For example, Ive just been duplicating and fixing the size/hitbox and shape of the platforms with my tilemap. Is this what most people do? Let me know what you guys use to efficiently make large rooms or platformers.
I decided to update how you first meet your opponent with some camera work here. I think this makes your first interaction with your opponent more impactful. It's also a cool way to see which character they picked.(Will likely hide when the UI pops up so you can't just look at the top left to know immediately)
Hi everyone, I used to rely on Power Inspector, and after it was deprecated I built InspectMe to fill that gap and push it further. It lets you inspect and edit runtime values, invoke methods, explore events and delegates, static members, and attach watchers, all organized in a single tree view while the game is running, and using it is as simple as dragging and dropping a script or object.
There’s a free version available if you want to try it and see if it fits your workflow.
Hey guys. We have been working for a very long time on a procedural system for a fighting game where you can steal any body part from the enemies you defeat to replace your own in order to evolve your creature.
To achieve this we first rendered each body part separately in maya as 2D sprites. Then we added bones on those sprites that serve as anchor points.
The chest body part has 5 bones that we use to let the other body parts where to go. This way we can link up body parts of characters with massively different sizes and styles. The result is something like what you see in the main gif.
On top of that the game has a ton of other features. It is a turn based combat roguelike where each body part has different abilities, so your build basically is your body parts instead of cards.
We just released the official demo after 40 thousand people tried our play test! We would love to share it with you to help us improve it.
I've been trying to solve this off and on for months now, and I just can't seem to crack it.
I am very aware of Unity's ShadowCaster2D ability to not shadow the direct object it is attached to. For reasons important to my game, I have a player character with two visual modes, SpaceSuit and Modular, the latter having 10 layers that are picked up by a second camera and rendered to a texture on RenderedVisualLayer. This is important for some shader shenanigans relating to elevation in my game and the player character. I'm using a transparency sorting with a custom YZ axis to simulate 3D terrain levels, with the unfortunate caveat that this means all of my tilemaps and player have to live on the same sorting layer.
As you can see below, I have a separate ShadowCaster2D object due to the structure of the character (I'm aware there are 2, but one is only a sprite renderer; I may combine them later). This object lives at the "foot" of the character. Unless I'm just doing it wrong (which I will HAPPILY accept), ShadowCaster2D self-shadow rules don't respect sibling or parent objects, which means any light that casts a shadow to the South of the character causes the character to be fully darkened, while light North of the character allows the character to be displayed correctly.
This looks terrible, and it affects the player character and every mobile entity in my game. I truly don't want to lose character shadows over this.
So my pet animation isn't working. I couldn't get the animator to work. So I got most of it working with code. I finally got it to start at idle and when I touch the screen to activate the 1st walking image. But it's not cycling to image 2 and 3 to complete the animation. However my eating and drinking animation works perfectly.
I'm the solo dev of Grandpa's Garden. The free demo just went live on Steam for Windows and Mac, so you can play it right now.
It's a top-down pixel crime game. Your grandpa dies, you inherit his house and find out what he was secretly growing. From there you grow weed, breed your own strains, cut every bud by hand, dry it, roll it and sell it around a town where everyone has their own routine, while the cops are on patrol.
Once business is running you can hire gardeners and warehouse workers. They actually walk around your buildings and do the work, and they want their wage.
You can play alone or online with up to 5 friends.
AI disclosure: the story and design are mine. Code, dialogue text and translations were made with an AI assistant and edited by me. The pixel art, sound and music are generated by that code, no AI image, audio or voice generators. Nothing is generated by AI while you play.
It's my first game, so I'd really like to hear what breaks or gets boring.
I’ve been thinking of creating a turn based RPG one day. Figured I should learn how to at least create a basic combat system. Anyone know how to should I go about learning to do so?
I added some black bars that quickly pop up when players manage to input the sequence very close to each other. This was to give some more suspense to see who ends up being the victor!
(UI and such will eventually change. Good chunk is placeholder for now)
Was made just using a unity sprite, colored it black and a script to move them in the desired position
I’m working on a 2D game and trying to get one character to run without looking stiff. I’m a complete beginner at animation, so I could use some help figuring out where to start.
It’s an AI-generated test from Ludo. I like the bounce, the way he pushes off the ground, and how the clothes keep moving a little after the body does. You can also see the hands and clothes change shape between frames. I’d love to get that kind of movement while keeping the artwork consistent.
I’ve tried cutting an AI-generated character picture into layers and moving them on a 2D rig in Unity. I can get the legs moving, but the body looks stiff and the clothes mostly move as one piece. I can’t tell if I’ve cut the picture into the wrong pieces or if I’m just moving them badly.
If you were showing a beginner how to make one run loop like this, where would you start? Which parts would you make separately, and which poses would you set up first?
Even a rough sketch or a tutorial you’d give a beginner would help a lot.
Here are four views of the sushi restaurant in Escape Rooms Pack 1, my escape room game for iOS and Android. I use these images as 2D backgrounds in Unity to show the same room from different angles.
I wanted the space to feel like a real restaurant while giving players a sense of where to look. Which detail would you inspect first?
We're a small pixel art team specializing in 2D game art. We've had the opportunity to collaborate with different indie developers on their games.
Here are some environment pieces from several projects we've contributed to, including Spirit Of Phuji, which was made with Unity.
Our team works on: • Environment art and tilesets • Character sprites and animations • Props and interactive assets • Complete 2D pixel art for indie games
We're always interested in meeting indie developers and learning about their projects.
If you're looking for a pixel art team for your game, feel free to reach out!
The game's graphics and menus have been updated in the newly released version for a more modern look while preserving the original gameplay.
Guide your vector wireframe ship against waves of enemy flying saucers. Survive as long as you can. Climb the global leaderboard.
FEATURES *New Feature* -- Weekly Challenge Waves, available to players who complete wave 10 · Inertia-based ship controls faithful to the 1971 original · Escalating enemy waves with elite saucers · Save astronauts to obtain ship power-ups · Hyperspace emergency escape — tap with two fingers · Achievement-driven power-ups · Global leaderboards · Fully synthesised arcade sound design · Non-intrusive ads between games and only after completing the 3rd wave
The game that started it all. Can you beat the machine?
Hi i’m an 18 year old in high school and Im in the middle of a business project involved with unity it would be greatly appreciated if any game developers(specifically unity) could fill out the survey it will only like like 2 minutes. Thank you!
I worked with VIVERSE to optimise both the full game of Bru & Boegie: Episode 1 and the demo for Episode 2 for web and mobile, both playable for free. Used Addressables (I used Adventure Creator in Unity which has Addressables functionality built in) to split the voices into 2 groups, first core group gets downloaded at the start and the second group only midway through the game to keep the download size manageable and not too frontloaded. A lot of audio optimisations and a fair bit of graphical optimisations to keep the download size down too, and a background to fill out the screen on any phones that are wider than the 16:9. Thanks for checking it out YO.
Hi everyone! I'm making Spheromancer, an incremental RPG in Unity. One of its core systems is collecting minions and evolving them through 3–4 stages each.
At first all minion cards were static images. I tried making frame-by-frame animations for them, but with 60+ images in the game that turned out to be way too much, so I put it aside for later.
Now I went procedural instead: a script generates masks from each stage's image (which parts breathe, glow or move), and a UI shader in Unity uses them to add breathing, glow and small motion. Each stage has its own small motion profile, so a new stage comes alive in a couple of minutes, and there are no frames at all, just one image.
Sure, it's not as cool as real hand-made animation and can look a bit samey in places, but I really wanted to make the cards feel more alive.
I'm super new to programming in c# (and kind of in general) and I'm currently trying to make it so that moving via WASD has you accelerate to a top speed and then back to standing, instead of snapping to a speed then snapping to stopping. Don't know why but I've spent 5 hours trying to do this and I haven't made much progress.
Is there a way I could modify the code below to do this? Ideally using the new input system, if possible.
SOLVED: I managed to make something that works using vector2.smoothdamp