able to find any old "Call of Duty ind Unity3d" Videos anymore but since this is how this started with ripped models (from FacePunch/FPS-Banana etc.) and replicating Call of Duty and/or Battlefield i thought i should include something like this as well, even tho it was uploaded quite recently: Edit2: OMA used this song in an Update Video and i loved it: Textrure Pack used in OMAs first Videos: https://assetstore.unity.com/packages/2d/textures-materials/free-artskillz-texture-pack-01-351 (where he had COD weapons and killed the flying Orb etc.) Nobiax (best Texture packs): https://assetstore.unity.com/publishers/4986
  21. reaperkan

    Long time

    So eh we are old school :3 but brackey sure is helpful at times (the channel), never been into those communities. But hey look on the bright side you are left with the few loyal people! and I guess, if we try we can revive the forum again. But HEY GUYS, you guys literally taught me Unity :] and How have you guys been? Any awesome projects???? @geckoo games used to be so coooool and colourful
  22. OneManArmy

    Long time

    We always had small group of active members (less than 1%). 99% of members came here just to download something. Now most from this 1% grew up (literally and as devs) and moved forward. New generation now follows Brackeys, quill18 and join their community's. By the way, 800k subs for channel related to game dev(unity tutorials)... holly shit. Few years ago i thought that it is not possible. @Erarnitox Not "kit was transformed", but i started to work on another project. Modern FPS was made from all kits. Actually more code from Free FPS Kit was used, then from Premium.
  23. geckoo

    Long time

    Hi Reaperkan. I hope that all is fine for you We live another era on forum - just a few people share their scripts, an opinion or something else. You can find always some questions or request so as to "add multiplayer to FPSkit", but nothing more. In other words, we die - slowly but surely. It's a pity ++
  24. Erarnitox

    Long time

    beeing great and no i dont think so This community is not as popular as it once was and there are other more up to date fps kits available now. Im not even sure if OMA still has the premium kit anymore, i think the kit has transformed into his game he is working on currently:
  25. yeah, you can call the method like that, just pass in this.transform.position as an additional argument, so you can reference it. like: hit.gameObject.SendMessage("ApplyDamage", DamageValue, this.transform.position, SendMessageOptions.DontRequireReceiver); (if you do singleplayer stuff and only want to damge the player i would suggest to call it by accessing the Component diectly tho. So if you hit the tag player just playerDamageController.ApplyDamage(5, transform.position)) than on the gameObject that was hit you have to have a Component that implements ApplyDamage(int DamageValue, Vector3 DamagePosition) so something like this: public void ApplyDamage(int DamageValue, Vector3 Damageposition){ this.indicatorTime = 2f; //calculate Angle this.adjustAngle = calculatedValue //apply damage stuff: this.health -= DamageValue; } hope this helps ... i think this is simular to how it was manages in the fps-kit? If you use the fps-kit give me some time i was thinking about extending the fps kit once i find time to do it. I love OMAs work and it was a great learning resource for me as well but i think hes not interested in developing this further. So if i find the time i might ask him if i can extend it as kind of my way to give back to this community.
  26. reaperkan

    Long time

    Hey, its been a long time since i was last online in this community, this community has given me so much that i can never repay! Well, high school and university life got me distracted so hey guys! how have you been ? Are OMA's premium assets still being pirated ?:P XD
  27. hit.gameObject.SendMessage ("ApplyDamage", Damage, SendMessageOptions.DontRequireReceiver);
  28. 1) just pass it as an argument to the method. 2) sure can but im still kinda stuck the the old GUI system just used to it 3) for me to post a complete script i would have to know your project / what your damge script looks like
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