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Everything posted by V3ndetta

  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.
  15. That will need some serious optimization, hand it over to Ubisoft.
  16. We need to make a waterfall that will be placed in a fantasy/medieval world scene, but simple particle systems did not work well in achieving a continuous waterfall with an unintrerrupted flow. The second option I thought of is using a normal map offset changing script over it's texture to give that flow effect but I don't know how effective that would look since the waterfall is huge, and it is seen from a distance. I am not at all good at shader writing, but if there is a solution someone has used to achieve something similar I'd gladly try it. http://williamchyr.com/tag/waterfall/
  17. Thanks, as I mentioned, I usually post my scripts when I manage to accomplish a task even though I've never done it in code, so if you are making a space game I advise you modify the code I provided, not only because you will learn more but also because I can make mistakes that will impact performance depending on your target device/s.
  18. This is the final version(by final I mean the version containing nothing else than the necessary features required for our own project) of my simple starfield generator. The generator does not support box shape types or custom meshes, being made to be used mainly for sphere and hemisphere(shell emission or otherwise) types. Feel free to use it as you will in your projects, commercial or otherwise. You are not required to give credit to me, but of course, if you find good use of it, it would be nice. This was created to be used generally with Unity 5's procedural skybox, to make up for a nice fantasy looking cold night in some scenes. However, since I have no shader writing knowledge good enough to do something similar(yet!), I decided to make it a particle system. So if you wish to use it on Unity's procedural skybox, make sure to include a subtle bloom effect in case you use stars with a variety of colors(set the color palette on the particle system, do not change anything else). I know most members here are probably in no need for such thing, but new members may find it useful and help them learn more about how unity works. Usage: As described, if you want to use different star colors, make sure to set the color palette/grandient in the particle system's field, you are not required to change anything else. -If you accidentally get an unsatisfying result, re-read the first part of the post. If you have any questions I will gladly try and answer them. using System.Collections; using System.Collections.Generic; using UnityEngine; public class StarField : MonoBehaviour { public ParticleSystem StarEmiter; //The particle system that will act as the star field public int MaxStars; //Maximum number of stars to be created public int FieldRadius; //How big should the field be? public float MinimumStarSize; //The smallest allowed star size public float MaximumStarSize; //The biggest allowed star size public ParticleSystemShapeType StarFieldShape; //Drop down menu containing types of particle system shapes void Start() { //WARNING DISPLAY Debug.LogWarning("Box shape Particle System types are not currently supported!,neither are custom meshes or cones"); //Prepare Default Particle System Variables for star field generation StarEmiter.loop = true; var mainModule = StarEmiter.main; mainModule.prewarm = true; mainModule.startSpeed = 0; mainModule.simulationSpace = ParticleSystemSimulationSpace.Local; mainModule.startLifetime = 1000000; var shapeModule = StarEmiter.shape; shapeModule.shapeType = StarFieldShape; //Star field variables StarEmiter.maxParticles = MaxStars; var shape = StarEmiter.shape; shape.radius = FieldRadius; mainModule.startSize = new ParticleSystem.MinMaxCurve(MinimumStarSize, MaximumStarSize); //EMIT StarEmiter.Emit(MaxStars); } } For references visit: https://docs.unity3d.com/ScriptReference/ParticleSystem.html ScreenShots: https://www.dropbox.com/s/jpdrxsk6hvnakgy/Screenshot 2017-03-31 01.22.57.png?dl=0 https://www.dropbox.com/s/lqly19iq5l9sz26/Screenshot 2017-03-31 01.24.02.png?dl=0 Warning: Do not use more than 500 000 stars count, keep it 100 000 or below for budget machines, and <10 000 for weaker machines, and try to compensate for the amount with variety of size.
  19. Sorry to shatter your dreams, but performance, content quality, and if there is game saving) on such a huge terrain, considering it has let's say, 300 AI driven npc's/animals/zombies/whatever, will be no child's play to balance these issues. Unless you have a well formed team of experienced people in every needed field to fill such a huge world with quality and innovation, I recomend you go small, maybe explore new art styles, and make a worthy indie game, instead of getting started on this and tossing it after 2 months, leaving not only yourself mentally broken, but also your team disappointed. Because in order to make a project of this size, you most likely would go in as an experienced programmer(in my case), not as a brave amateur.
  20. So the first link's "Emission Module" name now makes sense. I never knew the particle system was split up like this. Many thanks!
  21. I have done that one, but what I am trying to do is to change the start particle size which is set to a constant with a min and a max value from my script. Following it as an example. The link shows how to change the emission rate, but I could not find a way for the start size yet.
  22. I am making a procedural starfield generator, and even though it's possible to set needed values already in the particle system's inspector fields, the artist who will use these has very little engine knowledge, and I'd like to have all changeable values done from the script, so he can just drag and drop my code and set it's values to make the field. However, I can not seem to be able to access my particle system's start size min and max values, and I could find no answers regarding this. If anyone knows how this value can be accessed, help is greatly appreciated. using System.Collections; using System.Collections.Generic; using UnityEngine; public class StarField : MonoBehaviour { public ParticleSystem StarEmiter; public int MaxStars; public int FieldRadius; public int min; public int max; void Start() { //Star field variables StarEmiter.maxParticles = MaxStars; var shape = StarEmiter.shape; shape.radius = FieldRadius; var SizeConstant = new ParticleSystem.MinMaxCurve(StarEmiter.startSize,StarEmiter.startSize); var NewConstant = new ParticleSystem.MinMaxCurve(min, max); SizeConstant = NewConstant; //EMIT StarEmiter.Emit(MaxStars); } } When declaring the SizeConstant variable, I cannot modify the min and max of my particle system's values, so I just added the same line twice, in hopes to find a reference to it, but to no avail.
  23. Thanks for enlightening me, I finally understand the way to do it.
  24. Working on my portofolio, trying to make procedural generation systems, but I have run into the following problem: I need to divide x and z coordinates of my floor size to keep my spawned items inside it's limit, but this will result items being only spawned in one 4th of the plane(the floor), negative coordinates being ignored. I think I could overcome this problem by making a second for statement for the negative x and z axes, but I was wondering if anyone who has done something similar knows if there another way I should use in this case? using UnityEngine; using System.Collections; public class Generator : MonoBehaviour { public Vector3 Origin; public GameObject Plane; public GameObject Obstacle; public float RoomSizeX; public float RoomSizeZ; public float ObstaclesNumber; protected Vector3 ObstacleLimits; protected Vector3 FloorLimits; void Generate() { //CREATE FLOOR var floor= Instantiate(Plane, Origin, Quaternion.identity) as GameObject; floor.transform.localScale = new Vector3(RoomSizeX, 1, RoomSizeZ); for(int i = 0; i < ObstaclesNumber; i++) { var RandomX = Random.Range(FloorLimits.x-FloorLimits.x +1, FloorLimits.x); var RandomZ = Random.Range(FloorLimits.z - FloorLimits.z + Origin.y+Obstacle.transform.localScale.y/2, FloorLimits.z); var RandomizedVector = new Vector3(RandomX, Origin.y+Obstacle.transform.localScale.y/2, RandomZ); Instantiate(Obstacle,RandomizedVector, Quaternion.identity); } } void Start() { var floorvar=GameObject.FindGameObjectsWithTag("Floor"); var floorLimits = new Vector3(RoomSizeX * 10/2,1,RoomSizeZ*10/2); print(floorLimits); FloorLimits = floorLimits; Generate(); } } Thanks in advance.
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