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
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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
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Released my first 2D mobile game on Google Play Store.
gameplay footage
Download Now
https://redd.it/1ha88ah
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gameplay footage
Download Now
https://redd.it/1ha88ah
@r_Unity3D
Media is too big
VIEW IN TELEGRAM
Created a unique plasma/pollen engine using text symbols. You can ignite it anywhere on the screen. Technically, it's quite simple: Perlin noise shifts upward and controls the gradient descent of symbol positions. As a result, symbols form streams as they move upward. Looks interesting?
https://redd.it/1ha9fvu
@r_Unity3D
https://redd.it/1ha9fvu
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Detect object when teleporting past it
I'm making a 2d sidescroller that is essentially turn based with grid movement. When you step off a ledge, you instantly land on the ground rather than falling over time. It enters a while loop that repeatedly decreases your y position by 1 until you are on the ground.
This has caused an issue because hazards and pickups which effect the player when their OnTriggerEnter2D is triggered. But because of the way I'm handling falling, the player essentially teleports through the object and doesn't interact.
I tried checking for the objects using OverlapCollider in the while loop each time the position is changed, but that doesn't seem to be working.
https://redd.it/1ha5jfd
@r_Unity3D
I'm making a 2d sidescroller that is essentially turn based with grid movement. When you step off a ledge, you instantly land on the ground rather than falling over time. It enters a while loop that repeatedly decreases your y position by 1 until you are on the ground.
This has caused an issue because hazards and pickups which effect the player when their OnTriggerEnter2D is triggered. But because of the way I'm handling falling, the player essentially teleports through the object and doesn't interact.
I tried checking for the objects using OverlapCollider in the while loop each time the position is changed, but that doesn't seem to be working.
https://redd.it/1ha5jfd
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Rust Runners Screenshots! What do you think so far? Wishlist on Steam!
https://redd.it/1haf0q4
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https://redd.it/1haf0q4
@r_Unity3D
Reddit
From the Unity2D community on Reddit: Rust Runners Screenshots! What do you think so far? Wishlist on Steam!
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