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Active ragdoll shenanigans again. Spent around a week tweaking the forces and balancing :D The game is basically 'SOT + Party Animals'. Does it have the feel of 'physics-driven game'?
https://redd.it/1gtzp28
@r_Unity3D
https://redd.it/1gtzp28
@r_Unity3D
Any ideas on how to have an in-game language slowly revealed or translated via learning?
I apologize if the noscript isn't very on the nose for what I'm trying to do, I struggled with how to phrase the question.
I'm working on a 2D RPG game where I would like to have a secondary / custom language that is spoken by certain NPCs, regions, etc. Throughout the game you could discover books or items that grant an understanding of the language, which slowly reveals the language to the player.
For example, the following sentence and it's English translation:
"Funna, e purc lymi aoun fdlinif neqlc ruz." = "Sorry, I don't have your spheres right now."
A character would be given this line for some dialogue in the game. Let's say you discovered "Book 1 of ___ Dialect," and it revealed the letters 'A, C, D and R,' then when you go back to that character or whatever and the line reads again, the letters contained by the book would then be swapped to their actual English letters.
(irrelevant to the discussion: the letters that are and aren't translated would be displayed in different colors, so it doesn't get confusing and people could see the learned letters)
I considered doing words, like "Book of Foods - _____ Dialect," and then all the foods in these dialogues are translated.
Either way the concept is what I am not sure how to approach. Of course this may be a tough concept or question to answer, especially without seeing my actual project and how it's structured, designed, etc.
But at a glance or off the top, does anyone have any idea how to approach something like this? Perhaps a documented technique, publicly available example, etc. of any way to begin handling a secondary language that is able to be translated on the fly? I couldn't really find anything specific to this idea anywhere, but mainly what I'm looking for is a perspective. An idea of how to even begin looking at the idea in an applicable way.
Hope that isn't too long winded and thanks in advance for any responses.
https://redd.it/1gtydcp
@r_Unity3D
I apologize if the noscript isn't very on the nose for what I'm trying to do, I struggled with how to phrase the question.
I'm working on a 2D RPG game where I would like to have a secondary / custom language that is spoken by certain NPCs, regions, etc. Throughout the game you could discover books or items that grant an understanding of the language, which slowly reveals the language to the player.
For example, the following sentence and it's English translation:
"Funna, e purc lymi aoun fdlinif neqlc ruz." = "Sorry, I don't have your spheres right now."
A character would be given this line for some dialogue in the game. Let's say you discovered "Book 1 of ___ Dialect," and it revealed the letters 'A, C, D and R,' then when you go back to that character or whatever and the line reads again, the letters contained by the book would then be swapped to their actual English letters.
(irrelevant to the discussion: the letters that are and aren't translated would be displayed in different colors, so it doesn't get confusing and people could see the learned letters)
I considered doing words, like "Book of Foods - _____ Dialect," and then all the foods in these dialogues are translated.
Either way the concept is what I am not sure how to approach. Of course this may be a tough concept or question to answer, especially without seeing my actual project and how it's structured, designed, etc.
But at a glance or off the top, does anyone have any idea how to approach something like this? Perhaps a documented technique, publicly available example, etc. of any way to begin handling a secondary language that is able to be translated on the fly? I couldn't really find anything specific to this idea anywhere, but mainly what I'm looking for is a perspective. An idea of how to even begin looking at the idea in an applicable way.
Hope that isn't too long winded and thanks in advance for any responses.
https://redd.it/1gtydcp
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Finished the first version of the item printing screen. It's a complex screen in terms of UI. It shows all the resources and the blueprints. Items are printed character by character. I've put together the first version. Thoughts?
https://redd.it/1gu2pqh
@r_Unity3D
https://redd.it/1gu2pqh
@r_Unity3D
Just prototyping things...
I was making quick prototyping, and suddenly ...
https://youtu.be/vdz1QWdnGKU
https://redd.it/1gu7faa
@r_Unity3D
I was making quick prototyping, and suddenly ...
https://youtu.be/vdz1QWdnGKU
https://redd.it/1gu7faa
@r_Unity3D
YouTube
phonk meme
I was just quick prototyping, and suddenly...
Looking for game devs
Hey everyone, is there anyone here working on a game or an app? I'd love to be part of it! I can contribute to creating the app, especially on the visual side. I can handle various types of art, including .obj models, normal illustrations, and pixel art. I can even design UI and suggest new ideas to improve the game! I really want to be credited in a game project, but unfortunately, I don’t know programming languages—just web development 😔. PLEASEEE consider my offer—I PROMISEEE I’ll give my all and genuinely help make your game amazinggg🥺🥺🥺!
https://redd.it/1gu6x6y
@r_Unity3D
Hey everyone, is there anyone here working on a game or an app? I'd love to be part of it! I can contribute to creating the app, especially on the visual side. I can handle various types of art, including .obj models, normal illustrations, and pixel art. I can even design UI and suggest new ideas to improve the game! I really want to be credited in a game project, but unfortunately, I don’t know programming languages—just web development 😔. PLEASEEE consider my offer—I PROMISEEE I’ll give my all and genuinely help make your game amazinggg🥺🥺🥺!
https://redd.it/1gu6x6y
@r_Unity3D
Reddit
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Unity2d Tilemap Jitter when camera moving
I'm using the latest unity urp version, I'm using a pixel perfect camera, only and ONLY my tilemap is stuttering while the camera is moving.
I've tried disabling pixel perfect, I've tried different camera movement noscripts, currently setting my camera position via:
No other sprites or the player are having this stutter, I am not using pixel snap.
This and another confirmed unity bug is driving me crazy.
https://i.redd.it/ywvvem2luo1e1.gif
https://redd.it/1gu96qz
@r_Unity3D
I'm using the latest unity urp version, I'm using a pixel perfect camera, only and ONLY my tilemap is stuttering while the camera is moving.
I've tried disabling pixel perfect, I've tried different camera movement noscripts, currently setting my camera position via:
transform.position = targetPosition; in LateUpdate() with the target being my player who is moving smoothly.No other sprites or the player are having this stutter, I am not using pixel snap.
This and another confirmed unity bug is driving me crazy.
https://i.redd.it/ywvvem2luo1e1.gif
https://redd.it/1gu96qz
@r_Unity3D
2d Skeletal animations, directly in Unity or other software?
I'm aware I can import a PSD, create the skeleton, add weights and animate all in Unity, but is that the best way? Do people use a different program to create the animations and then import those into Unity? What do you do?
https://redd.it/1gudkyo
@r_Unity3D
I'm aware I can import a PSD, create the skeleton, add weights and animate all in Unity, but is that the best way? Do people use a different program to create the animations and then import those into Unity? What do you do?
https://redd.it/1gudkyo
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Reddit
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How do I call a function/run code/edit variables on a custom rule tile
I'm currently trying to implement crops into my game and I'm using custom rule tiles to do so.
The way I'm currently trying to do it is that, every time a new day starts/the in game clock reaches 24:00 and resets to 00:00, it calls a function in the noscript for the custom tile that decreases the "days until next stage" variable by 1, and when it reaches 0, it replaces it's self with what ever other tile is specified. But, when ever the next day starts, I an error:
"NullReferenceException: Object reference not set to an instance of an object dayCycle.tickTime () (at Assets/UI/dayCycle.cs:35)"
Is there a way to get this to work? Or maybe a better way of doing this I don't know of?
dayCycle:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class dayCycle : MonoBehaviour
{
Text clocktxt;
private float RawTime = 0.0F;
private float ClockHR = 0.0F;
private float ClockMN = 0.0F;
private int ClockSpeedMultiplier = 1;
void Start()
{
clocktxt = gameObject.GetComponent<Text>();
RawTime = 1425;
InvokeRepeating("tickTime", 1, 1.0f);
clocktxt.text = ClockHR.ToString("00") + ":" + ClockMN.ToString("00");
}
void tickTime()
{
RawTime += ClockSpeedMultiplier;
ClockHR = (int)RawTime / 60;
ClockMN = (int)RawTime - (int)ClockHR * 60;
if (RawTime >= 1440)
{
RawTime = 0;
cropTile.instance.DayTick();
}
clocktxt.text = ClockHR.ToString("00") + ":" + ClockMN.ToString("00");
}
}
cropTile:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Tilemaps;
[CreateAssetMenu(menuName = "Tiles/Crop Tile")]
public class cropTile : RuleTile
{
public static cropTile instance;
public item item;
public NextStageType nextStageType;
public cropTile nextStage;
public ruleTileWithData lastStage;
public int daysUntilNextStage = 1;
public Tilemap tilemap;
public Vector3Int targetCell;
void Awake()
{
instance = this;
}
public enum NextStageType
{
Grow,
Final
}
public void DayTick()
{
daysUntilNextStage--;
Debug.Log(daysUntilNextStage);
if (daysUntilNextStage <= 0)
{
if (nextStageType == NextStageType.Grow)
{
tilemap.SetTile(targetCell, nextStage);
}
if (nextStageType == NextStageType.Final)
{
tilemap.SetTile(targetCell, lastStage);
}
}
}
}
https://redd.it/1guf6zs
@r_Unity3D
I'm currently trying to implement crops into my game and I'm using custom rule tiles to do so.
The way I'm currently trying to do it is that, every time a new day starts/the in game clock reaches 24:00 and resets to 00:00, it calls a function in the noscript for the custom tile that decreases the "days until next stage" variable by 1, and when it reaches 0, it replaces it's self with what ever other tile is specified. But, when ever the next day starts, I an error:
"NullReferenceException: Object reference not set to an instance of an object dayCycle.tickTime () (at Assets/UI/dayCycle.cs:35)"
Is there a way to get this to work? Or maybe a better way of doing this I don't know of?
dayCycle:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class dayCycle : MonoBehaviour
{
Text clocktxt;
private float RawTime = 0.0F;
private float ClockHR = 0.0F;
private float ClockMN = 0.0F;
private int ClockSpeedMultiplier = 1;
void Start()
{
clocktxt = gameObject.GetComponent<Text>();
RawTime = 1425;
InvokeRepeating("tickTime", 1, 1.0f);
clocktxt.text = ClockHR.ToString("00") + ":" + ClockMN.ToString("00");
}
void tickTime()
{
RawTime += ClockSpeedMultiplier;
ClockHR = (int)RawTime / 60;
ClockMN = (int)RawTime - (int)ClockHR * 60;
if (RawTime >= 1440)
{
RawTime = 0;
cropTile.instance.DayTick();
}
clocktxt.text = ClockHR.ToString("00") + ":" + ClockMN.ToString("00");
}
}
cropTile:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Tilemaps;
[CreateAssetMenu(menuName = "Tiles/Crop Tile")]
public class cropTile : RuleTile
{
public static cropTile instance;
public item item;
public NextStageType nextStageType;
public cropTile nextStage;
public ruleTileWithData lastStage;
public int daysUntilNextStage = 1;
public Tilemap tilemap;
public Vector3Int targetCell;
void Awake()
{
instance = this;
}
public enum NextStageType
{
Grow,
Final
}
public void DayTick()
{
daysUntilNextStage--;
Debug.Log(daysUntilNextStage);
if (daysUntilNextStage <= 0)
{
if (nextStageType == NextStageType.Grow)
{
tilemap.SetTile(targetCell, nextStage);
}
if (nextStageType == NextStageType.Final)
{
tilemap.SetTile(targetCell, lastStage);
}
}
}
}
https://redd.it/1guf6zs
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