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gomnosano

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  • Content count

    36
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gomnosano last won the day on December 28 2017

gomnosano had the most liked content!

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About gomnosano

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  • Gender
    Male
  • Location:
    Home
  • Interests
    Bananas

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  1. E.D.E.N. Station

    Looks like something you can just slap into a puzzle game and it'll look great. Said puzzle games because of those cubes everywhere
  2. Grass by blender for unity ?

    Animate it. Though that grass looks pretty demanding.
  3. 2D Rendering Fix

    Yup, works perfectly now. Thanks!
  4. 2D Rendering Fix

    I instantiate a separate object that plays an explosion animation and gets deleted right after, but I do instantiate it with the rotation of the character! So I think that's the problem, I'll give it it's own rotation and tell you if it worked.
  5. 2D Rendering Fix

    I got almost everything working, this is the last thing I need to fix. I have an explosion that happens when the player jumps and I want that explosion to be rendered above the character (2D), but whenever the character is rotated 180 the explosion is rendered behind the player. I know I can probably do the 2 cameras thing but if I can get it to work like this it'll be nice.
  6. 2D Glitchy Movement

    Fixed it by using GetButton instead of GetKey...
  7. 2D Glitchy Movement

    Alright, so I'm working on a 2D game, I made the running and idle animations but when I press A and D really fast and then hold one of them my character doesn't play the running animation and doesn't turn around. public Animator anim; public Quaternion turn; void Start () { anim = this.GetComponent<Animator>(); } void Update() { Forward(); Back(); //Jump(); //Crouch(); } void Forward() { if (Input.GetKeyDown(KeyCode.D)) { turn.y = 0; this.transform.rotation = turn; anim.SetBool("isForwardDown", true); } if (Input.GetKeyUp(KeyCode.D)) { anim.SetBool("isForwardDown", false); } } void Back() { if (Input.GetKeyDown(KeyCode.A)) { turn.y = 180; this.transform.rotation = turn; anim.SetBool("isForwardDown", true); } if (Input.GetKeyUp(KeyCode.A)) { anim.SetBool("isForwardDown", false); } }
  8. Need help with wall jumping logic

    } else if(canWallJump == true && hit.collider == null) I think.
  9. Low-Poly M4

    Just finished this model, I want to sell it. How much do you think it's worth? Currently it's not optimized and it has around 2.3k verts. And if you have any sites to recommend where I would be able to sell the model, please do. I'm thinking about the Unity store, AssetCamp and Sketchfab. Also, don't mind the carrot-like bullets lol, they are supposed to be tracer rounds.
  10. Watch_Dogs [Free on Uplay]

    Just a copy.
  11. Godot

    I've been using Unity for about 4+ years but I feel like I still don't know the engine that well. I'm also having some trouble with the camera effects in Unity and the performance.
  12. Godot

    What are your thoughts? Do you think that switching from Unity to Godot is a good idea? The engine seems really nice but I really dislike having to learn another engine.
  13. Delirious Devon (Pre Alpha Tech Demo) Test

    I love this game, I just can't seem to find any way to progress I got like 34 coins and that was it. Thought I played it for like 30 min, it was kinda addicting, if I could progress I would have played it for much longer. I would suggest changing the boy's skin color to a standard skin color, the reddish seemed kinda off (I'm not racist I swear) and make the extended jump a little bit harder to do.
  14. Melee system that uses triggers?

    I think you can just do this void ApplyDamage() { if (other.tag == "Enemy" && isAttacking) { Shake(0.2f); other.gameObject.GetComponent<EnemyHealthManager>().HurtEnemy(damage); once = false } } Instead of OnTriggerExit but you might have the same problem with the damage being applied multiple times on one swing.
  15. Melee system that uses triggers?

    I just edited the reply. Check to see if the new one works.
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