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It's not like monitors used to have 1x1 resolution, but it's still fun to drag this slider
https://redd.it/1q2qnln
@r_Unity3D
https://redd.it/1q2qnln
@r_Unity3D
👍1
GoHome (prototype).. pixel art drunkerd trying to make it home from the pub
stared a little pixel art game called GoHome \(prototype\) .. basically you're a drunk guy leaving the pub trying to make it home in winter... it's my first attempt at a proper 'game' so any honest feedback is welcome.. it's only been a few weeks on and off learning unity but it's driving me nuts with all it's 'workarounds' haha.. and the build seems different than the editor.. it's all a learning process though i guess.. hopefully i can turn it into something decent.. i've probably spent too much time on the atmosphere than gameplay..anyhoo, just putting it out there to see if anyone would like a game like this?!
https://www.youtube.com/watch?v=uyRWYtWles4
https://redd.it/1q36r6f
@r_Unity3D
stared a little pixel art game called GoHome \(prototype\) .. basically you're a drunk guy leaving the pub trying to make it home in winter... it's my first attempt at a proper 'game' so any honest feedback is welcome.. it's only been a few weeks on and off learning unity but it's driving me nuts with all it's 'workarounds' haha.. and the build seems different than the editor.. it's all a learning process though i guess.. hopefully i can turn it into something decent.. i've probably spent too much time on the atmosphere than gameplay..anyhoo, just putting it out there to see if anyone would like a game like this?!
https://www.youtube.com/watch?v=uyRWYtWles4
https://redd.it/1q36r6f
@r_Unity3D
Ideas for practicing what I learned
I'm currently taking a Unity2D course and I'm gradually learning concepts that I love applying to other projects. That said, I'm nearing the end and I was wondering what project would be a good idea to try. I came up with these ideas and I've actually already started one because I think I can do it with what I've learned so far. The intention is to achieve it without having to follow a tutorial that explains what to do at home, so I can practice how to approach certain things.
If you see any ideas that you think, although they look easy, are actually very difficult for beginners, I would appreciate a warning or advice on how to approach them.
My ideas:
Dino Run for Google Chrome (I've already started it, although I have my doubts about how to simulate "infinity")
Tic-Tac-Toe (I have the assets ready and I'd be interested in making it possible to play between 1 or 2 players, even if only locally. Since the AI seems a bit complicated, I thought I'd take a different approach)
Flappy Birds (seeing as quite a few people here have it as their first game)
Classic Pac-Man (Without AI)
https://redd.it/1q327qt
@r_Unity3D
I'm currently taking a Unity2D course and I'm gradually learning concepts that I love applying to other projects. That said, I'm nearing the end and I was wondering what project would be a good idea to try. I came up with these ideas and I've actually already started one because I think I can do it with what I've learned so far. The intention is to achieve it without having to follow a tutorial that explains what to do at home, so I can practice how to approach certain things.
If you see any ideas that you think, although they look easy, are actually very difficult for beginners, I would appreciate a warning or advice on how to approach them.
My ideas:
Dino Run for Google Chrome (I've already started it, although I have my doubts about how to simulate "infinity")
Tic-Tac-Toe (I have the assets ready and I'd be interested in making it possible to play between 1 or 2 players, even if only locally. Since the AI seems a bit complicated, I thought I'd take a different approach)
Flappy Birds (seeing as quite a few people here have it as their first game)
Classic Pac-Man (Without AI)
https://redd.it/1q327qt
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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SPRITES AND CAMERA
ı create some sprites with aseprite however i dont know what size to use so ı randomly build it and just trim when my drawing is done but ı noticed if ı change scale from 1 1 1 in unity it looks creepy what should ı do? ı just need to use 16x16 or 64x64?ALSO how can ı set the resolution to 1920x1080?
https://redd.it/1q35mrg
@r_Unity3D
ı create some sprites with aseprite however i dont know what size to use so ı randomly build it and just trim when my drawing is done but ı noticed if ı change scale from 1 1 1 in unity it looks creepy what should ı do? ı just need to use 16x16 or 64x64?ALSO how can ı set the resolution to 1920x1080?
https://redd.it/1q35mrg
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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I made an Editor Tool to bake AI dialogues for RPGs/Visual Novels directly into ScriptableObjects. No runtime API costs.
https://redd.it/1q3mr28
@r_Unity3D
https://redd.it/1q3mr28
@r_Unity3D
Editor tools to convert Ultima Online assets into Unity Assets
https://www.youtube.com/watch?v=0FHf7StAG-A
https://redd.it/1q32gp5
@r_Unity3D
https://www.youtube.com/watch?v=0FHf7StAG-A
https://redd.it/1q32gp5
@r_Unity3D
YouTube
Instant Ultima Online Maps and Animations in Unity
The video starts out with an intro on what it is that I'm building, then I show off two Unity Editor tools that I created to help build it.
Advice for an Isometric crafting game?
I’m a seasoned artist and writer, but I’m brand new to game development (tho I’ve modded in Unity before). Currently in the process of learning to code. Before I get started on anything real, is there anything important I should know as a beginner? Here’s the basic concepts:
- Isometric 64x32
- Gathering herbs
- Herbalism crafting (preferably a simple mini game)
- Day/night cycle
- Choices = consequences (like NPCs getting better or worse from your remedies and calling you later about it via landline phone)
I guess what im asking here is what useful tools or resources do you recommend? I’ve already downloaded Unity 2D URP and have some assets.
https://redd.it/1q3rzff
@r_Unity3D
I’m a seasoned artist and writer, but I’m brand new to game development (tho I’ve modded in Unity before). Currently in the process of learning to code. Before I get started on anything real, is there anything important I should know as a beginner? Here’s the basic concepts:
- Isometric 64x32
- Gathering herbs
- Herbalism crafting (preferably a simple mini game)
- Day/night cycle
- Choices = consequences (like NPCs getting better or worse from your remedies and calling you later about it via landline phone)
I guess what im asking here is what useful tools or resources do you recommend? I’ve already downloaded Unity 2D URP and have some assets.
https://redd.it/1q3rzff
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Rigged Sprites + Sprite Swap - Same Bone Hierarchy but Different Bone Positions?
I'm attempting to create a character animation with different complex motions (forward facing, crouching, climbing a ladder, side-facing, walking, etc) with smooth transitions between. I know there are a couple of ways to achieve this in Unity 2D, but at the moment I'm playing with rigged sprites + sprite swaps to see how far I can get.
At this point, I've got different layered sprite PSBs with my different poses, the same bone hierarchy that I've pasted into the different sprites, a Sprite Asset Library with all the body parts from different sprites, a GameObject with a single sprite with Sprite Resolvers for each of the body part layers, and animations that toggle Sprite Resolver assets to achieve transitions between poses. It mostly works as advertised in the docs.
That said, I'm still sort of confused regarding one point.
For my rigged sprites, while the bone hierarchy is the same for each sprite, the position of the bones in each sprite is not (e.g. forward facing vs side facing vs crouching). After pasting the bone hierarchy into each sprite, I adjust the position of each bone to better match the sprite layers and do my bone weighting from there.
But I'm not clear how those bone positions can be used during animation?
Specifically, as mentioned above, I dragged one of my sprites (let's say forward facing) into my GameObject and use that as the root sprite layer hierarchy to configure all my animator + sprite library + resolver components. At that point, the bone positions for that root sprite are used as the starting point for the bones in any animation. And even if I start an animation by using the resolver to swap out all the sprite layers to a different sprite, the bones+sprites will still be in the position of that original sprite, not the position of the rigged sprite in the sprite editor.
Is there any easy way to get a particular keyframe to move all the bones + layer sprites to the bone positions of a particular rigged sprite? I can manually transform the bones myself by hand, but I'm wondering if there is an easy way to get them to exactly match the positions for a particular rigged sprite (that's different than the root sprite I used for my GameObject).
https://redd.it/1q3xbbt
@r_Unity3D
I'm attempting to create a character animation with different complex motions (forward facing, crouching, climbing a ladder, side-facing, walking, etc) with smooth transitions between. I know there are a couple of ways to achieve this in Unity 2D, but at the moment I'm playing with rigged sprites + sprite swaps to see how far I can get.
At this point, I've got different layered sprite PSBs with my different poses, the same bone hierarchy that I've pasted into the different sprites, a Sprite Asset Library with all the body parts from different sprites, a GameObject with a single sprite with Sprite Resolvers for each of the body part layers, and animations that toggle Sprite Resolver assets to achieve transitions between poses. It mostly works as advertised in the docs.
That said, I'm still sort of confused regarding one point.
For my rigged sprites, while the bone hierarchy is the same for each sprite, the position of the bones in each sprite is not (e.g. forward facing vs side facing vs crouching). After pasting the bone hierarchy into each sprite, I adjust the position of each bone to better match the sprite layers and do my bone weighting from there.
But I'm not clear how those bone positions can be used during animation?
Specifically, as mentioned above, I dragged one of my sprites (let's say forward facing) into my GameObject and use that as the root sprite layer hierarchy to configure all my animator + sprite library + resolver components. At that point, the bone positions for that root sprite are used as the starting point for the bones in any animation. And even if I start an animation by using the resolver to swap out all the sprite layers to a different sprite, the bones+sprites will still be in the position of that original sprite, not the position of the rigged sprite in the sprite editor.
Is there any easy way to get a particular keyframe to move all the bones + layer sprites to the bone positions of a particular rigged sprite? I can manually transform the bones myself by hand, but I'm wondering if there is an easy way to get them to exactly match the positions for a particular rigged sprite (that's different than the root sprite I used for my GameObject).
https://redd.it/1q3xbbt
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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