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V3ndetta last won the day on November 14 2018

V3ndetta had the most liked content!

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About V3ndetta

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  • Birthday 09/06/1999

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  1. I am going along quite nicely with my project, and besides making sure I make a bug free game, I also put a heavy emphasis on lighting and environment. All the assets you see were made from 0, by me.
  2. I am going along quite well with my project however I cannot decide on which look is more creepy. It is a horror game, somewhat open world. It has quite a lot of depth(will have). What do you think, which of these looks is more pleasing to a horror zombie killing maythem, where crazed screaming block enemies try to rip your head off and drag you into the darkness??:) https://imgur.com/a/Y4XNt I am trying to truly make the player dump their pants. However even though the pixellized look helps at that, it can make the environment look dumbed down. What do you think?
  3. Thank you for all the answers. As for critique, I do not really care, since I am doing this from the ground up. As for the models, sure, if you don't mind that I might not use them for now since I am trying to do everything from the ground up.
  4. It's generally right to say that you cannot copyright a block head character imo.
  5. https://forum.unity.com/threads/copyrighted-or-not.385753/
  6. Hello Armedunity community, I am working on a project that I'd like to make some pocket money out of, at least. However, given my little time and moderate skill in 3D modeling, I decided to stick to a low poly style. I am ready to animate the intro cutscenes and program the enemies, however, I am worried that Mojang might have problems with the way my charaters look. I've tried to message them but they did not answer yet. This is how a character looks. Does anyone have any answers regarding this problem? I am confused. Thank you in advance.
  7. Hello there, it has been quite some time since I had worked with unity since this year I am going to graduate, and I am in a situation where I could use some money so I decided to dedicate part of my free time on creating something that I can make money out of. Long story short, I got the idea, the little time, and I also had the programming knowledge that now has became quite dusty. I am trying to create a very very basic flight script that allows me to test navigate around the map for now, and I've hit the following issue: My bird does turn, however If I am moving in a certain direction and change my bird's rotation, the direction stays the same. I am sorry if I am spamming the forum since this question has been answered thousands of times, but If I don't figure this out today I am in trouble. using System.Collections; using System.Collections.Generic; using UnityEngine; public class Flight : MonoBehaviour { public float ForwardSpeed; public float RotateAmount; public Rigidbody Bird; void Control() { if (Input.GetKey(KeyCode.W)) { Bird.velocity = new Vector3(0, 0, ForwardSpeed); } if (Input.GetKey(KeyCode.S)) { Bird.velocity = new Vector3(0, 0, -ForwardSpeed); } if (Input.GetKey(KeyCode.Space)){ Bird.velocity = new Vector3(0, ForwardSpeed, 0); } if (Input.GetKeyDown(KeyCode.D)) { Bird.velocity= new Vector3(ForwardSpeed,0,0); } if (Input.GetKeyDown(KeyCode.A)) { Bird.velocity = new Vector3(-ForwardSpeed, 0, 0); } if (Input.GetKey(KeyCode.RightArrow)) { Bird.transform.Rotate(Vector3.right * RotateAmount, Space.Self); } if (Input.GetKey(KeyCode.LeftArrow)) { Bird.transform.Rotate(Vector3.left * RotateAmount, Space.Self); } if (Input.GetKey(KeyCode.DownArrow)) { Bird.transform.Rotate(Vector3.up * RotateAmount, Space.Self); } if (Input.GetKey(KeyCode.UpArrow)) { Bird.transform.Rotate(Vector3.down * RotateAmount,Space.Self); } } // Use this for initialization void Start() { } // Update is called once per frame void Update() { Control(); } }
  8. Maybe a for loop with the char array which you split into 2(or more) parts, then show the first one, the "-", and the second part. Use the array length to determine how you want to split it.
  9. I have made a low poly character model I need to animate , rigged, exported, imported, etc.. . No matter if I attach the animation to the character, to the armature, or the bone itself, everytime I want to edit a frame(position, for making idle animation) both the bone and the Game Object that holds everything is selected for no reason: https://www.dropbox.com/s/3s3ayfogoaxn44c/Screenshot 2017-05-18 22.23.05.png?dl=0 . I can clearly remember this was a nonexistent issue in past versions of unity, either I did find a fix but I don't remember it. Thanks in advance.
  10. Please, take a deep breath and look over your project again. There is a lack of almost everything(except bugs) . Alright, you want to do something different, but even if you do not try to associate your game with any other out there, it cannot be a courtain to hide the lack of experience and dedication towards it. Generally talking the graphics are messy. I can probably associate it with one of the old console games, and no that's not a problem, but the way you present the things is: The world lacks any detail. I actually like the style it's trying to present, it ends up like a mixed bag of someone doing a 5 hr marathon with little experience in hopes to build the next big million dollar game. First of all, if you truly wanted to make a million dollar game, you wold have atleast have the decency to write a long, well structured and split post explaining everything from A to Z people would like to know, and not "post some images later". I do not know at this point if this is a sign of laziness, or very, very strong lack of experience. You won't make a ton of money by just throwing some stuff together and then asking for a team like you would be the next big title developer that will get rich and be full of money without hard work. Most of us here worked for years, from one role to all, trying to fill their portofolios/made games on jams to advance, etc... . Deal with the fact that this cannot be done like magic. It needs work, much work, suffering, learning, perseverence, coming home every day to do your project for hours and keep going until the end. In my opinion, you are trying to reject the fact that you clearly need more experience before going to form a team and sell a game. Yes it might work, your project might make it to one million on steam probably if marketed and presented well, but not in any case will it be anything of valor with your current mentality and skillset towards it. I recomend you learn more of Unity. Learn your role as a team member, and do it well, as well as you can. Then, get back to your game, and finish it if you still feel like it. And no, the smile gun does not exactly look well compared to big budget titles, it makes me feel like I am at a gigolo meeting with people wearing only leopard and neon colored clothes. So take your time, and do it right, because no matter how hard you tell people your idea is good, they will not listen, when even the blind can see how much your currently presenented prototype lacks. No offense, but I had to say it for you to understand we are not just a bunch of haters gathered bashing people, we speak from facts and experience.
  11. V3ndetta

    xamarin studio

  12. These are some of the main problems with your post: -Want to coordinate a team of 10 people, but only shows screenshots. Have some decency. -Shooter game, with 11 required team members. Do I need to write more on this line? -Nothing innovative , there are enough multiplayer shooter games. You shouldn't add to the trashpile. Instead try to have something new if you are going this way. But it's more probable boredom or failure will end this. -Again, as some members said, this is a "must learn by try" lesson most of us go through. -The screenshots and other you show are well, sorry to say, generic. Very generic. If you do not try to bring something new, atleast pay attention to detail in my opinion.
  13. I have a peasant patrol script that moves between points, and once he finished moving to the last point(index) in the array he needs to go backwards, so doing a for loop and setting the values to decrease after each time the peasant arrives at an index point seems to be the way to do it, however I don't know how should I handle the looping backwards of the function. Should I use a try and catch, to go from the highest index point towards the lowest, and inside that another catch going towards the highest value again, or is there a better method I can use? I also thought of checking to what index the peasant moves, and when it arrives, if it's the last one in the array, loop backwards. Thanks in advance. using System.Collections; using System.Collections.Generic; using UnityEngine; public class PeasantWander : MonoBehaviour { public GameObject Peasant; public Transform[] Targets; public int TargetIndex = 0; [HideInInspector] public Vector3 ArrivalPoint; IEnumerator doWander() { while (true) { yield return new WaitForSeconds(0); Peasant.transform.position = Vector3.MoveTowards(Peasant.transform.position, Targets[TargetIndex].position, 3 * Time.deltaTime); ArrivalPoint = new Vector3(Targets[TargetIndex].transform.position.x, Peasant.transform.position.y, Targets[TargetIndex].transform.position.z); for (int i = 0; i < Targets.Length; i++) { if (Vector3.Distance(Peasant.transform.position, Targets[TargetIndex].position) < 0.1) { TargetIndex += 1; StartCoroutine(doWander()); print("Target Index is now:" + TargetIndex); } } } } void Start() { StartCoroutine( doWander()); } }
  14. Thanks for the answers, I will give these methods a try as soon as I can.
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