How to align multiple sprites?
https://preview.redd.it/hpmh0mzo2n5e1.png?width=536&format=png&auto=webp&s=0b3658bba7b0e94ee95b266c41e0f1cbe8bbf308
I went through the painfully process of aligning the red blocks manually. I know there's a simple way to align various objects at once, using something like a UI Layout, but I cannot find it.
Can someone help me?
https://redd.it/1h9kml2
@r_Unity3D
https://preview.redd.it/hpmh0mzo2n5e1.png?width=536&format=png&auto=webp&s=0b3658bba7b0e94ee95b266c41e0f1cbe8bbf308
I went through the painfully process of aligning the red blocks manually. I know there's a simple way to align various objects at once, using something like a UI Layout, but I cannot find it.
Can someone help me?
https://redd.it/1h9kml2
@r_Unity3D
Pathfinding A
Hello, I am trying to make a turn-based game and I want to use algorithm Pathfinding A\ for enemy movement however it doesn't work properly. No youtube videos can help me nor chat gpt and I already spend many hours on it, but still I can't fix it. I am desperate. Any help would be a bless and truly appreciate!!
and here is the link for screenshots of my noscript and a video where I show you the problem with pathfinding (unity screen) (I didn't know any other ways to upload a video here, sorry .__. )
https://drive.google.com/drive/folders/1Fr96UVHPVpG8k-1QANRjT14dFYi9KlML?usp=sharing
https://redd.it/1h9kbcj
@r_Unity3D
Hello, I am trying to make a turn-based game and I want to use algorithm Pathfinding A\ for enemy movement however it doesn't work properly. No youtube videos can help me nor chat gpt and I already spend many hours on it, but still I can't fix it. I am desperate. Any help would be a bless and truly appreciate!!
and here is the link for screenshots of my noscript and a video where I show you the problem with pathfinding (unity screen) (I didn't know any other ways to upload a video here, sorry .__. )
https://drive.google.com/drive/folders/1Fr96UVHPVpG8k-1QANRjT14dFYi9KlML?usp=sharing
https://redd.it/1h9kbcj
@r_Unity3D
How games like strange horticulture or potioncraft have split ui that are drag and intractable
Hi I'm new to unity and can't find a name for this and don't know what to search, it act like separate and split screen and each one have a separate interaction
https://redd.it/1h9n7re
@r_Unity3D
Hi I'm new to unity and can't find a name for this and don't know what to search, it act like separate and split screen and each one have a separate interaction
https://redd.it/1h9n7re
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Choose 1 game idea for me
hello, so i have recently released one 2D pixel game on play store(which got 100+ downloads)
now I am trying to make a new game and I have 3 ideas. here is those idea's detail. (just important points)
1. FPS game(3D) - Focused on PC platform:- a bit sci-fi environment (lasers and white tiles)- low gravity and player has Magnetic boots that allow him to stick to walls and ceilings- boots do have a time limit, after that it wont stay magnetic and needs to recharge.- enemies will not have any magnetic boot but can shoot lasers in any direction(at player)- and example of this concept: https://theblackmezek.itch.io/six-degrees-of-decent
2. Well of Death(3D) - focused on PC platform:- as the name says it "Well of death" stunts game where player rides car into well of death- player needs to maintain the speed, if too slow it will fall down and if too fast it will go outside the well- other cars will be there as well which will try to attack and you can attack back as well- people will be on TOP with money that you can collect(but be carefull not to fall out)- you can change camera POV, either see it 1st person (right behind the car) or see it from 3rd person view(whole Well)- the more rounds you can go one, higher score you will get. with each 10 rounds, things will get harder.- example: https://play.google.com/store/apps/details?id=com.erafungames.well.of.death.tracator.bike.car.kart.sim
3. 1 ON 1 - versus fighting (2D) - Focused on PC- simple 1 Vs 1 fight, but here player can customize the avatar/fighter- the fighter can be assembled by taking different body part like hands, legs, head etc.- each body part has some unique powers/ability that will help in fight- player can also chose for enemy as well and have almost infinite combinations of fights- player needs to buy more parts and to buy it player needs to fight and win to earn some currency- example: https://www.youtube.com/watch?v=expZPaerXRI
all these ideas are already implemented in many ways.....so I will also just try to make my own version
I am making it a POLL so you guys can choose
and here is the game I published:
https://play.google.com/store/apps/details?id=com.maziminds.truedestination
please check it out as well
View Poll
https://redd.it/1h9lzjq
@r_Unity3D
hello, so i have recently released one 2D pixel game on play store(which got 100+ downloads)
now I am trying to make a new game and I have 3 ideas. here is those idea's detail. (just important points)
1. FPS game(3D) - Focused on PC platform:- a bit sci-fi environment (lasers and white tiles)- low gravity and player has Magnetic boots that allow him to stick to walls and ceilings- boots do have a time limit, after that it wont stay magnetic and needs to recharge.- enemies will not have any magnetic boot but can shoot lasers in any direction(at player)- and example of this concept: https://theblackmezek.itch.io/six-degrees-of-decent
2. Well of Death(3D) - focused on PC platform:- as the name says it "Well of death" stunts game where player rides car into well of death- player needs to maintain the speed, if too slow it will fall down and if too fast it will go outside the well- other cars will be there as well which will try to attack and you can attack back as well- people will be on TOP with money that you can collect(but be carefull not to fall out)- you can change camera POV, either see it 1st person (right behind the car) or see it from 3rd person view(whole Well)- the more rounds you can go one, higher score you will get. with each 10 rounds, things will get harder.- example: https://play.google.com/store/apps/details?id=com.erafungames.well.of.death.tracator.bike.car.kart.sim
3. 1 ON 1 - versus fighting (2D) - Focused on PC- simple 1 Vs 1 fight, but here player can customize the avatar/fighter- the fighter can be assembled by taking different body part like hands, legs, head etc.- each body part has some unique powers/ability that will help in fight- player can also chose for enemy as well and have almost infinite combinations of fights- player needs to buy more parts and to buy it player needs to fight and win to earn some currency- example: https://www.youtube.com/watch?v=expZPaerXRI
all these ideas are already implemented in many ways.....so I will also just try to make my own version
I am making it a POLL so you guys can choose
and here is the game I published:
https://play.google.com/store/apps/details?id=com.maziminds.truedestination
please check it out as well
View Poll
https://redd.it/1h9lzjq
@r_Unity3D
itch.io
AIE - Six Degrees of Decent by TheBlackMezek
Fight through rooms of enemies in a zero-g environment. Available for Windows
Working on my menu (this is the Photoshop file). I plan to add animations to the clouds to bring some movement to the scene, but it still feels a bit off. Do you have any suggestions on how to improve it?
https://redd.it/1h9jk05
@r_Unity3D
https://redd.it/1h9jk05
@r_Unity3D
"Juice" In Dice Mechanics
Hi everyone! 👋
I’ve been thinking a lot about how to add “juice” to 2D games, especially ones with tactical elements and dice mechanics. By “juice,” I mean those delightful little touches that make gameplay feel exciting and rewarding—things like satisfying feedback, impactful animations, and great sound design
The game concept I’m exploring involves dice rolling, drag-and-drop mechanics, and tactical decisions on a grid. While the mechanics are functional, I want to make interactions feel more joyful and engaging. For example:
• How do you make rolling dice feel impactful and fun?
• What visual or audio feedback works best for drag-and-drop mechanics?
• Are there ways to make combos or critical plays feel extra satisfying?
I’d love to hear your thoughts and ideas! Are there any 2D games with dice mechanics you think nailed this? What materials (videos, articles, etc.) would you recommend for learning about adding “juice” to games?
Some popular dice games I’ve seen mentioned in forums here are Dice & Fold,DiceyDungeons, but I’d love to hear if you have others I should check out for inspiration.
Thanks in advance for any tips, examples, or resources you can share! 😊
https://redd.it/1h9hozu
@r_Unity3D
Hi everyone! 👋
I’ve been thinking a lot about how to add “juice” to 2D games, especially ones with tactical elements and dice mechanics. By “juice,” I mean those delightful little touches that make gameplay feel exciting and rewarding—things like satisfying feedback, impactful animations, and great sound design
The game concept I’m exploring involves dice rolling, drag-and-drop mechanics, and tactical decisions on a grid. While the mechanics are functional, I want to make interactions feel more joyful and engaging. For example:
• How do you make rolling dice feel impactful and fun?
• What visual or audio feedback works best for drag-and-drop mechanics?
• Are there ways to make combos or critical plays feel extra satisfying?
I’d love to hear your thoughts and ideas! Are there any 2D games with dice mechanics you think nailed this? What materials (videos, articles, etc.) would you recommend for learning about adding “juice” to games?
Some popular dice games I’ve seen mentioned in forums here are Dice & Fold,DiceyDungeons, but I’d love to hear if you have others I should check out for inspiration.
Thanks in advance for any tips, examples, or resources you can share! 😊
https://redd.it/1h9hozu
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
How do i get started with sprites?
I've always been very interested in coding and I want to try my hand at making a little indie game. The only problem I have is that I don't do art, not even kinda, and I don't know any pixel artists who could make sprites for me and I don't want to make my own because I'm bad at art and I don't want to learn it. I know i cant be the only one who has this problem.
https://redd.it/1h9sxnr
@r_Unity3D
I've always been very interested in coding and I want to try my hand at making a little indie game. The only problem I have is that I don't do art, not even kinda, and I don't know any pixel artists who could make sprites for me and I don't want to make my own because I'm bad at art and I don't want to learn it. I know i cant be the only one who has this problem.
https://redd.it/1h9sxnr
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Metroidvania rooms - How is it done?
Games like Hollow Knight for example have several large environments, and each environment is split up into different rooms. I'm assuming each 'room' isn't a new scene, but instead just a separate set of sprites/tiles somewhere else in that existing scene.
Are there any tutorials out there on how to do this? I've had a search on YT but can't find what I'm looking for really.
https://redd.it/1h9v6fi
@r_Unity3D
Games like Hollow Knight for example have several large environments, and each environment is split up into different rooms. I'm assuming each 'room' isn't a new scene, but instead just a separate set of sprites/tiles somewhere else in that existing scene.
Are there any tutorials out there on how to do this? I've had a search on YT but can't find what I'm looking for really.
https://redd.it/1h9v6fi
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Ground
So I made a floor with an imported png and I want it so when I make the object longer it doesn’t get stretched it becomes longer but the floor doesn’t get stretched, I tried making the wrap mode to be repeat and I turned on Auto Tiling on the Box collider but it still stretched?
https://redd.it/1h9ugnb
@r_Unity3D
So I made a floor with an imported png and I want it so when I make the object longer it doesn’t get stretched it becomes longer but the floor doesn’t get stretched, I tried making the wrap mode to be repeat and I turned on Auto Tiling on the Box collider but it still stretched?
https://redd.it/1h9ugnb
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Please Remember: Your Games Should Always Surprise
Last weekend, I played a bit of Battle Toads on SEGA in a retro shop. Turns out, it’s not as "tear-your-ass-apart" hard as I remembered it from childhood. Yeah, it’s challenging, but the difficulty is actually fair.
https://preview.redd.it/5lu9tstbrr5e1.png?width=720&format=png&auto=webp&s=83789ce07ac772f7a38700e8b74f6bb4e91455e8
Guess it was only "impossible" for a 10-year-old punk with minimal gaming experience and zero skills. Honestly, now it feels like you just need a couple of tries to get the hang of it and move on.
That said, modern mainstream games are still like 10 times easier—designed to roll out the red carpet for the player, y’know.
But I didn’t want to talk about difficulty. Holy crap, Battle Toads is such a blast and so varied
https://preview.redd.it/cb0p71k2sr5e1.jpg?width=480&format=pjpg&auto=webp&s=6a6738f2b517f25f1c02597153b897b1651cc143
Modern devs are like, "Consistency! The player has to understand what’s going on, yada yada. We gotta reuse mechanics or nobody will get it, boo-hoo."
In Schreier’s book, CDPR mentioned: "We wanted to add a scene during the Battle of Naglfar where Ciri skates around and fights the Wild Hunt! It would’ve been an amazing nod to ‘Lady of the Lake,’ but then we realized—this would introduce a new mechanic in the final stretch of the game. Players wouldn’t be able to handle it, nobody would figure it out! So we decided it couldn’t be done. We just couldn’t add another tutorial at the very end; it’d ruin the pacing."
Oh, for crying out loud!
Meanwhile, in the old-school Battle Toads: every level is literally like a whole new game that retains only the core principles from the previous stage! Hell, forget levels—some segments within levels feel like entirely new games.
I’d forgotten, but the first boss fight?..
The red filter is there to emphasize once again that you’re seeing through the eyes of a robot!
It’s from a second-person perspective. A second-person perspective! How often do you see that in games? You’re looking at yourself through the boss’s eyes and hurling rocks at the screen, basically at your own face—but it’s not you. You’re the little toad. :frog:
Guys, it’s pure magic when a game keeps surprising you like this! As a kid, you don’t really appreciate it. You just assume that’s how games are supposed to be.
https://redd.it/1ha3zb9
@r_Unity3D
Last weekend, I played a bit of Battle Toads on SEGA in a retro shop. Turns out, it’s not as "tear-your-ass-apart" hard as I remembered it from childhood. Yeah, it’s challenging, but the difficulty is actually fair.
https://preview.redd.it/5lu9tstbrr5e1.png?width=720&format=png&auto=webp&s=83789ce07ac772f7a38700e8b74f6bb4e91455e8
Guess it was only "impossible" for a 10-year-old punk with minimal gaming experience and zero skills. Honestly, now it feels like you just need a couple of tries to get the hang of it and move on.
That said, modern mainstream games are still like 10 times easier—designed to roll out the red carpet for the player, y’know.
But I didn’t want to talk about difficulty. Holy crap, Battle Toads is such a blast and so varied
https://preview.redd.it/cb0p71k2sr5e1.jpg?width=480&format=pjpg&auto=webp&s=6a6738f2b517f25f1c02597153b897b1651cc143
Modern devs are like, "Consistency! The player has to understand what’s going on, yada yada. We gotta reuse mechanics or nobody will get it, boo-hoo."
In Schreier’s book, CDPR mentioned: "We wanted to add a scene during the Battle of Naglfar where Ciri skates around and fights the Wild Hunt! It would’ve been an amazing nod to ‘Lady of the Lake,’ but then we realized—this would introduce a new mechanic in the final stretch of the game. Players wouldn’t be able to handle it, nobody would figure it out! So we decided it couldn’t be done. We just couldn’t add another tutorial at the very end; it’d ruin the pacing."
Oh, for crying out loud!
Meanwhile, in the old-school Battle Toads: every level is literally like a whole new game that retains only the core principles from the previous stage! Hell, forget levels—some segments within levels feel like entirely new games.
I’d forgotten, but the first boss fight?..
The red filter is there to emphasize once again that you’re seeing through the eyes of a robot!
It’s from a second-person perspective. A second-person perspective! How often do you see that in games? You’re looking at yourself through the boss’s eyes and hurling rocks at the screen, basically at your own face—but it’s not you. You’re the little toad. :frog:
Guys, it’s pure magic when a game keeps surprising you like this! As a kid, you don’t really appreciate it. You just assume that’s how games are supposed to be.
https://redd.it/1ha3zb9
@r_Unity3D
How many of you have Animancer API package experience?
I’m only using Animancer lite so far, and it’s been great not having to deal with my own state machine and the Animancer state machine, but I keep running into an issue. In certain scenarios my end events from a previous state will trigger after the state has exited. I know I have to code for the animation to stop explicitly and clear the event. Is there some special protocols when dealing with end events in Animancer with Finite State Mqchines?
https://redd.it/1ha49ww
@r_Unity3D
I’m only using Animancer lite so far, and it’s been great not having to deal with my own state machine and the Animancer state machine, but I keep running into an issue. In certain scenarios my end events from a previous state will trigger after the state has exited. I know I have to code for the animation to stop explicitly and clear the event. Is there some special protocols when dealing with end events in Animancer with Finite State Mqchines?
https://redd.it/1ha49ww
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Released my first 2D mobile game on Google Play Store.
gameplay footage
Download Now
https://redd.it/1ha88ah
@r_Unity3D
gameplay footage
Download Now
https://redd.it/1ha88ah
@r_Unity3D