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Everything posted by geckoo

  1. geckoo

    Free FPS Template

    Attack of the red bloody cubes Interesting. Do you use a navmesh agent or a simple "follow player" script?
  2. geckoo

    Agar.io Kit Download Free Photon

    I guess that you are in the wrong place guy
  3. geckoo

    Bullet Penetration

    Also it could be interesting to take a look at this page about RaycastAll : https://docs.unity3d.com/ScriptReference/Physics.RaycastAll.html However I prefer the way which OcularCash quoted because you can control time, setting delay between contact ++
  4. geckoo

    Unity3D - Endless Runner Themed Game

    Nice mechanics. Maybe you could lerp quickly movement. Nice work ++
  5. geckoo

    How to do it? grenade

    Take a look at links which I shared. Each of them has its own example. If you cannot integrate them in the FPS kit, I assume that you have to learn basics firstly. It's not a reproach - we did that too ++
  6. geckoo

    How to do it? grenade

    To throw a grenade, you can instantiate an object, pressing a key - and then apply a force on its rigidbody. Using a coroutine, instantiate explosion FX after a while, destroying the previous intantiated object. Use sphereCast to apply damage inside a radius. To create a smoke grenade, there is many way to do that, but personnaly I would like to use plane and texture (always facing to player) playing with size, rotation and alpha. Maybe it could waste system ressource ++ https://docs.unity3d.com/ScriptReference/Input.GetKeyDown.html https://docs.unity3d.com/ScriptReference/Object.Instantiate.html https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html https://docs.unity3d.com/ScriptReference/WaitForSeconds.html https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html https://docs.unity3d.com/ScriptReference/Transform.LookAt.html
  7. geckoo

    Parkour Project 2018

    @Zac_ Thank you for sharing. Project that you share with us is not really useful without some adjustement and more features. It's a first step - a basic player controller, not yet a parkour game... However I guess that with more time you could do something intertesting. Show us next progres. I wish you the best developping your project. Don't give up! And please don't be offended by bad words from those that loiter sometimes here, hoping to grab free full projects
  8. geckoo

    Dust 2 Cs Go

    Stick together team
  9. Thousands of indie android devs on the brink of extinction after that Play store changes visibility algorithm rules. Sometimes ad-revenue from Google Play releases is their main source of income. So you can imagine the big problem. Nothing really clear from Google... Maybe you are struggling with the same issue. Take a look at these explaination ++ https://www.gamasutra.com/blogs/VladChetrusca/20180626/320734/ https://forum.unity.com/threads/sudden-drop-in-number-of-daily-installs-on-google-play-store.537467/
  10. geckoo

    Timer in a string

    I was searching a way to display time flowing. I did this script which creates a line decreasing with time. Put it on a text field. Useful ++ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Timer : MonoBehaviour { Text liner; string timer = "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"; bool timeFlows = true; float tmp; string[] chars = { "9", "8", "7", "6", "5", "4", "3", "2", "1", "0" }; float t = 0.1f; void Start () { tmp = timer.Length; liner = this.transform.GetComponent<Text>(); liner.color = Color.green; liner.text = timer; StartCoroutine(_timer()); } IEnumerator _timer() { if (timer.Length <= tmp * 0.33f) liner.color = Color.red; else if (timer.Length <= tmp * 0.66f) liner.color = new Color(1.0f, 0.5f, 0.0f); else liner.color = Color.green; if (timer.Length <= 1) { timeFlows = false; liner.text = "No More Time"; yield break; } int c = 0; var idx = timer.LastIndexOf("X"); do { yield return new WaitForSeconds(t); timer = timer.Substring(0, idx); timer += chars[c]; liner.text = timer; c++; } while (c < chars.Length); StartCoroutine(_timer()); } }
  11. geckoo

    Camera Animation at game start

    Or take a look at this video which shows us how to create animation. Maybe you did something wrong ++
  12. geckoo

    Camera Animation at game start

    Hello. Maybe your animation is broken. Maybe you forgot something... However you could simply at start disable player movement, its renderer, and set to null the parent of camera. Then use Vector3.Lerp to move camera in space, using too Quaternion.Lerp for rotation. When player is totally awaken, set parent again and enable renderer if it's necessary... https://docs.unity3d.com/ScriptReference/Transform.SetParent.html https://docs.unity3d.com/ScriptReference/Vector3.Lerp.html https://docs.unity3d.com/ScriptReference/Quaternion.Lerp.html I assume that Slerp could give a better animation - something more realistic ++
  13. geckoo


    Summer sale on Steam and Itch.io - Theorem is available on both these platform for less than one buck ++ https://store.steampowered.com/app/838490/Theorem/ https://geckoo1337.itch.io/theorem They said : Toast - Amazingly lovely and well thought-out puzzle game! Real - If you're into these kind of puzzle games, this one must deserves all your attention. It's a lot better than other titles of this genre like Rubek or Cubic... BlueBox - Nice puzzle game with an unusual gameplay, etc. EranKrief - ⭐⭐⭐⭐⭐ Only positive curators feedback ++
  14. geckoo

    ShadowRun for free

    Just here : https://www.humblebundle.com/store/shadowrun-returns-deluxe
  15. geckoo

    Prevent Spotlight to disappear near walls

    It does not disappear. In fact, your light is inside the wall. You have to adjust its position ++
  16. geckoo

    Layers of Fear [Free on Humble Bundle]

    Free for a limited time on Steam. Add it to your account now and keep it forever ++ https://store.steampowered.com/app/391720/Layers_of_Fear/
  17. geckoo


    I like Roll-A-Ball game. Yours seems very cool ++
  18. geckoo

    Move correctly an UI element

    Screen Space. Ok. Thank you for your answer. I will set anchor at the middle ++
  19. geckoo

    Move correctly an UI element

    Hello my dear fellas. I would like to submit you an issue with which I struggle hard today - without any good result. In my project, I use some UI elements, moving them when game is over. I create a coroutine to move UI element, but I use a Vector3 to set the destination. It works fine as expected, but when I change game resolution 16/9 for 16/10, I notice an annoying shift just with this element - a button among other texts, pictures, etc. I guess that I cannot use a Vector3 because it's a spatial 3d point and new UI uses instead anchored position. Of course, I could use an empty GO as an anchor into my canvas, but I have so many elements that I am trying to keep my project clear. Have you an idea about how I could rewrite my previous function? Thank you for your help ++ IEnumerator final(Transform tr, Vector3 dest, float waitTime, float time) { tr.gameObject.SetActive(true); tr.gameObject.SetActive(true); yield return new WaitForSeconds(waitTime); Vector2 a = tr.GetComponent<RectTransform>().position; Vector2 b = tr.GetComponent<RectTransform>().position - dest; float step = (time / (a - b).magnitude) * Time.fixedDeltaTime; float t = 0; while (t <= 1.0f) { t += step; tr.GetComponent<RectTransform>().position = Vector2.Lerp(a, b, t); yield return new WaitForEndOfFrame(); } tr.position = b; } // StartCoroutine(final(btnOK.transform, new Vector3(-8, 0, 0), 0.7f, 7.0f));
  20. geckoo

    Ziggurat for free

    Ziggurat is a little FPS with randomly dungeons and magic spells. Good stuff - and for free on GOG (no DRM) ++ https://www.gog.com/game/ziggurat Fight against carrots and turkeys if you dare
  21. geckoo

    Totally Accurate Battlegrounds FREE

    The first 100 hours after the release will be free for all and that means free forever, if you get the game before the first 100 hours end you will NOT have to pay to keep it. The 4.99$ price after the first 100 hours goes to preserving the game such as server costs etc. Interesting way to increase players count on servers. Thank you for sharing ++
  22. geckoo


    Hi my dear fellows. Today I read that GitHub is being bought by Microsoft. This news raises concern in the Open Source community. I like GitHub. It seems to me that it is the best way in order to share some source code with others or a full project in a team - and for free. Usually, when Microsoft buys something, it's always to monetize it. I cannot imagine GitHub under Microsoft license. I just hope they don’t turn it into a cheap money maker - that's a pity. What do you think about this news? Do you know an interesting alternative with a large community? https://www.theverge.com/2018/6/4/17422788/microsoft-github-acquisition-official-deal
  23. geckoo

    Number of enemies inside every wave ?

    I use this way to create waves in my game : Try to understand this part ++ // manages enemies creation according a random.value void Spawn() { var dice = Random.Range(0.0f, 1.0f); // 8% to get a monster if (dice >= 0.93f && Time.timeSinceLevelLoad >= 60.0f) { Vector3 pos = randomV3(ply.transform.position); StartCoroutine(underGround(pos)); return; } // 31% to get a spider else if (dice >= 0.62f && Time.timeSinceLevelLoad >= 20.0f) { Vector3 pos = furthestPoint(ply.transform.position); Instantiate(obj[1], pos, Quaternion.identity); return; } // 23% to get a skull else if (dice >= 0.39f) { Vector3 pos = RandomCircle(ply.transform.position + new Vector3(0, 1, 0), radius); Instantiate(obj[0], pos, Quaternion.identity); return; } // 13% to get a ram else if (dice >= 0.26f && Time.timeSinceLevelLoad >= 40.0f) { Vector3 pos = RandomCircle(ply.transform.position + new Vector3(0, 1, 0), radius); Instantiate(obj[3], pos, Quaternion.identity); return; } // 25% to get nothing else return; }
  24. geckoo

    Number of enemies inside every wave ?

    What do you want exactly? Create enemies, kill them - then create another wave or create a wave, wait a while - then create another one, etc... Try my project Abaddon and if the wave system seems to you good enough, I will share with you some tips which I used to code it ++ https://geckoo1337.itch.io/abaddon PS : to compute time since scene has started, you can use that : https://docs.unity3d.com/ScriptReference/Time-timeSinceLevelLoad.html