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    Saturday, December 19, 2020

    Screenshot Saturday #516 - Fine Sheen

    Screenshot Saturday #516 - Fine Sheen


    Screenshot Saturday #516 - Fine Sheen

    Posted: 18 Dec 2020 08:55 PM PST

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    Previous Screenshot Saturdays


    Bonus question: What is your favorite boss fight/encounter?

    submitted by /u/Sexual_Lettuce
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    Free Pixel Weapon pack. Sword ( link in comments)

    Posted: 18 Dec 2020 11:15 PM PST

    Bevy 0.4: a data oriented game engine built in Rust

    Posted: 19 Dec 2020 11:57 AM PST

    Designing a "narrative rogue lite" | Developer log on Fireside

    Posted: 19 Dec 2020 09:10 AM PST

    I find it really boring doing beginner projects

    Posted: 19 Dec 2020 11:55 AM PST

    So basically I'm very little experienced (messed around in UE and have done algorithm type things to practice my basic variables, functions and loops but little experience with OOP) I would like to start making games in either UE but feel Godot may be better to actually learn more technically let me know if I'm wrong?

    But I feel like any ideas I have for games are too ambitious, but most 'beginner' projects seem really boring to me like platformers and such and I don't like the idea of using premade assets. Don't get me wrong I understand they're useful as a beginner as it allows you to jump in to actually creating the game straight away but for me things like this seem to just suck my passion and creativity out of it, meaning I have little motivation to do it.

    I'm not against either of these things 100% if anyone has any suggestions that would allow to to feel more as if it is my own project I have an open mind.

    Thank you for reading if you can leave any ideas to get around this it would be greatly appreciated thanks! :)

    submitted by /u/Jackhall18m
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    can some one help me understand what am i missing?

    Posted: 19 Dec 2020 10:56 AM PST

    can some one help me understand what am i missing?

    Hello, i am trying to achieve in unity VR a character model that is mimicking the player moves using inverse kinematics.

    The goal i am trying to reach looks like so:

    https://i.redd.it/1b4tkwh7x6661.gif

    This footage comes from a youtubers Valem videos. I followed his tutorial to programming a VR body IK system that look like this:

    using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class VRMap { public Transform vrTarget; public Transform rigTarget; public Vector3 trackingPositionOffset; public Vector3 trackingRotationOffset; public void Map() { rigTarget.position = vrTarget.TransformPoint(trackingPositionOffset); rigTarget.rotation = vrTarget.rotation * Quaternion.Euler(trackingRotationOffset); } } public class VRRig : MonoBehaviour { [Range(0,1)] public float turnSmoothness = 1; public VRMap head; public VRMap leftHand; public VRMap rightHand; public Transform headConstraint; private Vector3 headBodyOffest; void Start() { headBodyOffest = transform.position - headConstraint.position; } void FixedUpdate() { transform.position = headConstraint.position + headBodyOffest; transform.forward = Vector3.Lerp(transform.forward, Vector3.ProjectOnPlane(headConstraint.up,Vector3.up).normalized, turnSmoothness); head.Map(); leftHand.Map(); rightHand.Map(); } } 

    From some Reddit sugestions i tried somhow to get the local position of the controllers and copy it to diferent model with an IK system. And ive managed to get some sort of movement replication on the separate model:

    lol

    As one can see, it not close at all. But the arms are moving and the head is turning.

    I dont know how could this be done better at the moment, or what i could be missing.

    The code on the separate model looks like so:

    using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class VRMmap { public Transform VrTarget; public Transform RigTarget; public Vector3 TrackingPositionOffset; public Vector3 TrackingRotationOffset; public void Mmap() { RigTarget.localPosition = VrTarget.localPosition; RigTarget.rotation = VrTarget.localRotation * Quaternion.Euler(TrackingRotationOffset); } } public class vrig2 : MonoBehaviour { [Range(0, 1)] public float turnSmoothness = 1; public VRMmap head; public VRMmap leftHand; public VRMmap rightHand; public Transform headConstraint; public Vector3 headBodyOffest; void Start() { headBodyOffest = headConstraint.position; } void FixedUpdate() { transform.rotation = Vector3.Lerp(transform.forward, Vector3.ProjectOnPlane(headConstraint.up, Vector3.up).normalized, turnSmoothness); head.Mmap(); leftHand.Mmap(); rightHand.Mmap(); } } 

    It obvious that im just trying to modify the original script, but i think by applying a local position on certain values might get the right result.

    Additional context: the code makes this panel appear in the inspector window

    https://preview.redd.it/modagj1kx6661.png?width=568&format=png&auto=webp&s=309f1fe4c7be7151a31d5f29a720d9b4b7d0571b

    Any suggestions?

    Thank you.

    submitted by /u/Sergetojas
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    Advices on multiplayer implementation

    Posted: 19 Dec 2020 07:45 AM PST

    I am developing a top down shooter and my singleplayer is pratically finished so now I want to move on to develop multiplayer but I have some questions and I am seeking for some advices.

    In my game a match is constituted by a character(two in a multiplayer match) , monsters, projectiles, boosts and spawn points.

    Here is my initial solution:

    Characters- Send to the game server my character(position, if it´s dead or not,currentHealth,etc) and receive the other player character from the server. Thinking about using UDP because I want real time positions

    Monsters- Have the server generate a seed and share with both players. This way the "random" generated monsters will be the same for both players.

    Monsters movement- The monster will move towards the closest character. In case of the tie in the distances it will move to the middle of the two characters.

    Projectiles- When a player clicks the left button to shoot a projectile, the input is sent to the server. This means that the projectiles list would be instanciated in the server and both players will have to get it from it. 99% sure I will use UDP because a lost projectile wouldn´t have a major impact on the match.

    Boosts- Probably the same strategy as the monsters. Pretty sure I will be using TCP because if the boost doesn´t spawn in that round it completely alters the match.

    I am looking for critics to the strategies I am planning to implement as well as some advices

    submitted by /u/fabiopires10
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    How viable is indie-VR dev economically?

    Posted: 19 Dec 2020 05:42 AM PST

    Howdy folks,

    I'm curious how viable the indie-VR market is, especially after the boost in headset sales from HLVR. Is it viable for a small studio (1-3 indie devs working part time) to build and ship something that sells well? It does seem that 'big piece of a small pie' makes the VR market attractive.

    I'm interested in making a room-scale puzzle game -- so playspace size statistics would also be useful if those exist.

    Cheers!

    submitted by /u/Minute-Indication-16
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    Find indie game developer teams

    Posted: 19 Dec 2020 10:38 AM PST

    Hi folks, working as a full stack developer and having a couple of own web projects realized how boring is to develop something by your own. Started doing some stuff in unity but now want to not messing around, but create a final product. Does anyone know where to find a game team and join?

    submitted by /u/co6aka_ye6aka
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    Building a Popular Half-Life Mod During the Rise of Counter-Strike

    Posted: 19 Dec 2020 03:19 AM PST

    Where can I find other hobbyists to work with?

    Posted: 18 Dec 2020 03:20 PM PST

    I'm really sorry if this is not the right place for this. I'm trying to figure out where I can find other hobbyists to work with? I own a small studio and have released 1 project but I'm looking to grow. Does anyone have any good reference for finding other Unity3d Developers?

    submitted by /u/MrHodd
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    Time for another video, perfect for designers! Sub for a weekly Unity3D turorial

    Posted: 19 Dec 2020 02:43 AM PST

    Do I have to go to school to become a game dev?

    Posted: 18 Dec 2020 08:31 PM PST

    I want to design games in the feature with my friend; is it necessary to go to university/college to design games? Or will some simple google searches be enough to guide me.

    submitted by /u/Cautious_Aspect5159
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    I'm working on a Dark Fantasy game. Which font should I use as my main text font?

    Posted: 18 Dec 2020 01:42 PM PST

    How Long Would This Take?....

    Posted: 18 Dec 2020 09:28 PM PST

    Hello, I have no experience in game development. If someone who was experienced with 3D, 3rd person perspective, and fighting games made a game with the specs below, how long do you think it would take?

    - 3D, 3rd person, "over the shoulder", perspective on the playable character (Think Smite or For Honor)

    - Character Customization (Base Player Model, addable pieces on top)

    - Competitive Multiplayer (arena style: 1v1, 2v2, 3v3, 4v4)

    - Limited Spectating

    - "Swinging Weapon" Combat System (Like For Honor or Chivalry: Medieval Warfare)

    I'm really curious what anyone thinks about how long it would take and if you would maybe play a game like this? Thank you in advanced!

    EDIT: Forgot to mention that this would be on PC and Console.

    submitted by /u/JordBens
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    Promoting/marketing new indie games through platforms like Indieboost - yay or nay?

    Posted: 18 Dec 2020 08:47 PM PST

    Howdy folks,

    Georgie here :) I've recently joined an up & coming indie game studio as their first Player Experience & Engagement Lead and my focus right now is to help grow our brand awareness and design a creator engagement strategy ahead of closed beta.

    Indieboost recently reached out to pitch their services to us and I was curious to know if anyone here has tried marketing their games through a platform like this and if so, what your honest experience has been like?

    I can't find anything concrete on this particular platform either way (just a couple of outdated posts) so am hoping someone here might be able to offer some insight.

    Much appreciated!

    Cheers,
    G

    submitted by /u/GeorgeForemanGrl
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    Multiplayer projectiles in Unreal Engine 4 with Easy Ballistics Plugin. Everything from bullet penetration, ricochets, reloads, down to aim-assist and weapon-crosshair aim alignment.

    Posted: 18 Dec 2020 01:08 PM PST

    codeandweb texture packer stretches image vertically?

    Posted: 18 Dec 2020 01:17 PM PST

    I used two different version of texture packer, one which I downloaded almost a year ago and one that recently downloaded both give the same result.

    in game it seems to stretch the images vertically for some odd reason and I donno why it's doing this.

    in the .json codes there are no scale-y or scaley anything of that sort, just scale: 1.0 which would involve scaling for both x and y but at default size 1.0

    below are some of the codes, what can I add to scale vertically and make it vertically smaller to counter the default vertical stretch.

    {"frames": [

    {

    "filename": "aber.png",

    "frame": {"x":1085,"y":446,"w":55,"h":115},

    "rotated": true,

    "trimmed": false,

    "spriteSourceSize": {"x":0,"y":0,"w":55,"h":115},

    "sourceSize": {"w":55,"h":115},

    "pivot": {"x":3.18182,"y":4.13913}

    },

    {

    "filename": "aber2.png",

    "frame": {"x":1096,"y":353,"w":91,"h":219},

    "rotated": true,

    "trimmed": false,

    "spriteSourceSize": {"x":0,"y":0,"w":91,"h":219},

    "sourceSize": {"w":91,"h":219},

    "pivot": {"x":1.92308,"y":2.17352}

    },

    submitted by /u/thieftdp
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    Advanced path finding and monster AI in Wolcen: Bloodtrail

    Posted: 18 Dec 2020 12:34 PM PST

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