Nameless Voice on 4/2/2019 at 02:06
That attachment seems to have broken, Renz.
Judith: Your models and textures look really nice, though I can't shake the feeling that the scale is off - everything seems huge compared to the characters. Are you going for a kind of Dark Souls-style "everything built to a grander scale" effect?
Judith on 4/2/2019 at 07:51
You're right, the scale is off. I came to TDM from Unreal engines, where the player height was around 112 units, while in TDM it's 80 units. I assumed much simpler grid scale for modules back then (256 units). The whole set probably needs rescaling by 50%. I'll see what I can do when preparing those for release as an asset package.
Renzatic on 6/2/2019 at 07:22
The 12th texture. It's supposed to be mud. It looks like rock. I fugged up.
...but I learned some stuff.
[ATTACH=CONFIG]2541[/ATTACH]
Pyrian on 6/2/2019 at 16:12
Mud is difficult.
Pyrian on 5/3/2019 at 04:13
Baby's first game jam. ...Didn't have time to put in any art or even sound, and the instructions are in the screenshot, lol.
(
https://pyrian.itch.io/seasonal-dead)
Pyrian on 17/3/2019 at 05:00
Due to a conversation about joust/flappy bird alikes, I put my first attempt at a serious Unity project (from back in 2014!) up on itch.io. Plays in browser. Fly around collecting fireflies and avoiding predators!
(
https://pyrian.itch.io/faerie-miri)
henke on 17/3/2019 at 07:32
I remember you showing that off years ago as well. Not bad! I especially like the tree limb physics and the way the snakes move. :thumb:
qolelis on 19/3/2019 at 07:28
I'm about to kill a darling, but I have a hard time letting go. I've been experimenting with different ways of letting the player use a camera. They all show both the camera view and the surrounding view at the same time and, because of this, all methods have their own unique problems to solve (sometimes caused by limitations in the engine and sometimes by bugs), but it also gives the camera a more physical presence in the world and it's always clear when the camera is in use and when it's not, which is something I really like, although this is also the only advantage. The way this is done uses up extra resources, which is a clear disadvantage (and will stay even after having solved -- or alleviated -- the other problems).
The method I'm about to switch to is the absolute simplest way of doing it and all the additional problems of the methods I've tried so far will be gone, but so will also the clear physicality of the camera be. I will add other things to make it clear when the camera is in use, but, still, the feeling of using the camera will not be the same. It is the most optimal route to go, though: it will use less resources, solve or bypass a lot of problems in one go, reduce the amount of code needed, add more player screen estate, and be more consistent with other player tools (or, rather, it will benefit also other tools, because I want their UIs to all be consistent with each other) -- but, still, I have a hard time letting go.
Edit:
I think the main reason for not letting go so easily is that the methods I've tried so far were kind of complicated to get working -- technically speaking -- and I wanted to show that off. This is, of course, not a good reason for keeping something.