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Everything posted by geckoo

  1. 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/
  2. 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()); } }
  3. Or take a look at this video which shows us how to create animation. Maybe you did something wrong ++
  4. 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 ++
  5. 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 ++
  6. Just here : https://www.humblebundle.com/store/shadowrun-returns-deluxe
  7. It does not disappear. In fact, your light is inside the wall. You have to adjust its position ++
  8. 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/
  9. geckoo


    I like Roll-A-Ball game. Yours seems very cool ++
  10. Screen Space. Ok. Thank you for your answer. I will set anchor at the middle ++
  11. 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
  12. 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));
  13. 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 ++
  14. This is another interesting question. Recently Steam has banned some projects because they raised issues spreading free violence, nudity, etc. Then a question rose - what is a bad content on Steam? Answer - nothing They answered to question this way - we’ve decided that the right approach is to allow everything onto the Steam Store, except for things that we decide are illegal... In fact, I understand their will - so this way they want to give people control over what kinds of content they see. But can you imagine what will be Steam in a few years, allowing everything everyone? You can read this article clicking the link below ++ https://steamed.kotaku.com/valve-says-it-will-now-allow-everything-on-steam-unles-1826612274
  15. 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
  16. 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; }
  17. 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
  18. geckoo


    Thank you for the compliment This is a puzzle game. What did you expect?
  19. No. It seems to me that this game is free forever. Others can be played for free during the week-end ++
  20. Until Tuesday https://store.steampowered.com/app/209080/Guns_of_Icarus_Online/
  21. geckoo

    Hacknet for free

    Another one? https://www.humblebundle.com/store/hacknet-deluxe
  22. https://store.steampowered.com/app/436180/Raiders_of_the_Broken_Planet/ What? Again? Another game for free. I downloaded so many free games on Steam and I don't play them... Ok ok. Now it is in my Steam library. Please stop ++ PS : this is a F2P, but they sell some DLC as campaign. For a few days, all is for free ++ https://steamcommunity.com/games/436180/announcements/detail/1648760449727865483
  23. geckoo

    Unreal for free

    Just a few words to say that Unreal Gold (1998) is free on Steam - and on GoG thursday. I guess that it could be a good news for those who like old retro FPS ++ https://store.steampowered.com/app/13250/Unreal_Gold/ https://www.gog.com/game/unreal_gold PS : I noticed many bugs, trying to play Unreal on Windows 10 64bits. We have to install an unofficial patch to fix all problems. It allows to use OpenGL or latest DirectX version. Now it works fine ++ https://www.oldunreal.com/oldunrealpatches.html
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