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Showing content with the highest reputation since 05/18/2019 in Posts

  1. 2 points
    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 >.<
  2. 2 points
    @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
  3. 2 points
    In the past few weeks I've been working on this small multiplayer project, where you can basically drive and drift around the scene with others. It has no point at all but hey, I can safely say that I finally managed to figure out networking! This is a customizable, semi-realistic vehicle controller, with lightweight networking on top of it. For networking I'm using Photon. By lightweight I mean that it doesn't sync everything (like transforms and rigidbodies), only the data that I actually care about.
  4. 2 points
    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
  5. 2 points
    //drawing the Damage indicator Texture: GUI.color = new Color (1.0f, 1.0f, 1.0f, IndicatorTime); //IndicatorTime is the alpha of the color here just set it somewhere and substract Time.deltaTime each iteration of OnGUI() Vector2 vector = new Vector2 (((Screen.width / 2) - (damageIndicatorTexture.width / 2)), 0); //position of the damage Indicator texture first vlale is the x-pos (centered), //2nd the y (at the very top od the screen) GUIUtility.RotateAroundPivot (AdjustIndicator, new Vector2 ((Screen.width / 2), (Screen.height / 2))); //rotate the GUI around center. adjustIndicator is the angle by which is rotated GUI.DrawTexture (new Rect (vector.x, vector.y, damageIndicatorTexture.width, damageIndicatorTexture.height), damageIndicatorTexture); //just draw the texture now :) //for the calculation of the angle: float AdjustIndicator; Vector3 tmp = (DirectionDamage - transform.position); //tmp is the Vector from us to the Damage source tmp.y = 0; //the indicator is like a 2d top down map pointing from us to the damage source so we dont care about the y value and set it 0 tmp.Normalize(); //just sets the length of the Vector to 1, since we only care about direction and not the "strength" of the vector float GetPos = Vector3.Dot(this.transform.forward, tmp); //"For normalized vectors Dot returns 1 if they point in exactly the same direction, -1 if they point in completely opposite directions and zero if the vectors are perpendicular." //more here: https://docs.unity3d.com/ScriptReference/Vector3.Dot.html //cross product returns the vector that stands perpendicular on the plane span by out two vectors forwards and the vector to enemy, //we can now tell wheather the enemy is left or right by the side the plane is facing: if (Vector3.Cross(forward, tmp).y > 0){ //plane faces upwards (right) AdjustIndicator = (1f - GetPos) * 90; //GetPos is 1 when they both point in the same direction, so the angle wont we adjusted since (1-1)*90 = 0. //else it gets moved to the right by how unlike the vectors are }else{ //plane faces down (left) AdjustIndicator = (1f - GetPos) * -90; //same thing but for the left side. } Hope thats enough to get you started and understand it... with this you should be able to do something like what you can see in cod.
  6. 2 points
    So a little update. I just got back from vacation and dabbled in this again a little. I fixed some of the bugs including the tree leaf problem between chunks. Also added clouds and plants and a temp main menu to input seeds and swap texture packs and so on. Just wanted to show a bit bc yes, I'm not just stopping at a simple voxel terrain and calling it finished like what you normally see people doing, I will be doing the whole show just my own version of it the way I want it
  7. 1 point
    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
  8. 1 point
    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
  9. 1 point
    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
  10. 1 point
    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
  11. 1 point
    @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
  12. 1 point
    @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.
  13. 1 point
    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.
  14. 1 point
    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
  15. 1 point
    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.
  16. 1 point
    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.
  17. 1 point
    Thanks to changes in unity 2018.2 i stuck on 2018.1
  18. 1 point
    Creating objects, usually we instantiate them. Then we can destroy them after use. However it requires some resource and when many instantiated objects must be created, there is an acceptable limit before lag. To avoid wasted resource, it is recommended to use a pooling sustem which preloads those objects, setting them active and storing them for a new use. This way, we limit objects in scene, using always the same (but you have to reset them) ++ using System.Collections.Generic; using UnityEngine; public static class SimplePoolSystem { private static Dictionary<string, List<GameObject>> pool = new Dictionary<string, List<GameObject>>(); private const string nameEnding = "(Clone)"; public static void PreLoadInstances(GameObject prefab, int number, Transform parent = null) { GameObject prefabInstance; bool setParent = parent != null; for (int i = 0; i < number; i++) { prefabInstance = Instantiate(prefab); if (setParent) prefabInstance.transform.SetParent(parent); StoreInstance(prefabInstance); } } private static GameObject GetInstanceFromPool(GameObject prefab) { GameObject prefabInstance = null; List<GameObject> instancesList; if (pool.TryGetValue(GeneratePrefabInstancesName(prefab), out instancesList)) if (instancesList.Count != 0) { prefabInstance = instancesList[0]; instancesList.RemoveAt(0); } else { Debug.Log("Not enough objects have been preloaded - create a new one"); prefabInstance = Instantiate(prefab); } return prefabInstance; } public static GameObject GetInstance(GameObject prefab, Transform parent = null) { GameObject prefabInstance = GetInstanceFromPool(prefab); prefabInstance.SetActive(true); if (parent != null) prefabInstance.transform.SetParent(parent); return prefabInstance; } public static void StoreInstance(GameObject gameObjectInstance) { gameObjectInstance.gameObject.SetActive(false); List<GameObject> instancesList; if (pool.TryGetValue(gameObjectInstance.name, out instancesList)) instancesList.Add(gameObjectInstance); else { instancesList = new List<GameObject>(); instancesList.Add(gameObjectInstance); pool.Add(gameObjectInstance.name, instancesList); } } public static void Clear() { pool.Clear(); } private static GameObject Instantiate(GameObject prefab) { GameObject prefabInstance = Object.Instantiate(prefab); prefabInstance.name = GeneratePrefabInstancesName(prefab); return prefabInstance; } private static string GeneratePrefabInstancesName(GameObject prefab) { return prefab.name + nameEnding; } }
  19. 1 point
    Thanks. Work much beter than mine!
  20. 1 point
    Thank you Isaak for your interesting answer. I was a little bit disappointed by the first answer which didn't give any solid explanation - excepted a single line. Yours is more detailled and convinced me. I am trying to reach the best optimization coding my project STR!PES on which I am working. Actually it runs using a few batches (between 35/45 maximum) but I continue to find a way to go down. Finally I can reach a really low execution - enough to be playable on a old mobile device. Procedural generation and geometry in games are just fascinating. When the game is really speed with many stripes rushing on the center, I have those values in inspector ++ CPU : main 13.0 ms (at start 11.9) render thread 1.7 ms (at start 1.1) batches : 43 (at start 25 with an easy level) I noticed that I totally forgot to talk about game itself - just expanding some explanation about code. At the link below you can find my game STR!PES https://geckoo1337.itch.io/strpes
  21. 1 point
    @Erarnitox helicopter was in old version
  22. 1 point
    Theorem is an abstract relaxing 3d puzzle game in which you have to roll a cube so as to reach a goal, but one of its faces is forbidden. Each colored tile has its own behavior - you can enable/disable mecanics, teleport yourself on another place, climb up blocks, make use of impossible geometry, etc. This is my latest project which I want to share on Steam/Itch.io/Desura as a casual game for 1 or 2 bucks. Now I need a little help. I would like to share my project with someone just to try the main gameplay. So you could write a brief feedback (just a few lines, playing 15/20 minutes or more). I did 50 levels. Please, if you like solid puzzle games, send me a private message. If you don't like puzzle games, I guess that you will don't like it. Forget it. Thank you ++ https://imgur.com/a/YjRYU
  23. 1 point
    You put the OnGUI() inside the TakeDamage() function. Doesn't visual studio cry about this?
  24. 1 point
    Subscribe for more updates!!
  25. 1 point
    Omg, it's such a quest They give you game for "free", but only way to get is for free is to send it as gift? and you can't send it to yourself, right? I need tutorial...
  26. 1 point
    You can download The Sims 4 through the Origin store for free. Offer ends on 28th May https://www.origin.com/gbr/en-us/store/the-sims/the-sims-4/offer-selection Not an FPS i'm afraid, but I'm told it does have a first person mode
  27. 1 point
    hey i wrote a pretty simple tool so you can create seamless Textures from Photos in Bulk: Results are okay and the Script is in a very eraly stage but here you go: Would love it if you could help me to make it better I might upload this to GitHub soon but im not sure yet what to do with it. btw. Here are some results: input: Output: If you just want to use/test it you can download a compiled version from here: https://mega.nz/#!JcsknC5a!RU_le-qnE7Pded4pMnlHTu_87Ra1x5T1G9lnArFVT3Q Thanks for reading Would love to get feedback ^^
  28. 1 point
    TakeDamage needs to be an rpc bc all copies of the character on each client needs to know it’s taking damage, at minimum, the the client that owns that’s object does. the most common thing you see ppl doing is calling the damage rpc on all clients, checking if it isMine (the client owner), if it is, then deduct health and sync it to all clients. It’s a hair less efficient, but it works. You can also (I believe) only call the rpc on the owner and then sync the health on all clients, that way only the owner receives the initial call. Don’t know for sure but pretty sure you can it that way. But both approaches work just fine
  29. 1 point
    Interesting question. At first, I would like to say that you have to inform players that your game collects some info during process. But in the same time, there is nothing inside these user data - it's like a leaderboard but anonymous. By consequence, I don't know... If you take a look at the request from GooglePlay, we read those lines : Google Play requires developers to provide a valid privacy policy when the app requests or handles sensitive user or device information. Your app requests sensitive permissions (e.g. camera, microphone, accounts, contacts, or phone) or user data, but does not include a valid privacy policy (bla bla bla)... According what I read I think that you have not to include a privacy policy because you are not collecting sensitive user information - only a winner/looser state. However, I am not an expert in laws. The best you can do - ask them directly ++
  30. 1 point
    solved by myslef (using the second scirpt posted by me) setting kinematic to true on grab object, and use gravity to false and blocking object constraints by script when object held by player. and unfreezeing contraints and turn gravity in again when object is dropped by the player... now my grab script works fine as i want and as expected andi can integrate it in my main project template.. and have pickup, throw object rotation by button when held by the player and collision detection so when player held object and object collide with another static gameobject or with another ridigdbody gameobejct it falls.. this is to simulate contact between obejct and to prevent object flipping ,,, btw thanks again. ..for all help....
  31. 1 point
  32. 1 point
    I know I know, tons of minecraft like stuff out there but I started working on something for my 5 year old last friday. He's still loves minecraft and I couldn't find anything worth a crap that was minecraft related and vr for ios so decided to make it myself. Like I said, I only just started it a little over a week ago but a big chunk of it is already done outside of some minor glitches (like tree leaves not going where theyre supposed to go if it's on the side of another chunk). Alot of stuff has not been added like water physics (outside of drag when walking in it), no ai yet, haven't tuned in some of the algorithms for block generation, no menu or large inventory or anything yet. It does run very quickly tho so don't be afraid to use max settings, even if you are on a less than average pc But if you would like to try it in it's current state, I'll post a link below. Once it's close to being finished and before I add vr I will post the source here in the forum. (right click) to remove a block. (left click) to place a block. (q) and (e) cycles which block your holding. Mouse is currently not locked for testing reasons so watch where you click and there is no boundary barriers in place yet HERE IS THE LINK TO THE BUILD
  33. 1 point
    STR!PES is my entry for the 44th LudumDare. This is a procedural game. In my project there is only code - some procedural generation for shapes and stripes - no sprite, no prefab, no physics, no implicite value (excepted a radius PI). I optimized each part of code so as to reach the lowest execution using a simple (but efficient) pooling system and an improved implementation of coroutine. Also I use a leaderboard on-line so as to save best scores. Take a look at the video below. STR!PES is available for free on Itch.io ++
  34. 1 point
  35. 1 point
    You did well in this game. Congratulation .
  36. 1 point
    Good job on editing the animations!.
  37. 1 point
    Materialize is a stand alone tool for creating materials for use in games from images. You can create an entire material from a single image or import the textures you have and generate the textures you need. I've done a bit of testing, the generated textures (from the diffuse) were nice, and I love that you can actually see how the material will look in unity. The user interface is bad, but hey it's free. Check it out: http://www.boundingboxsoftware.com/materialize/
  38. 1 point
    Thank you for the compliment This is a puzzle game. What did you expect?
  39. 1 point
    hello guys okay? this is my script that I created a little while. the script is based on a game type fps counter stike. I hope you enjoy. #pragma strict // shoot script enum fireMode { none, semi, auto} @HideInInspector var currentMode = fireMode.semi; var firstMode = fireMode.semi; var FireSound : AudioClip; var ReloadSound : AudioClip; var outOffAmmo : AudioClip; var Anims : GameObject; var FireRate : float; private var FireToRate : float; var muzzleFlash : Renderer; var muzzleLight : Light; var bullets : int; var bulletspm : int; var ReloadTime : float; private var isFire : boolean; private var Reloading : boolean; private var playing : boolean; var weaponCamera : GameObject; var mainCamera : GameObject; var skinWeapon : GUISkin; var layerMask : LayerMask; var damage : int = 50; var range : float = 250.0; var force : float = 200.0; static var triggerTime : float = 10.0; var hole : GameObject; function Start () { FireToRate = 0; muzzleFlash.enabled = false; muzzleLight.enabled = false; weaponCamera = GameObject.FindWithTag("WeaponCamera"); mainCamera = GameObject.FindWithTag("MainCamera"); currentMode = firstMode; } function Update () { FireToRate += Time.deltaTime; if(Input.GetButton("Fire1") && currentMode == fireMode.auto){ Fire(); } if(Input.GetButtonDown("Fire1")&& currentMode == fireMode.semi){ Fire(); } if(Input.GetKeyDown("r") && Reloading == false){ Reload(); } } function Fire(){ if(bullets <= 0){ OutOfAmmo(); } if(bullets > 0 && Reloading == false){ if(FireToRate > FireRate){ var direction = gameObject.transform.TransformDirection(Vector3(Random.Range(-0.01, 0.01) * triggerTime, Random.Range(-0.01, 0.01) * triggerTime,1)); var hit : RaycastHit; var position = transform.parent.position; if (Physics.Raycast(position, direction, hit, range, layerMask.value)) { var contact = hit.point; var rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); if (hit.rigidbody){ hit.rigidbody.AddForceAtPosition(force * direction, hit.point); } if (hit.transform.tag == "Untagged" || hit.transform.tag == "Concrete" || hit.transform.tag == "EnemyMutant"|| hit.transform.tag == "Enemy"|| hit.transform.tag == "Metal"|| hit.transform.tag == "Dirt"|| hit.transform.tag == "Wood") { var default1 = Instantiate (hole, contact, rotation) as GameObject; hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); default1.transform.parent = hit.transform; } } Anims.animation.Rewind("Fire"); Anims.animation.Play("Fire"); PlayAudioClip(FireSound, transform.position, 0.7); bullets--; FireToRate = 0; muzzleFlash.enabled = true; muzzleLight.enabled = true; yield WaitForSeconds(0.05f); muzzleFlash.enabled = false; muzzleLight.enabled = false; } } } function Reload(){ if(bullets < bulletspm){ Reloading = true; isFire = false; Anims.animation.Play("Reload"); audio.clip = ReloadSound; audio.Play(); yield WaitForSeconds(ReloadTime); bullets = bulletspm; isFire = true; Reloading = false; } } function PlayAudioClip (clip : AudioClip, position : Vector3, volume : float) { var go = new GameObject ("Bala som"); go.transform.position = position; var source : AudioSource = go.AddComponent (AudioSource); source.clip = clip; source.volume = volume; source.pitch = Random.Range(0.95,1.05); source.Play (); Destroy (go, clip.length); return source; } function OutOfAmmo(){ if(Reloading == false && playing == false){ playing = true; PlayAudioClip(outOffAmmo, transform.position, 0.7); yield WaitForSeconds(1); playing = false; } } function OnGUI(){ GUI.skin = skinWeapon; // var style1 = skinWeapon.customStyles[4]; GUI.Label (Rect(1040, Screen.height - 50,70,60)," Muniçao :"); GUI.Label (Rect(1120, Screen.height - 50,60,60),"" + bullets); }
  40. 1 point
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  42. 1 point
    The FPSKIT Multiplayer v1.2_0.3MP A biiiiiiiiiiiiiiiiiiiiiiiiig update for everyone. Tutorial about how to add a weapon coming out soon. A Serverlist! A Chat! Killmessages! shooting over network works You have a server list your own playername, level and total score (works over playerprefs) a chat kill messages in chat join message in chat cars and helicopter do now work but you cannot be seen driving on the network i uploaded it on Mega DOWNLOAD GAME(Windows only): https://mega.co.nz/#!2M43SRYa!TLbMb0Ha8bLXebEjMUcdjBzGD7BMWn10iZWGYmzKCGE DOWNLOAD SOURCE: https://mega.co.nz/#!2EQjhKDY!PBDpj0fd7PsuZuarxC4lnBphfZYt3_LwVy7DdO_vn6A WEBPLAYER DEMO: -uploading- extra controlls: G - Spawns a Zombie H - Spawns a Beast J - Spawns a Giant Beast V - Removes all enemys spawned and death how to edit the player? the player is in the root of the project as a prefab. insert it into the scene. edit it and press in the root of the player on apply in the inspector. if youre finished, remove the player from the scene. You need Unity 4 to edit the project. If you make the game public, you have to credit me(pokeyoshi3) or pixel studios(my team). old release: Want to support me for free? click here: http://adf.ly/1c4eR (click on skip ad, you will be redirected to my Youtube channel)
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