Jump to content
This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.


  • Content Count

  • Joined

  • Last visited

  • Days Won


gomnosano last won the day on December 28 2017

gomnosano had the most liked content!

Community Reputation

15 Good

1 Follower

About gomnosano

  • Rank
  • Birthday 09/16/1999

Profile Information

  • Gender
  • Location:
  • Interests

Recent Profile Visitors

480 profile views
  1. gomnosano


    I was just in a team for Ludum Dare 41, we decided to go with Godot which was a mistake. The engine has optimization issues. It is a powerful engine but it needs a lot of work still. Here's our game: https://ldjam.com/events/ludum-dare/41/way-out
  2. Looks like something you can just slap into a puzzle game and it'll look great. Said puzzle games because of those cubes everywhere
  3. Animate it. Though that grass looks pretty demanding.
  4. Yup, works perfectly now. Thanks!
  5. 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.
  6. gomnosano

    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.
  7. Fixed it by using GetButton instead of GetKey...
  8. 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); } }
  9. } else if(canWallJump == true && hit.collider == null) I think.
  10. gomnosano

    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.
  11. gomnosano


    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. gomnosano


    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. 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.
  14. I just edited the reply. Check to see if the new one works.
  • Create New...