A game Idea
hello, so I have this 1 small game idea that I wanted to share and see if people like it or not.
it's not some unique game or masterpiece but just a very common idea (there could already be a game like this)
so the game is about a "Frog" who sits on a lily pad and waits for some Fly/insect and once it comes, the frog will catch it with its tongue. but if the frog fails to do this and flies away, "game over"
the mechanism for the frog and tongue will be similar to those "gold miner" games where the player needs to AIM but here the FLY will keep moving so the player needs to predict its location to catch it.
to make it more fun, catching some specific "Fly/insect" will give the frog some power-up for some duration like making the tongue stretch longer or Shock the insect when it catches it.
there can be some insects that are hard to catch and require to hit them multiple times (the shock comes in handy in that situation)
so this was the idea...I have tried to find some game similar to it but couldn't
if you guys know some games like this or think this game will be fun to play...please give your feedback
https://redd.it/1g8jfx7
@r_Unity3D
hello, so I have this 1 small game idea that I wanted to share and see if people like it or not.
it's not some unique game or masterpiece but just a very common idea (there could already be a game like this)
so the game is about a "Frog" who sits on a lily pad and waits for some Fly/insect and once it comes, the frog will catch it with its tongue. but if the frog fails to do this and flies away, "game over"
the mechanism for the frog and tongue will be similar to those "gold miner" games where the player needs to AIM but here the FLY will keep moving so the player needs to predict its location to catch it.
to make it more fun, catching some specific "Fly/insect" will give the frog some power-up for some duration like making the tongue stretch longer or Shock the insect when it catches it.
there can be some insects that are hard to catch and require to hit them multiple times (the shock comes in handy in that situation)
so this was the idea...I have tried to find some game similar to it but couldn't
if you guys know some games like this or think this game will be fun to play...please give your feedback
https://redd.it/1g8jfx7
@r_Unity3D
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If you're too lazy to make a game then come to me
I'll create a normal game for 5/10 dollars😅 except online or VR and AP I'll do anything write in the comments anything up to complaints and orders :/ I'm saving up for beat saber
https://redd.it/1g8kpot
@r_Unity3D
I'll create a normal game for 5/10 dollars😅 except online or VR and AP I'll do anything write in the comments anything up to complaints and orders :/ I'm saving up for beat saber
https://redd.it/1g8kpot
@r_Unity3D
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I made a noscript scene for my 3D pixel art game. What do you think?
https://redd.it/1g8hgp4
@r_Unity3D
https://redd.it/1g8hgp4
@r_Unity3D
HasKey help
I just don't understand what is going on. I started making a scrolling plane shooter level for my game and i want to keep the same mechanics in my world map. In my world map the best time and amount of collectables is saved but for some reason i cannot get my time to save. can anyone educate me? this is my game manager noscript for my plane. the amber (collectable) works. I do have a seperate game manager for my 2dplatformer levels that manages a hasKey for time but im just lost. I need help
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlaneGameManager : MonoBehaviour
{
public static PlaneGameManager Instance;
public int currentLives = 3;
public float respawnTime = 2f;
public int amberCollected;
public float timeInLevel;
public string levelToLoad;
// Start is called before the first frame update
private void Awake()
{
Instance = this;
}
private void Start()
{
UIController.instance.livesText.text = "" + currentLives;
timeInLevel = 0;
}
private void Update()
{
timeInLevel += Time.deltaTime;
}
public void KillPlayer()
{
currentLives--;
UIController.instance.livesText.text = "" +currentLives;
if(currentLives > 0)
{
//respawn logic
StartCoroutine(PlaneRespawnCo());
}
else
{
UIController.instance.ShowGameOver();
WaveManager.instance.canSpawnWaves = false;
}
}
public IEnumerator PlaneRespawnCo()
{
yield return new WaitForSeconds(respawnTime);
PlaneHealthManager.instance.Respawn();
WaveManager.instance.canSpawnWaves = true;
}
public IEnumerator EndLevelCo()
{
PlaneController.instance.SetCanMove(false);
AudioManager.instance.PlayLevelVictory();
UIController.instance.levelCompleteText.SetActive(true);
yield return new WaitForSeconds(5);
UIController.instance.FadeToBlack();
yield return new WaitForSeconds((1f / UIController.instance.fadeSpeed) * 2);
PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "_unlocked", 1);
PlayerPrefs.SetString("CurrentLevel", SceneManager.GetActiveScene().name);
if (PlayerPrefs.HasKey(SceneManager.GetActiveScene().name + "_amber"))
{
if (amberCollected > PlayerPrefs.GetInt(SceneManager.GetActiveScene().name + "_amber"))
{
PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "_amber", amberCollected);
}
}
else
{
PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "_amber", amberCollected);
}
if (PlayerPrefs.HasKey(SceneManager.GetActiveScene().name + "_time"))
{
if (timeInLevel < PlayerPrefs.GetFloat(SceneManager.GetActiveScene().name + "_time"))
{
PlayerPrefs.SetFloat(SceneManager.GetActiveScene().name + "_time", timeInLevel);
}
}
else
{
PlayerPrefs.SetFloat(SceneManager.GetActiveScene().name + "_time", timeInLevel);
}
SceneManager.LoadScene(levelToLoad);
}
}
and this is my noscript for the map
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapPoint : MonoBehaviour
{
public MapPoint up, down, left, right;
public bool isLevel;
public string levelToLoad, levelToCheck, levelName;
public bool isLocked;
public int amberCollected, totalAmber;
public float bestTime, targetTime;
public GameObject amberBadge, timeBadge;
public Animator starAnimation;
void Start()
{
starAnimation = GetComponentInChildren<Animator>();
if (isLevel && levelToLoad != null)
{
if(PlayerPrefs.HasKey(levelToLoad + "_amber"))
{
amberCollected = PlayerPrefs.GetInt(levelToLoad + "_amber");
}
if (PlayerPrefs.HasKey(levelToLoad + "_time"))
{
bestTime = PlayerPrefs.GetFloat(levelToLoad + "_time");
}
if(amberCollected >= totalAmber)
{
amberBadge.SetActive(true);
}
if(bestTime <= targetTime && bestTime != 0)
{
timeBadge.SetActive(true);
}
isLocked = true;
if(levelToCheck != null)
{
if(PlayerPrefs.HasKey(levelToCheck + "_unlocked"))
{
if(PlayerPrefs.GetInt(levelToCheck + "_unlocked") == 1)
{
isLocked = false;
}
}
}
}
if(levelToLoad == levelToCheck)
{
isLocked =
I just don't understand what is going on. I started making a scrolling plane shooter level for my game and i want to keep the same mechanics in my world map. In my world map the best time and amount of collectables is saved but for some reason i cannot get my time to save. can anyone educate me? this is my game manager noscript for my plane. the amber (collectable) works. I do have a seperate game manager for my 2dplatformer levels that manages a hasKey for time but im just lost. I need help
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlaneGameManager : MonoBehaviour
{
public static PlaneGameManager Instance;
public int currentLives = 3;
public float respawnTime = 2f;
public int amberCollected;
public float timeInLevel;
public string levelToLoad;
// Start is called before the first frame update
private void Awake()
{
Instance = this;
}
private void Start()
{
UIController.instance.livesText.text = "" + currentLives;
timeInLevel = 0;
}
private void Update()
{
timeInLevel += Time.deltaTime;
}
public void KillPlayer()
{
currentLives--;
UIController.instance.livesText.text = "" +currentLives;
if(currentLives > 0)
{
//respawn logic
StartCoroutine(PlaneRespawnCo());
}
else
{
UIController.instance.ShowGameOver();
WaveManager.instance.canSpawnWaves = false;
}
}
public IEnumerator PlaneRespawnCo()
{
yield return new WaitForSeconds(respawnTime);
PlaneHealthManager.instance.Respawn();
WaveManager.instance.canSpawnWaves = true;
}
public IEnumerator EndLevelCo()
{
PlaneController.instance.SetCanMove(false);
AudioManager.instance.PlayLevelVictory();
UIController.instance.levelCompleteText.SetActive(true);
yield return new WaitForSeconds(5);
UIController.instance.FadeToBlack();
yield return new WaitForSeconds((1f / UIController.instance.fadeSpeed) * 2);
PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "_unlocked", 1);
PlayerPrefs.SetString("CurrentLevel", SceneManager.GetActiveScene().name);
if (PlayerPrefs.HasKey(SceneManager.GetActiveScene().name + "_amber"))
{
if (amberCollected > PlayerPrefs.GetInt(SceneManager.GetActiveScene().name + "_amber"))
{
PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "_amber", amberCollected);
}
}
else
{
PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "_amber", amberCollected);
}
if (PlayerPrefs.HasKey(SceneManager.GetActiveScene().name + "_time"))
{
if (timeInLevel < PlayerPrefs.GetFloat(SceneManager.GetActiveScene().name + "_time"))
{
PlayerPrefs.SetFloat(SceneManager.GetActiveScene().name + "_time", timeInLevel);
}
}
else
{
PlayerPrefs.SetFloat(SceneManager.GetActiveScene().name + "_time", timeInLevel);
}
SceneManager.LoadScene(levelToLoad);
}
}
and this is my noscript for the map
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapPoint : MonoBehaviour
{
public MapPoint up, down, left, right;
public bool isLevel;
public string levelToLoad, levelToCheck, levelName;
public bool isLocked;
public int amberCollected, totalAmber;
public float bestTime, targetTime;
public GameObject amberBadge, timeBadge;
public Animator starAnimation;
void Start()
{
starAnimation = GetComponentInChildren<Animator>();
if (isLevel && levelToLoad != null)
{
if(PlayerPrefs.HasKey(levelToLoad + "_amber"))
{
amberCollected = PlayerPrefs.GetInt(levelToLoad + "_amber");
}
if (PlayerPrefs.HasKey(levelToLoad + "_time"))
{
bestTime = PlayerPrefs.GetFloat(levelToLoad + "_time");
}
if(amberCollected >= totalAmber)
{
amberBadge.SetActive(true);
}
if(bestTime <= targetTime && bestTime != 0)
{
timeBadge.SetActive(true);
}
isLocked = true;
if(levelToCheck != null)
{
if(PlayerPrefs.HasKey(levelToCheck + "_unlocked"))
{
if(PlayerPrefs.GetInt(levelToCheck + "_unlocked") == 1)
{
isLocked = false;
}
}
}
}
if(levelToLoad == levelToCheck)
{
isLocked =
false;
}
if(amberCollected >= totalAmber && bestTime <= targetTime && bestTime != 0)
{
starAnimation.SetBool("ActivateStars", true);
}
}
}
https://redd.it/1g8onkn
@r_Unity3D
}
if(amberCollected >= totalAmber && bestTime <= targetTime && bestTime != 0)
{
starAnimation.SetBool("ActivateStars", true);
}
}
}
https://redd.it/1g8onkn
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Our newly released game: pixel art, medieval, platformer-action. A bit Blasphemous-inspired. Unity is perf for 2D games! (with 3D elements)
https://redd.it/1g8r6o3
@r_Unity3D
https://redd.it/1g8r6o3
@r_Unity3D
Reddit
From the Unity2D community on Reddit: Our newly released game: pixel art, medieval, platformer-action. A bit Blasphemous-inspired.…
Explore this post and more from the Unity2D community
Tomato: A who's who assassin game!
Hello everyone!
I had started some bigger projects and just got overwhelmed with them so took a step back and popped out something smaller to keep the energy up. Here's my newest free game: Tomato! A game of who's who and outwitting your opponent! Navigate the chaos of similarity, suss out your rival and deliver the final blow!
I had played a similar game on itch many many moons ago that I really like the simplicity of. Since then, this has been sitting in my idea notepad for a long time so finally put this one together. I did my best take on this type of gameplay while keeping it very simple graphic wise (to make super fast).
I hope you all enjoy this one, I had fun making it and honestly being so simple it came our really great.
Play it here for free: https://www.justgametogether.com/game/tomato
Gameplay
Regards
https://redd.it/1g8r649
@r_Unity3D
Hello everyone!
I had started some bigger projects and just got overwhelmed with them so took a step back and popped out something smaller to keep the energy up. Here's my newest free game: Tomato! A game of who's who and outwitting your opponent! Navigate the chaos of similarity, suss out your rival and deliver the final blow!
I had played a similar game on itch many many moons ago that I really like the simplicity of. Since then, this has been sitting in my idea notepad for a long time so finally put this one together. I did my best take on this type of gameplay while keeping it very simple graphic wise (to make super fast).
I hope you all enjoy this one, I had fun making it and honestly being so simple it came our really great.
Play it here for free: https://www.justgametogether.com/game/tomato
Gameplay
Regards
https://redd.it/1g8r649
@r_Unity3D
Justgametogether
Tomato | Play HTML5 Games
A game of whos who and outwitting your opponent! Navigate the chaos of similarity, suss out your rival and deliver the final blow!
You are somewhere on the map. So in your opponent. Also a bunch of p
You are somewhere on the map. So in your opponent. Also a bunch of p
Help Trying to figure out how to do light based detection for a stealth game.
Hi !
I'm actually pondering about a game concept with stealth using shadows (or even luminosity levels). I can achieve the ennemy detection system pretty easily but i never implemented one with detection based on it AND light. The player must hide in shadows so if he is in shadows or at certain level of light and in the cone of the ennemy, he could be detected or not.
Do you have an idea of how to do this ? Do you have any tutorial that you know that can help me, please ?
https://redd.it/1g8vqdp
@r_Unity3D
Hi !
I'm actually pondering about a game concept with stealth using shadows (or even luminosity levels). I can achieve the ennemy detection system pretty easily but i never implemented one with detection based on it AND light. The player must hide in shadows so if he is in shadows or at certain level of light and in the cone of the ennemy, he could be detected or not.
Do you have an idea of how to do this ? Do you have any tutorial that you know that can help me, please ?
https://redd.it/1g8vqdp
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Screaming Into The Void About Unity UI
Sorry guys, I just want to scream into the void, and you are my surrogate for that. Please don't hate me for it.
I hate that every single interactable component in the Unity UI package inherits from
I hate that every UI component has a giant Inspector full of settings that have nothing to do with what that component is doing for my UI, but instead reflect its existence as a Selectable instance. SINGLE RESPONSIBILITY please.
I hate all the boilerplate settings that are turned on for every single Selectable UI component. I hate that all the UnityEvents on the UI components never pass what you really want, and you're always forced to either conform to the UI's low-level existence, or write a reinterpretting mini component for every damn piece of UI.
I hate the deep deep GameObject hierarchies that the UI components and GameObjects demand, and how the Canvas is this gigantic object in the middle of your Scene that you're always having to hide and unhide.
I hate that the EventSystem lives inside the Unity UI package, despite its utility outside of UI.
I hate that the power of the EventSystem is so hard to learn about and use because the Unity UI info lives in one of the crap documentation sites separate from the official Unity manual.
I hate that there's another entirely distinct documentation site for all the TextMeshPro editions of the UI components.
To be honest, I hate all of those Unity documentation sites outside of the official Manual. They're always lacking precise details whenever you go looking for them, and the browsing experience with gigantic monolithic pages of clutter is just shit.
I hate that TextMeshPro has its own versions of all the UI components except for the Toggle, making it look out of place. Why?
I hate how long its taking for UI Toolkit to be truly finished.
Again, very sorry, I feel better now. Some of the above is probably not even all that valid, I'm just frustrated. I shall take a short break, then keep working on my God damn UI.
https://redd.it/1g8zwoe
@r_Unity3D
Sorry guys, I just want to scream into the void, and you are my surrogate for that. Please don't hate me for it.
I hate that every single interactable component in the Unity UI package inherits from
Selectable, rather than just using the Selectable component. I hate that every UI component has a giant Inspector full of settings that have nothing to do with what that component is doing for my UI, but instead reflect its existence as a Selectable instance. SINGLE RESPONSIBILITY please.
I hate all the boilerplate settings that are turned on for every single Selectable UI component. I hate that all the UnityEvents on the UI components never pass what you really want, and you're always forced to either conform to the UI's low-level existence, or write a reinterpretting mini component for every damn piece of UI.
I hate the deep deep GameObject hierarchies that the UI components and GameObjects demand, and how the Canvas is this gigantic object in the middle of your Scene that you're always having to hide and unhide.
I hate that the EventSystem lives inside the Unity UI package, despite its utility outside of UI.
I hate that the power of the EventSystem is so hard to learn about and use because the Unity UI info lives in one of the crap documentation sites separate from the official Unity manual.
I hate that there's another entirely distinct documentation site for all the TextMeshPro editions of the UI components.
To be honest, I hate all of those Unity documentation sites outside of the official Manual. They're always lacking precise details whenever you go looking for them, and the browsing experience with gigantic monolithic pages of clutter is just shit.
I hate that TextMeshPro has its own versions of all the UI components except for the Toggle, making it look out of place. Why?
I hate how long its taking for UI Toolkit to be truly finished.
Again, very sorry, I feel better now. Some of the above is probably not even all that valid, I'm just frustrated. I shall take a short break, then keep working on my God damn UI.
https://redd.it/1g8zwoe
@r_Unity3D
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I'm making a ghost creature collector that's like Paper Mario X Pokemon with ghosts
https://redd.it/1g91mlk
@r_Unity3D
https://redd.it/1g91mlk
@r_Unity3D
We just released the first major content update for Usurper, featuring a brand new Halloween-themed deck!
https://store.steampowered.com/news/app/2347280/view/4509883924047819588?l=english
https://redd.it/1g920td
@r_Unity3D
https://store.steampowered.com/news/app/2347280/view/4509883924047819588?l=english
https://redd.it/1g920td
@r_Unity3D
Steampowered
Usurper - 1.1.0 Vampire Update - Steam News
Play as a new Ruler with unique rules in this Halloween update. Also containing miscellaneous quality of life and AI improvements.
I need to change Gravity and I don't know how to do it correctly
Hi! I saw a Python github with this gravity:
def __init__(self):
self.gravity = (math.pi, 0.27)
But when I put it in edit>proyect settings>physics 2D or in a:
public Vector2 gravity = new Vector2(Mathf.PI, 0.27f); [ or (3 * Mathf.PI / 2, 0.27f); \]
void FixedUpdate()
{
Rigidbody2D rb = GetComponent<Rigidbody2D>();
if (rb != null)
{
rb.AddForce(gravity);
}
}
My character starts to move sideways when jumping
https://redd.it/1g95ah8
@r_Unity3D
Hi! I saw a Python github with this gravity:
def __init__(self):
self.gravity = (math.pi, 0.27)
But when I put it in edit>proyect settings>physics 2D or in a:
public Vector2 gravity = new Vector2(Mathf.PI, 0.27f); [ or (3 * Mathf.PI / 2, 0.27f); \]
void FixedUpdate()
{
Rigidbody2D rb = GetComponent<Rigidbody2D>();
if (rb != null)
{
rb.AddForce(gravity);
}
}
My character starts to move sideways when jumping
https://redd.it/1g95ah8
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Imagine a 2048 + Snake game
I’ve been working for about a month on a game that combines mechanics from Snake and 2048.
It’s a combination that I find has tons of different ways to approach it and I think I have found one that is pretty fun.
I’m almost ready to show my prototype but first I’d like to first hear from you guys (before my concept alters your first thoughts) how do you imagine it playing out?
https://redd.it/1g99t6e
@r_Unity3D
I’ve been working for about a month on a game that combines mechanics from Snake and 2048.
It’s a combination that I find has tons of different ways to approach it and I think I have found one that is pretty fun.
I’m almost ready to show my prototype but first I’d like to first hear from you guys (before my concept alters your first thoughts) how do you imagine it playing out?
https://redd.it/1g99t6e
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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