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Discussion in 'Works In Progress' started by Tim-C, Aug 6, 2012.
With some tinkering to the physics settings, you can achieve this with 2D.
Also as a tip, use edge colliders instead of box colliders on your characters if you need collision events to happen concurrently and continuously for each side (otherwise you get this issue, its just how the physics is implemented in 2D and 3D).
Follow me on http://popcron.tumblr.com/
My little game demos. No sound.
View attachment 290660
View attachment 290661
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Check it out:
(i'll remove this excessive ripple effect from UI buttons and leave it on background only)
Platforms: Android and iOS
Plans and ideas:
- 6-7 more levels
- enhanced graphics (if I find a good artist), animations for fishes
- parallax backgrounds
- improved shop. Monetization: skins for the hand (bear paw, crab claw, robot claw, etc.) and ads
- the seagull that comes and steals the fish
- the pirate (friendly character who will give you hints)
- maybe, hard mode where you should grab fish and put it into bucket
- some fishes which shoot into player
- giant fish in the end of the level (much score)
- bosses? octopus, jellyfish, marlin, electic eel, blue wall, giant shark
- fortune wheel with everyday gifts
I still can't decide whether to do survival mode (endless, until bad fish grabbed) or time attack (2 minute rounds, bad fishes just remove earned points but don't kill the player)
Skeleton Archer update:
So the skeleton follows you and it has a range after which he starts shooting arrows while walking, if he gets closer he stops walking and just shoots arrow and if you move away he will continue pursuit.
I had him running like his sword wielding buddies, but that was a bit too much and would be lead to less variety. So zombies are the slowest, archers are slightly faster, but they have a range and skeleton warriors are really fast, but have a short range (melee).
I will add some randomness to his targeting as well and call him done for now (which means awaiting a modeling and texturing pass, basically polish)
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Fun game I am working on:
Each color is a team and weapons can only kill the team of the same color. A certain velocity must be reached to kill a character. NPCs currently search for weapon, then attack moves to the NPC with the same color as their weapon.
I'm working on 2D Top-Down Maker (No thread yet). It's a tool that help anyone make a top-down game without coding. However, it'll not come with turn-based battle system.(because I'm not focus on RPG) But it may have action battle instead.
It also come with Data Editor and Event Editor which are under development.
Tileset in picture is TIME FANTASY tileset which used for preview only.
(I'd make my own tileset for this assets when release.)
Spoiler: Data Editor
If you cannot see the image: https://www.dropbox.com/s/u4wqsylp8031xs6/ss03.png?raw=1
Here come the event editor. Now, I'm working on interpreter that convert action command to c# script. User just add action command. (Just like similar game making software)
key input sequence detection
kinect 2 unity example
Dust of centuries demo.
Unity 2018. Target 5.0, Compute Shader, Voxels
32km², 1024 depth, realtime.
Up to 10 000 000 Trees,Grass,rocks,etc..
Always wanted to make an Ace Combat fan art. So here I am on another learning journey. Modeled a plane and learned how to use different camera focus using only one camera.
I am working on a beat em up, in a fantasy settings:
Simple Helicopter crash script, that uses random rotation and tilt for the helicopter, while still trying to crash the helicopter at predefined position on the map.
kinect controlled fusion color scene
Happy to have found a solution to handle more than 2000 troups in real time at 60fps on my Mobile.
But I still continue to improve it.
Age of Clash
Making some vehicular shooting game levels for my game.
Socom 3 wip update 2
Better camera follow script
New isis pickup trucks
Redesigned latv mrap
Add more detail to gau 19b chaingun
Added more depth to level map
Add desert dunes
Add resistance factions
Model isis supply trucks
Model desert castle
Model peasant prop houses
Model modern weapons such as tavor, hk and scar rifles
Make a bigger map with optional side missions and quests with each chapter
Rocky Knight wip released and playable on the browser!
Working on AI for tanks. Still WİP
I am working also on a RTS game for Mobile.
My goal is to be capable to have 1000 Vs 1000 units.
Currenty the prototype is running at 60fps in full screen on a 750ti with 1200 units.
I have to create LOD for each mesh.
Dont forget about GPU instantiating, if haven't used yet.
You may look also into ECS, for high number of units, 10k and over.
I already tried GPU instantiating, the bottle neck is really the polygon.
The game is 80% managed in separate thread.
Then yes, LOD, or / and ECS are ways to go.
Working on AI for Tanks
Let's all cheer for that one green Tank
Guys, I've had it with the easy way out. Like Team Fortress 2, I scale my limbs down when they get dismembered and do hacky things via programming to "dismember" the limbs. Enough is enough!
I'm currently working on a method where you store pre-defined vertex indices of the target limb of the original mesh that you want to dismember (ex.: legs, arms, and head) and then create a separate mesh with joints, uvs, normals, etc. That way you get a "clean" dismembering WITHOUT having to make pre-made meshes outside of Unity. This also makes it so that you can "pop off" the limb very cleanly and it looks exactly how you would expect.
The project is called – DarkLab. It’s a 2d platform game with physics, enemies and puzzles, many different levels and a mysterious story.
You are a typical lab worker who has to somehow get out. In one hand you have a flashlight, and in the other a plunger. With these things you can defeat even the darkest evil that lurks in this laboratory...
The story is ready and all the text dialogue too.
Almost all static graphics and most of the animation are ready.
Common engine. Some levels have already been collected and they can be played. We are currently working on remaining levels.
Then we plan to add small details, make the necessary changes. In short - test the game
Spoiler: Videos (Beware, there is a very low FPS!)
We will be glad to all types of feedback!
Spoiler: Our contacts and communities
- http://twitter.com/RustamDC (Coder)
Hi Qais Bayabani,
Thanks very much for your submission to the Asset Store.
'Kinect V2 Face & Body Input Script' has been declined.
Your key images are not to the quality that is an acceptable standard for the Asset Store. Quite often this takes the form of an image being too busy, clashing colors, using the Unity camera default blue or default skybox, plain text, or not being a good representation of your content.
Please redesign your images to be more aesthetically pleasing and attractive. Having high-quality key images improves your packages marketing presence and is quite a substantial portion of being successful on the Asset Store. (https://unity3d.com/asset-store/sell-assets/submission-guidelines , Section 2.4.a, 2.4.c)
You must use HTML tags in your metadata description text. Please use the following tags to format your metadata description text:
To create a new line, use tag <br> at the end
To insert a web link in the description, follow this format:
<a href=""url"">Link text</a>
To insert a email link in the description, follow this format:
<a href=""mailto:address"">Link text</a>
(https://unity3d.com/asset-store/sell-assets/submission-guidelines , Section 2.3.e)
Please update your publisher website link (i.e. Publisher Website Link in your Publisher's Profile) to show your experience on your publisher page. This is beneficial to establish yourself as a trustworthy seller to your user base.
If you are a student or a hobbyist publisher and don't have a website ready yet, please provide a completed Unity Connect profile. https://connect.unity.com/ (https://unity3d.com/asset-store/sell-assets/submission-guidelines , Section 2.1.a)
We ask that you include documentation in the format of pdf, txt or rtf with your submission, as it is mandatory for all script packages and projects.Create a setup guide with a step-by step tutorial(video or pdf), as well as a script reference if users will need to do any coding. (https://unity3d.com/asset-store/sell-assets/submission-guidelines , Section 3.2.a)
The Asset Store Team
AI controlled tanks flanking an enemy tank.
Why your AI shoots in a wall / through wall?
yup it needs authentication of my publisher account.
Hi, I have some questions.
I created this thread, not realising my asset most likely is a small asset belonging here. I'm currently in the process of finalizing everything for the Asset Store and as such;
Should I edit this post and release info here and get the other thread deleted?
Or do I keep it by this point? And maybe post both there and here?
Keep it as is and update from time to time, until and past release on asset store.
Then your thread can be moved to released work Assets and Asset Store.
Thanks mate! Will do
Sorry I don't know.
But if there is more than one option, there is a reason.
You should read carefully through, to find out, if it applies to you.
Otherwise, you are better ask / search on the forum.
Check asset store on the very bottom page. There are useful links with guidelines as well.
And please, don't replay with this problem in this thread, as is off topic.
Guys, I've done it.
I have figured out the meaning of life:
It's like "Katamari", but X-rated lol
Next prototype, third person shooter, sci-fi theme:
Small game demo of the Combat Vehicle AI I'm working on
You can also try the demo yourself at:
I love the art, looks amazing!
Thank you RavenOfCode! New gif:
Tank AI - Riding into the sunset
I'm working on my first little game for android.
It's available on google play store.
It's still beta but I would appreciate any feedback.