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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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Popstar

Member
Since people are talking about dialog stuff this was just released.
Yarn Spinner

Complicated stories don't have to be complicated to build. We've already seen how Twine has made it easier than ever to create interactive fiction. Another tool, Yarn, has taken inspiration from Twine, and made it awesomely simple to craft interactive fiction.

This is where we come in. We also love telling stories, so we're absolutely delighted to introduce Yarn Spinner, an open source implementation of the Yarn language that's designed to make dialogue in your games a snap.

We built a tiny little demo game, which is set in space and available for you to play right now! It requires a keyboard to play it, and is compatible with most modern browsers.
http://www.secretlab.com.au/blog/2016/2/10/yarn-spinner
 

Ranger X

Member
We ported most of the WiiU library to Gamemaker.
But there a few issues:
-If you have external files, forget about it.
-Shaders? Forget about it
-Blend? Forget about it.
-An Action game with stable FPS? forget about it.

The game has to be as simple as possible

That's wierd.
- You can use external files.
- GMS totally takes shaders (given you know how to make them).
- There's color and alpha blending. Might be basic but it seems to be there too.
- Your game being stable FPS is totally on you.


EDIT: Talking windows target here. I don't know why someone would make a HTML5 game to port it to WiiU
 

mStudios

Member
That's wierd.
- You can use external files.
- GMS totally takes shaders (given you know how to make them).
- There's color and alpha blending. Might be basic but it seems to be there too.
- Your game being stable FPS is totally on you.


EDIT: Talking windows target here. I don't know why someone would make a HTML5 game to port it to WiiU

WiiU only accepts HTML5 or Unity only (for indie devs).
And yes, we're talking about HTML5 only.
 
We ported most of the WiiU library to Gamemaker.
But there a few issues:
-If you have external files, forget about it.
-Shaders? Forget about it
-Blend? Forget about it.
-An Action game with stable FPS? forget about it.

The game has to be as simple as possible

WiiU only accepts HTML5 or Unity only (for indie devs).
And yes, we're talking about HTML5 only.

That really sucks because GunWorld 2, as an NES-inspired action/platformer/rpg, would be ideal on a Nintendo platform. It's a shame there isn't an export module for Wii U or 3DS, while XB1/PS4/Vita are all supported.
 

mStudios

Member
That really sucks because GunWorld 2, as an NES-inspired action/platformer/rpg, would be ideal on a Nintendo platform. It's a shame there isn't an export module for Wii U or 3DS, while XB1/PS4/Vita are all supported.

I contacted them personally (Yoyogames) and they plain said they were not interested in making a WiiU Module.

I took the time to complain about their shitty html5 module, too.
 

GulAtiCa

Member
Yep. developer.nintendo.com/ is the general one. You can apply, but you need to have few more things, like released games/etc.

The Wii U dev program is aimed more for Unity/HTML5 devs. As well as more welcoming (don't need previous game experience, etc) for very small new indies. wiiu-developers.nintendo.com/

But their not mutually exclusive from each other. For example I originally signed up the WiiU Dev portal for HTML5. But I'm also in the main one too now (so I can use IARC as well as have future access to more Nintendo dev stuff)
 

Blizzard

Banned
Yep. developer.nintendo.com/ is the general one. You can apply easily.

The Wii U dev program is aimed more for Unity/HTML5 devs. As well as more welcoming (don't need previous game experience, etc) for very small new indies. wiiu-developers.nintendo.com/

But their not mutually exclusive from each other. For example I originally signed up the WiiU Dev portal for HTML5. But I'm also in the main one too now (so I can use IARC as well as have future access to more Nintendo dev stuff)
I got rejected when I applied, but if I ever get a game released I hope to apply again in a year or so. :(
 

GulAtiCa

Member
I got rejected when I applied, but if I ever get a game released I hope to apply again in a year or so. :(

To the developer.nintendo.com? Sorry, I used the wrong words for "you can apply easily". More meant it's open for people to apply, but harsher requirements (prob mainly having a released game/etc).

I hope you get in eventually. I only really got into the main dev portal due to being on wiiu-developers.nintendo.com and having a successful released game via that. Not to mention I got fast-tracked into the main dev portal due to needing IARC access.
 
I've always wanted to make a game (who hasn't? :p) but at the moment I don't currently have a pc to learn (I had a poor netbook but lost the charger cord lol...but I probably need a better pc.) so I was looking into maybe if there was anyway to start learning without a pc.

Obviously I can't code a game without a pc. But is it possible to use something like the Art Academy 3DS App (which I have) or something similar to try and perhaps learn to draw pixel art, then if I for example create character animations or background art be able to use them for the game if I get another pc sometime in the future. (Art Academy lets you export photos.)

Just looking for a small way to start at the moment, and for any progress to be carried over if I get a pc.

Would like to actually create a 3DS game but if I get this going it'll probably be pc or something due to not being able to afford a 3DS dev kit. Also the 3DS will likely be dead by then. XD.

Also: If I get as far as to completely make a game is it easy enough to port to a 3DS/Other Def Kit if I get a kit much later or is is it better to develop the game after having a kit.

And on that note: Congrats to everyone who helped or solely created a game. Looking at a few pixel tutorials on youtube hurts my head. And thats just pixels, not coding or music.
 

Blizzard

Banned
I've always wanted to make a game (who hasn't? :p) but at the moment I don't currently have a pc to learn (I had a poor netbook but lost the charger cord lol...but I probably need a better pc.) so I was looking into maybe if there was anyway to start learning without a pc.

Obviously I can't code a game without a pc. But is it possible to use something like the Art Academy 3DS App (which I have) or something similar to try and perhaps learn to draw pixel art, then if I for example create character animations or background art be able to use them for the game if I get another pc sometime in the future. (Art Academy lets you export photos.)

Just looking for a small way to start at the moment, and for any progress to be carried over if I get a pc.

Would like to actually create a 3DS game but if I get this going it'll probably be pc or something due to not being able to afford a 3DS dev kit. Also the 3DS will likely be dead by then. XD.

Also: If I get as far as to completely make a game is it easy enough to port to a 3DS/Other Def Kit if I get a kit much later or is is it better to develop the game after having a kit.

And on that note: Congrats to everyone who helped or solely created a game. Looking at a few pixel tutorials on youtube hurts my head. And thats just pixels, not coding or music.
I don't think you could carry the code over to PC, but 3DS actually has Petit Computer / SmileBASIC / whatever it's called now. You might be able to buy it on the eShop and start messing with it if you really want to experiment right this second.
 
I don't think you could carry the code over to PC,
? Its not a code. It exports an image. (Not sure what format.) But thats kinda what I figured.

but 3DS actually has Petit Computer / SmileBASIC / whatever it's called now. You might be able to buy it on the eShop and start messing with it if you really want to experiment right this second.
I heard about that but also heard it was using some harder than normal coding or something. I don't actually know, but I'll look more into it since thats about all I have in terms of options atm. Thanks!
 

Blizzard

Banned
? Its not a code. It exports an image. (Not sure what format.) But thats kinda what I figured.


I heard about that but also heard it was using some harder than normal coding or something. I don't actually know, but I'll look more into it since thats about all I have in terms of options atm. Thanks!
I mean, if you start a game on Petit Computer, you may not be able to easily port it to PC.

But, you might still learn some things. I won't lie, learning any sort of programming isn't EASY. But if you have time and you take it slow (google for tutorials, that sort of thing), Petit sounds like one of the only options you'd have right now (unless you have a school library or something). Best of luck!
 
I mean, if you start a game on Petit Computer, you may not be able to easily port it to PC.

But, you might still learn some things. I won't lie, learning any sort of programming isn't EASY. But if you have time and you take it slow (google for tutorials, that sort of thing), Petit sounds like one of the only options you'd have right now (unless you have a school library or something). Best of luck!
Yeah, seems like my best shot for now. Thanks!

Will try it out next as soon as I ger some spare money.

For now I'll keep looking at YouTube videos. Theres some good ones.

Hope to come back with a game in a few years! Already have my first game pretty much planned out in my head so I'll see if I get anywhere close to my imagination XD.
 

SeanNoonan

Member
Yep. developer.nintendo.com/ is the general one. You can apply, but you need to have few more things, like released games/etc.

The Wii U dev program is aimed more for Unity/HTML5 devs. As well as more welcoming (don't need previous game experience, etc) for very small new indies. wiiu-developers.nintendo.com/

I got offered both (perhaps because I've released a lot of AAA games) but have yet to get the call that confirms everything and allows me to move forward. Anyone have any idea how long it can take?
 

GulAtiCa

Member
I got offered both (perhaps because I've released a lot of AAA games) but have yet to get the call that confirms everything and allows me to move forward. Anyone have any idea how long it can take?

The wiiu-developers.nintendo.com version took a few months, but that was when they just started out with it and was overloaded with requests. If it's been a while I recommend contacting Nitnendo's indie guy: Damon Baker https://twitter.com/DWBakes
 

bumpkin

Member
I got offered both (perhaps because I've released a lot of AAA games) but have yet to get the call that confirms everything and allows me to move forward. Anyone have any idea how long it can take?
I got a call from them within like two weeks of applying, but that was when the enrollment program was only a month or two old.

Speaking of which, has there been any indication of when they plan to shutter the program?
 

Blizzard

Banned
Last night I had a brief moment where I was doodling stuff in my room with a pencil, and I was kind of just trying to imitate the lines and shapes and dark/light stuff I was seeing, instead of worrying about perspective and so forth. It was actually kind of a neat feeling when I could see real life matching pencil scratch shapes. I can't control my lines yet or make something decent-looking, but I guess something is growing?
 

GulAtiCa

Member
Speaking of which, has there been any indication of when they plan to shutter the program?

To shut down the Wii U NWF/Unity one? Likely only when they stop accepting Wii U eShop lotcheck submissions. So a long long time from now, esp considering DSiWare games are still being released.
 
I got offered both (perhaps because I've released a lot of AAA games) but have yet to get the call that confirms everything and allows me to move forward. Anyone have any idea how long it can take?
Ours took 6 months in 2014. Sony and MS were both about 1 month start to finish.
 

DNAbro

Member
I mostly figured out the dialogue thing.

1y6fvqZ.gif
 

Jumplion

Member
Man bureaucracy is hell. All I really want to say at this point is that the Texas Secretary of State's website is in dire need of a facelift.
 
Having fun working on getting this prototype together!

Today I got diablo style wall hiding done:
https://gfycat.com/AjarSaltyDinosaur
(ignore the debug lines and i've made the wall sections bigger)

+

Guns and switching between anim states using them plus hiding/showing meshes etc:
174da61d6d.gif


and I swapped to a better dummy character mesh :)

I have to say working from templates on the unreal marketplace is a godsend, it allows me to work on adding and adapting a base mechanic to a game instead of having to make that core movement etc first. Saves a lot of time!
 

DNAbro

Member
Heh, something about the background there is giving me flashbacks to maniac mansion. Always interesting to see that bee quote getting used :p

Huh it does look a bit like maniac mansion. Complete accident actually, just my bad art lol. Not sure if I'm keeping it like that though, I kind of changed how it looks in another room cause it didn't really looks right with how I had things moving. I made it much simpler and flat but it is kind of ugly atm. I'm just currently trying to get the small systems I need to have in place and then I'll probably re-do the art.
 

Popstar

Member
The Vulkan release is pretty cool if anyone is masochistic and wants to mess with low level stuff: http://www.neogaf.com/forum/showthread.php?t=1184969
That's been tempting me all day. But I think I'll wait a bit before writing a Vulkan backend for my stuff.

Too difficult to know whether it's you or the driver if something doesn't work and you can't see anything wrong with your code. I'm sure there will be a lot of improvements over the next month.
 
Having fun working on getting this prototype together!

Today I got diablo style wall hiding done:
https://gfycat.com/AjarSaltyDinosaur
(ignore the debug lines and i've made the wall sections bigger)

+

Guns and switching between anim states using them plus hiding/showing meshes etc:
174da61d6d.gif


and I swapped to a better dummy character mesh :)

I have to say working from templates on the unreal marketplace is a godsend, it allows me to work on adding and adapting a base mechanic to a game instead of having to make that core movement etc first. Saves a lot of time!
Do you have an example of what the animation was like from the original template before you tinkered with it? Currently, this looks damn good. Very smooth. I love the look of pulling out the gun and re-holstering it.
 

Das-J

Law of the West
Localization is such a nightmare. I should go order a case of scotch for all the producers who did this for the games we worked on previously...

Getting this game into 6 additional languages will be quite the feat!

b88v1FN.png
 
Do you have an example of what the animation was like from the original template before you tinkered with it? Currently, this looks damn good. Very smooth. I love the look of pulling out the gun and re-holstering it.

The template itself had no animations for that, those are from pistol and rifle animset pro (made by kubold) lets me get the system working without trying to make animations which I suck at

Making it look smooth was the difficult part, my controller, character and animBP all broadcast a series of events telling them when you are equipping and holstering. It has timers to hide and show meshes when needed as well as set the pistol and rifle mesh on a timer (so I can swap them for different meshes once the looting system is in)

It isn't perfect though, currently swapping straight from one gun to another results in the holstered version not appearing and the held gun appearing instantly, not at the correct time. Hope to fix that tomorrow though
 

GulAtiCa

Member
Localization is such a nightmare. I should go order a case of scotch for all the producers who did this for the games we worked on previously...

Getting this game into 6 additional languages will be quite the feat!

b88v1FN.png
No kidding. I did the work myself (I mean outside the actual transactioning part, which some on GAF helped me for that, thanks again!) On my ZaciSa Wii U game. Converting my game which was hard coded to use viarables was a big pain the ass... Took so long... Don't want to do that again.

The up side, is my game did very well in German thanks to it being translated. I believe in EU, it did best in Germany.

Oddly enough, not sure if I'll have my next 2 games translated. At very least my puzzle game Drop It: Block Paradise might be too hard with lot of text on images in custom fonts.. My other game Rocket is a maybe, heck barely has any text currently. Lol. The next ZaciSa will though, esp as it used ZaciSa 1 as a base.
 

Das-J

Law of the West
^What is the headache with it? Is it the actual process of translating, or is there something more technical going on that is tough?

Exactly what GulAtiCa describes below and then just the amount of tracking/cleanup required. We have enough text for an RPG thanks to our dynamic Shuttle Mission structure, and it's spread out across countless Blueprints, HTML and JavaScript files.

No kidding. I did the work myself (I mean outside the actual transactioning part, which some on GAF helped me for that, thanks again!) On my ZaciSa Wii U game. Converting my game which was hard coded to use viarables was a big pain the ass... Took so long... Don't want to do that again.

The up side, is my game did very well in German thanks to it being translated. I believe in EU, it did best in Germany.

Oddly enough, not sure if I'll have my next 2 games translated. At very least my puzzle game Drop It: Block Paradise might be too hard with lot of text on images in custom fonts.. My other game Rocket is a maybe, heck barely has any text currently. Lol. The next ZaciSa will though, esp as it used ZaciSa 1 as a base.

Yep - We think it'll make a huge impact (especially the native VoiceOvers) which is why we're going to the effort. Only time will tell... :)
 
I finally completed the massive 208 Unreal Engine 4 Playlist on YouTube. My brain hurts...a lot. When learning new engines, did anyone here have a notepad to take notes on? Or is that a waste of time since there are engine manuals?

And I finally found a youtube video on making a tower defense project in UE4. And he vapes too! He must be awesome.
 

Das-J

Law of the West
I finally completed the massive 208 Unreal Engine 4 Playlist on YouTube. My brain hurts...a lot. When learning new engines, did anyone here have a notepad to take notes on? Or is that a waste of time since there are engine manuals?
I think taking notes and organizing them based on your workflow is absolutely essential. In the past year I've referenced this material countless times, which keeps me from constantly digging through manuals or bugging co-workers.
 

sbkodama

Member
Does anyone know how to set the mouse cursor position in unity ?

Does I need to use the function that lock it on the center of the screen if I don't want to pay for an asset ?
 
Does anyone know how to set the mouse cursor position in unity ?

Does I need to use the function that lock it on the center of the screen if I don't want to pay for an asset ?

No way to set the mouse position as far as I know.

What are you trying to do, exactly? Between setting a mouse position and locking it to the center of the screen I don't know what you are trying to accomplish.
 

sbkodama

Member
No way to set the mouse position as far as I know.

What are you trying to do, exactly? Between setting a mouse position and locking it to the center of the screen I don't know what you are trying to accomplish.

I save the current position of my cursor, change a menu property (for example), play with my cursor, and when I quit this menu state and want to reset the cursor position to my saved position.

I talk about the function that lock the cursor at the center to make it with tricks.
 

Lautaro

Member
Ok, I finally added achievements to Nomad Fleet, it kind of bothers me that putting achievements code in the game feels kind of... intrusive. I mean, you have perfectly functional code and suddenly you need to put a lot of ugly counters and fixed conditions to see how many enemies the player has killed, resources acquired, etc.

Also there's no way to hide the achievements so I had to make them public to the players before making the code to unlock them.

Well, at least now I know how to do it.
 
I save the current position of my cursor, change a menu property (for example), play with my cursor, and when I quit this menu state and want to reset the cursor position to my saved position.

I talk about the function that lock the cursor at the center to make it with tricks.
I get it now. I don't think Unity has a way to set a mouse cursor position unless they added it in 5.2+

I haven't ever tried polling raw axis but have you tried Input.GetAxisRaw ("Mouse X", "Mouse Y"), tie it to a fake cursor (GameObject) and offset the position using the mouse position? I don't know if that would work as Raw should return -1-1. Its a similar approach to "touch anywhere to drag" style mobile games where the object is always offset by where you touch to drag, similarly, you should be able to offset an object to the mouse. I'm unsure if Raw would return anything useful for mouse position, however. But its worth a shot :D

Alternatively you could 3-way it by assigning mouse input to a dummy GameObject and read its rotation based on mouse movement. You can still lock and hide the cursor but now you have some input to read. Take your fake mouse object and give it the bounds of the screen. Use some maths and the objects X and Y position in 2D space is now tied to the rotating GameObject. When the fake mouse hits the edge of the screen, the dummy object stops rotating on that axis.

There's probably 50 more ways to do what you want using dummy objects and tricks if Unity can't set mouse position. Just think outside the box a little. A 1st or 3rd person game reads mouse input even when locked and hidden. Use that methodology to your advantage and get your skinning knife - cats are waiting.

Heaven forbid, don't skin cats!
 

Blizzard

Banned
Back in the UDK days, I think I made a tiny DLL to set/get the Windows mouse position since there didn't seem to be an in-engine way to do it. If the free version of Unity offers DLL integration you could do the same thing.
 

sbkodama

Member
I get it now. I don't think Unity has a way to set a mouse cursor position unless they added it in 5.2+

I haven't ever tried polling raw axis but have you tried Input.GetAxisRaw ("Mouse X", "Mouse Y"), tie it to a fake cursor (GameObject) and offset the position using the mouse position? I don't know if that would work as Raw should return -1-1. Its a similar approach to "touch anywhere to drag" style mobile games where the object is always offset by where you touch to drag, similarly, you should be able to offset an object to the mouse. I'm unsure if Raw would return anything useful for mouse position, however. But its worth a shot :D

Alternatively you could 3-way it by assigning mouse input to a dummy GameObject and read its rotation based on mouse movement. You can still lock and hide the cursor but now you have some input to read. Take your fake mouse object and give it the bounds of the screen. Use some maths and the objects X and Y position in 2D space is now tied to the rotating GameObject. When the fake mouse hits the edge of the screen, the dummy object stops rotating on that axis.

There's probably 50 more ways to do what you want using dummy objects and tricks if Unity can't set mouse position. Just think outside the box a little. A 1st or 3rd person game reads mouse input even when locked and hidden. Use that methodology to your advantage and get your skinning knife - cats are waiting.

Heaven forbid, don't skin cats!
No need to go to all of this for fake gameobject cursor, you can use the screen to world position of your cursor and paste it to your gameobject.
Now I "just" need to find my math to do my multiples states of fake cursor.
My problem is this need to be tricked when it could have been simple and to see some peoples selling assets for it isn't my taste.
 

Vanguard

Member
Good lord moving UI elements in Unity can generate a lot of garbage... I will make this work damnit!

edit: Just checked it out in a build... it doesn't care. Performance is fine, I hate editor only issues :|

C4ZhoKZ.gif


The whole idea though is that you click a body part (which will probably no longer be the case as they overlap too much), it zooms in and display items you can click to equip, then more stuff for mods etc. The idea was to be like an augmented relaity overview to fit in with the whole cybernetics thing.


Now when zoomed in, it follows the location it's viewing for that weird effect I don't know the name of (sherlock holmes film did it for a chase scene I think?), so everything around you moves except for what you see. Bit disorientating though so may not do that, but it also does this to the UI...


Motion blur is disabled etc, but it ghosts like crazy. Once it's all fuctional though, then it's time to make it pretty!



Having fun working on getting this prototype together!

Today I got diablo style wall hiding done:
https://gfycat.com/AjarSaltyDinosaur
(ignore the debug lines and i've made the wall sections bigger)

and I swapped to a better dummy character mesh :)

I have to say working from templates on the unreal marketplace is a godsend, it allows me to work on adding and adapting a base mechanic to a game instead of having to make that core movement etc first. Saves a lot of time!

I remember spending about a month experimenting with how to hide walls or making characters/things visible behind objects, was never happy with the results! (I'm still not) Yours is looking good though :)
 
No need to go to all of this for fake gameobject cursor, you can use the screen to world position of your cursor and paste it to your gameobject.
Now I "just" need to find my math to do my multiples states of fake cursor.
My problem is this need to be tricked when it could have been simple and to see some peoples selling assets for it isn't my taste.
The problem is your cursor is bound to the extents of screen space. Slapping a GO on its position will follow the mouse, as it should. Offsetting the GO to save the position of the mouse it will follow those same rules.

So say you save the position in the upper right and hide/lock the mouse, on unlock the mouse comes back to the center of the screen and your GO in the saved position. With an offset, the mouse will stop at the edge of the screen. If you move left, the mouse will stop and your GO will still be offset and stop with the mouse but now your GO wont make it all the way back to the left side of the screen when the mouse stops - the GO mouse will stop.

By using a dummy object we can use its rotation to dictate screen space for the fake mouse GO since rotating the object is endless and relative to mouse movement.

See what I'm saying? The mouse will always lock and unlock in the center of screen space. If you slap a GO on it nothing changes using the position of the mouse. Offsetting it will cause the object to be bound to the same rules, but now you won't be able to access half the screen if you are offset.

I literally just tried it right now. Took like 5 minutes to set up a mouse GO and dummy rotation. Save on lock, reload position on unlock using a GO.

Unless I'm completely missing what you want to do but my understanding and what I did was:

On some menu exiting, you want to save the cursor position, hide cursor.
On some menu enter, that cursor position is restored, show cursor.
 

DedValve

Banned
Having fun working on getting this prototype together!

Today I got diablo style wall hiding done:
https://gfycat.com/AjarSaltyDinosaur
(ignore the debug lines and i've made the wall sections bigger)

+

Guns and switching between anim states using them plus hiding/showing meshes etc:
174da61d6d.gif


and I swapped to a better dummy character mesh :)

I have to say working from templates on the unreal marketplace is a godsend, it allows me to work on adding and adapting a base mechanic to a game instead of having to make that core movement etc first. Saves a lot of time!

Did you make these animations yourself? I'm curious about animating in general.

EDIT: Derp didn't read that last sentence, so you messed around with an animation instead. Been looking to get into animation, already started 3d modeling.
 

sbkodama

Member
The problem is your cursor is bound to the extents of screen space. Slapping a GO on its position will follow the mouse, as it should. Offsetting the GO to save the position of the mouse it will follow those same rules.

So say you save the position in the upper right and hide/lock the mouse, on unlock the mouse comes back to the center of the screen and your GO in the saved position. With an offset, the mouse will stop at the edge of the screen. If you move left, the mouse will stop and your GO will still be offset and stop with the mouse but now your GO wont make it all the way back to the left side of the screen when the mouse stops - the GO mouse will stop.

By using a dummy object we can use its rotation to dictate screen space for the fake mouse GO since rotating the object is endless and relative to mouse movement.

See what I'm saying? The mouse will always lock and unlock in the center of screen space. If you slap a GO on it nothing changes using the position of the mouse. Offsetting it will cause the object to be bound to the same rules, but now you won't be able to access half the screen if you are offset.

I literally just tried it right now. Took like 5 minutes to set up a mouse GO and dummy rotation. Save on lock, reload position on unlock using a GO.

Unless I'm completely missing what you want to do but my understanding and what I did was:

On some menu exiting, you want to save the cursor position, hide cursor.
On some menu enter, that cursor position is restored, show cursor.

Well I don't know what you thought when I wrote "fake gameobject cursor" but I talked about a real gameobject which is a fake cursor, not a fake gameobject.

Yes you understand it right even if I always show the cursor in a form or another and never hide it for the moment.

I totally understand what you say and thought about something like this too, and that's why I talked about the use of the lock to center function at first.
 
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