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Everything posted by Johannes

  1. Can you share the coding? Its hard to understand otherwise.
  2. I think he means recommendations for games to play as an example.
  3. Johannes


    Im glad you are looking forward to it Ive invested way too much time and money in the project for me to cancel it, I will definitely release it, probably by end of December this year.
  4. Johannes


    Youd have to talk to her about it although I doubt shell be able to take free work at the moment.
  5. Johannes


    The level design and modeling are done by me, and the concept art is done by Paulina Juźwin. Thanks! I hope people will like it too
  6. Glad you like it, have fun
  7. Johannes

    Game compression ?

    As for the materials, it wont impact the game's size too much, they are very small, especially after build. Its more a performance thing. Share a screenshot of your inspector in the unity editor, I want to see your file structure. Also, be sure to remove the alpha channels from your albedo/diffuse maps if you aren't using translucent shaders. You can do this by saving the textures as any format that doesn't support and A channel, so there's no transparent channel, such as jpg.
  8. Johannes

    Game compression ?

    Where to start... a Texture in Unity doesn't go higher than the actual resolution of the texture in the inspector. So you dont have to worry about locking the size unless you go lower than the actual resolution. If you want to drastically decrease the size of the textures set them lower in size and change the filtering mode. So, looking at that texture it doesn't even look like you need any texture detail, consider using material color. If you insist on having albedo/diffuse detail you might consider using a single atlas to save on batching performance, as materials that are shared batches those GameObjects together. Other than that be sure to mark all non movable GameObjects as static for occlusion and navigation. There are more ways to increase these savings based on the type of shader you are using and how that shader uses the lighting in the scene. For instance, is it diffuse only or does it support additional maps? Using more than 1 material on a GameObject is never advised, to put it simply, for every new material the gpu has to run another drawcall, so the less you have the better. If these dont assist much please share your file hierarchy so that we can check whether we can sort it better in order to accompany performance gain/size reduction.
  9. Johannes


    A Throwback to the roots of classic first person shooting Think back to a time when military shooters were so dominant and important in your gaming schedule, what made them so good? It's simple, They were fun! No boats, tanks or jets to do your work for you - keep those boots on the ground! You are a soldier, you have your guns, your body and most vitally your mettle! Head out, Grunt! With a distinctly historical arsenal made available to you, you can choose to play any way you want. A selection of the weaponry also contains attachments that were either in use on the field or being tested at the time, giving you lots of options! Unlock more guns as you progress through the ranks to become the ultimate foot-soldier! Come sun, rain or snow in darkness or light, war will rage on! What's the forecast? You choose! You can play in clear, rainy or snowy settings in Grunt1914. These selections have a distinct effect on the maps you choose to fight on, as the visibility and controls adapt to the weather cycle at play! As the fog fills the air and the snow piles will you be able to hold your nerve and take that perfect shot? Time will tell! The Axis vs the Allies, blood will flow! It's the classic story as we've heard it told many times before, the story of brutality and fear, yet also victory and brave hearts! You can play as either a soldier from the Axis alignment, or the Allies confederation. Take up arms in Deathmatch, Team Deathmatch and Gun-Game modes as you rush to be proclaimed the victor above all others! Bordered arenas with tons of tricks and turns Do not desert the battle soldier! Grunt1914 features eight distinct and robust maps to explore and seek triumph in! These are all based on real life locations from novel and peculiar theaters of war of that historical time. Each map features certain unique traits and areas to uncover and unravel, as you make your way through deserts, forests, tombs, military bases, underground hospitals, towns and many more rare areas! Skill above all else There are no power-ups or buffs to help you here, no powers or special treatments to be had. Only one thing matters in Grunt1914, your tactics! How you react and the way you play will decide your fate! There are no vehicles or mounts to save you! Your skill is all you have here! Are you a sniper that favorites long range kills, are you a run and gun heavy grunt or are you sneaky silencer type? You can be any class you want, as long as you can survive! The nostalgia of a classic interface Brave the harsh battlefields and arenas with a compass and map in hand, use those senses to locate enemies on the field! All of these are neatly laid out and visible to you at all times, exactly when and where you will need them! Use these tools to your advantage to turn the tide and become the victor when all seems lost! About the developer Aligned Games© was started by me, Johannes Christiaan Nienaber in 2013 as a video-game development studio. At that time I focused on the creation of smaller scale games, but have since moved into developing bigger and better games. I run the studio myself and as such all of its associated video-game are my sole creations. Grunt1914 is my first foray into the PC gaming market. Please contact me through the studio's website if you have any queries or questions, you can do so at - https://alignedgames.com/ Other social links : Steam : https://store.steampowered.com/app/1059040 Discord : https://discord.gg/Tc5b7D9 Facebook : https://www.facebook.com/Grunt1914/ Twitter : https://twitter.com/grunt1914 IndieDB : https://www.indiedb.com/games/grunt1914 Youtube : https://www.youtube.com/channel/UCKfm34iEuHrFCduvV4OZpag Concept art : Screenshots :
  10. Sorry for taking so long! I finished the model and completely forgot to upload it! Here you go : https://sketchfab.com/models/1b1bc15cd5894a5784e1d423fe0b93bc If anyone else wants to download it they are free to also.
  11. I hope you dont mind. I downloaded the model and thought wow, this is cool, I wonder how it would look with a few realistic textures. So I unwrapped it, textured it and baked extra textures for it. Heres the end result, whole thing took about 2 hours : https://gyazo.com/aca7cf5e4da7b0f70c212db0f2d06e6a https://gyazo.com/7a98e721193da5f3033605f16b861b9a https://gyazo.com/268b5dba2a2ca84fae55eae2fa819de2 It has a 2K version of each : - Diffuse - Normal - Filtered Bormal - Ambient Occlusion Again, @OcularCash I hope you dont mind! Just having some fun If anyone wants to download this version : https://drive.google.com/open?id=0Byf1VOz3T7HRNDNDbkU3dzdfRzg
  12. @WizardZombie1 You seem like a nice kid. Ill do the horse for you. Ill do it somewhere over the weekend. It'll have Diffuse, Normal and Ambient Occlusion textures and ill rig it for you. I know of some horse animations on the asset store to get you started, ill set it up.
  13. It really depends on the target niche. There are those who prefer 3D but doing this right can be taxing and requires a lot of work and time. Then, there are those who prefer 2D, which arguably is the easier approach. Both have a variety of styles that can work for them, I think you have to take a look at the options and then make a decision.
  14. I have a collectors set of cards from the 2002 Soccer World Cup ,its worth quite a bit I'm told. Should probably frame it. Other than that I have one normal cards deck that we bust out on holidays.
  15. @DaBossTMR Sounds good, I've sent you a pm on the subject
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