Ohno. Can't build to WebGL so I gotta do desktop builds only
I can't build because I'm using F# instead of C#. IL2CPP doesn't know what to do with the IL. This problem will go away as soon as they ditch IL2CPP for the latest version of Mono, which seems to be happening soon based on their experimental builds.If you don't have the option, reinstall Unity and make sure you select WebGL as a supported platform from the installation options.
They changed it in... 5.3? I think? so build options are all opt-in at installation.
It's sorta clunky IMO.
This is absolutely incredible.
Being chased by some Spibots:
Using the Cleaning Kit item to clear up the Glitch for a bit:
And a little minecarting!
Depends on what platform and specifications you're targeting. I'd say (IMO) that it's probably OK if you're targeting mid-range PC's or consoles. Certainly not suitable for mobile though.
For reference, a rough approximation of the Triangle counts for the character models in Overwatch is 30-56k per character. I guess that puts yours in the same kinda range.
Can we see it?
For funsies, I thought i'd show the current parts I have for my character. Still more to come but that's already plenty for a bunch of animations, considering freeform deformation and post-export modifications will come later too
I can't build because I'm using F# instead of C#. IL2CPP doesn't know what to do with the IL. This problem will go away as soon as they ditch IL2CPP for the latest version of Mono, which seems to be happening soon based on their experimental builds.
Maybe on day 3 I'll port it to C# or a native plugin so I can build for web.
Microsoft bought Xamarin, developers of the Mono compiler, and they're letting Unity have everything they need for the upgrade. There's already a build out there with the latest version of Mono - e.g. foreach loops no longer allocate memory.I think you have it somewhat backwards. From my understanding, IL2CPP is part of what will enable them to upgrade mono. It isn't going away or anything.
One of the main things holding them on the old Mono version now is licensing issues regarding using Mono libraries on closed platforms. IL2CPP is sidesteps that issue by not being reliant on Mono.
Microsoft bought Xamarin, developers of the Mono compiler, and they're letting Unity have everything they need for the upgrade. There's already a build out there with the latest version of Mono - e.g. foreach loops no longer allocate memory.
See, I found your problem. You're not using quality programmer art like me:I always underestimate how long making assets takes... loomks like another Jam entry rather than compo.
See, I found your problem. You're not using quality programmer art like me:
Been meaning to do this for a while (I don't think anyone else set one up) but I made a Discord server for IndieDevGAF. Quote this post to see the invite link (at the bottom). It's only good for a day (can't see an option to make a longer one) but it's a start. I figured it'd be good for real-time dev chats that aren't well-suited to a forum.
Just wanted to know which theme you guys think works better on this level (not models/etc since those were put in a rush just to see how it worked) without context.
I liked the snow and ice one.
Howdy beauties ! Today we're coming with two new animations, walking and first attack in the combo chain !
I actually am...
XD
Howdy beauties ! Today we're coming with two new animations, walking and first attack in the combo chain !
Apologies for the large gif, but one of the coolest, unintentional things happened in the game I've seen so far. We've very much built the game with dynamic systems in mind to interact and add interesting outcomes when they all collide together, whether we designed them to do so or not (Spelunky's always been a big influence). it adds that extra layer of emergent gameplay to make the world feel alive, hopefully providing exciting scenarios to occur.
So basically to break down what happened in this:
The player has a Tesla Rifle, that when charged will hit an enemy, stunning it, then bouncing onto the next nearby target. The basalt spire is an environmental trap that can randomly spawn and broken if targeted by the player (or randomly breaks regardless)
Basically, I shot the charged up Tesla, it hits the spire, triggering it to break, but at the same time, ricochets off and hits the droid, stunning it as it walks underneath...only to then be crushed by the falling basalt. So awesome.
What are some lighting techniques for unity?
My rooms looks "bland," I don't know how to fix it :'(
What are some lighting techniques for unity?
My rooms looks "bland," I don't know how to fix it :'(
Good idea. To create a permanent Discord link, go into "advanced settings" in the invite dialog and you can set it to "never expire" and unlimited use.
https://support.discordapp.com/hc/en-us/articles/208866998-Instant-Invite-101
The mobile app is pretty good. If anyone tries it, I'd recommend going into its options and disabling the sound and vibration for its notifications.
Sorry for the lack of details in the post.Gonna have to be a bit more specific, I think. Are you looking for paid work? Got a portfolio? Are you strictly an animator, or do you do modelling as well (you mentioned 3D art)?
I'm sure that someone here (lurker or otherwise) might have something for you, we just need to know what you're looking for.
Cookies can make a huuuuuuuuuuuuuuge difference to your light sources and implying a larger world - instead of having an ambient directional, maybe have a skylight as your primary source, with the cross shadow?
Show us a picture.
Also check that your level geometry is marked as static. There's more info here: https://unity3d.com/es/learn/tutorials/topics/graphics/unity-5-lighting-and-rendering
You can try other Image Effects in your camera too like Global Fog, Color Correction and Contrast Enhancing to create atmosphere. Experiment!
EDIT: also assign your skybox in the Lighting tab.
This look all nice with a pointlight thing. But using a directional light doesn't look all that well.
I guess I just have to stick with the pointlight system for now
I still gotta apply texture, but I was looking at the lgiht system first.
If anyone wants to play my Ludum game, here it is: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=111349
There's not too much there, but I think I got all the bugs ironed out, and the procedural generation is fun.
This is a directional light with / without a cookie just to show how it can make a huge difference even without changing a single other thing in a scene
Oh wow, that looks nice. I should do that.
If you were wondring, here's what the same scene looks like with image effects porn turned to 11
how??
So I'm working with some GAFers and non-GAFers on a UE4 project. I spent the last two weeks putting together a Titanfall-inspired wallrun system.
Video here:
https://twitter.com/g1dev/status/770447757676978176
Next up I'm going to tackle a clamber/mantle system, and I was wondering, am I better off doing it based on a collision volume on the character and just taking measurements against the object I'm touching, or should we actually place trigger zones in the level?
how??
That looks great, really fluid. Just needs some weapon-model sway to really sell the effect.
Thanks! I had a good twenty minutes of fun with this. Half that time was spent not knowing that you can shoot stuff so it was basically a weird stealth game. Finding out that moving into a wall prompts enemy turns helped a lot. Catchy music too.
All this secretive nonsense is no fun. I wanna share stuff with you guys...
Really cool stuff on this last page!
At least I'm finally getting reasonably proficient in UE4, though.
It's shiny, basically.Curious, your last game was Unity, right? Any reason for the switch to UE4?
Much better! I love the little details, like how he changes expression when landing and tilts a bit forward, or how the shirt follows the movement with a small retard. It´s also amazing the control of volume you have, it really looks squashy and roundy (don´t know hot to express this correctly in english lol). If I were you I´d leave the hands up during the falling part and move them down just in the landing frame, but it looks great anyway. Very smooth and fluid too, did you animate this by making the keyframes first and then the inbetweens or did you just do it straightforward?It's been a while
Old jumping anim
New one
The jump is meant to be higher than that obviously, thus the longer fall.
Thx correojon for the feedback!