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Everything posted by geckoo

  1. geckoo


    I like Roll-A-Ball game. Yours seems very cool ++
  2. Screen Space. Ok. Thank you for your answer. I will set anchor at the middle ++
  3. 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
  4. 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));
  5. 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 ++
  6. 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
  7. 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
  8. 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; }
  9. 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
  10. geckoo


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

    Hacknet for free

    Another one? https://www.humblebundle.com/store/hacknet-deluxe
  14. 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
  15. 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
  16. geckoo


    To add enemies, import your prefab using legacy animations or a model which has been rigged. I recommand to use second way - you could create your own tree using mecanim. Before, you have to create a ragdoll and a controller. Add a NavMeshAgent and set your player as target for your NavMeshAgent. Now enemies follow you tring to kill you like zombies could do. Enemy velocity could be an interesting point to start or stop walk/run animation. Use the new UI to create a canvas and a text zone with score. When you kill an enemy (RaycastHit) increase integer value ++, instantiate the ragdoll and destroy previous prefab. Respectfully I guess that you don't understand anything about my explanation. Before all, learn basical tutorials. I wish you the best ++ https://unity3d.com/fr/learn/tutorials
  17. I hope that you will change name of your project I wish you the best developing your project ++
  18. Quickly- I have no time today - it could be interesting for you to read some articles which have been written by Alan Zuconni about procedural animation. https://www.alanzucconi.com/2017/04/17/procedural-animations/
  19. Good stuf. However (but it's no a criticism) I saw many many tutorials on web, but no one continues after a few video. Always the same explanations, but nothing to create something really interesting. I hope that you will correct me because I am wrong
  20. I saw this tweet recently, but I thought that it was a demo on UE. Great animations ++
  21. It reminds me time when hackers was reading some source code to find vulnerabilities. Interesting way ++
  22. Cool explaination. Thanks. About muzzle flash, you can simply add - if (muzzleFlash != null) muzzleFlash.Play(); This way newbies can use your script without any addding...
  23. @jony12 what are you doing here? If you have a request, create your own thread ++
  24. geckoo

    Unity Forge

    Salut MyIsaak. Thank you for your large and interesting explanation. I have no clue about how to code a network library, but I would like to know more. Any link?
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