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Are there any breakable props or destruction features you wish existed?
https://redd.it/1q84hyz
@r_Unity3D
https://redd.it/1q84hyz
@r_Unity3D
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The Shield of The Kingdom Ice Mage Breakdown: Multi-Control Freezes, Area Storm Nuke & Ice Shield Tank Role!
https://redd.it/1q892p1
@r_Unity3D
https://redd.it/1q892p1
@r_Unity3D
How would I minus a value from a variable for every increment in another variable?
I want to make it so that for every population gained 10 food is minused, so basically 1 population = 10 food. The population is continuously increasing. I’ve created a coroutine that increments a year every 10 seconds wouldn’t be easier to minus the food constantly for each pop gained or just for the amount of population gained in a year each year.
https://redd.it/1q8bm85
@r_Unity3D
I want to make it so that for every population gained 10 food is minused, so basically 1 population = 10 food. The population is continuously increasing. I’ve created a coroutine that increments a year every 10 seconds wouldn’t be easier to minus the food constantly for each pop gained or just for the amount of population gained in a year each year.
https://redd.it/1q8bm85
@r_Unity3D
Reddit
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We added a Tarot reader to our roguelite where you can can improve your fortunes before a run
https://redd.it/1q8cwkf
@r_Unity3D
https://redd.it/1q8cwkf
@r_Unity3D
We made a game where you can steal your enemy body parts and install them into your body.
https://www.youtube.com/watch?v=lcWGC7vQoMI
https://redd.it/1q8c8l4
@r_Unity3D
https://www.youtube.com/watch?v=lcWGC7vQoMI
https://redd.it/1q8c8l4
@r_Unity3D
YouTube
SKINATOR - Reveal trailer
Harvest your enemies. Wear their bodies.
In this turn-based combat roguelite, every limb matters. Steal enemy body parts, chain them into deadly combos, and evolve your monster with each victory as you fight your way toward the final battle.
Wishlist NOW…
In this turn-based combat roguelite, every limb matters. Steal enemy body parts, chain them into deadly combos, and evolve your monster with each victory as you fight your way toward the final battle.
Wishlist NOW…
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A little look back on the stuff we learned over the last year of development of our clay multiplayer game
https://redd.it/1q8d7c1
@r_Unity3D
https://redd.it/1q8d7c1
@r_Unity3D
Animations that move the object
We're making a sidescrolling pixel art game with a relatively high resolution. Obviously for movement, you just have the sprite animate in place and have the engine do the moving, but we've run into a pipeline issue with animations that move the object in a specific way i.e. an attack with a blast that pushes the player backward from the force, a ledge save, or a flying enemy that bobs up and down while it's idling.
So far we've exported these animations in-place and tried to recreate them by moving them in-engine, which I find not only time-consuming, but also REALLY wonky. How would you approach this? I'm seeing some posts about using the animator to move the hitbox--in that case, would you export the animation WITH all the movement baked in? Or if it truly does need to exported in-place, what are some best practices for getting the animation to line up? Thanks so much!
https://redd.it/1q8gakt
@r_Unity3D
We're making a sidescrolling pixel art game with a relatively high resolution. Obviously for movement, you just have the sprite animate in place and have the engine do the moving, but we've run into a pipeline issue with animations that move the object in a specific way i.e. an attack with a blast that pushes the player backward from the force, a ledge save, or a flying enemy that bobs up and down while it's idling.
So far we've exported these animations in-place and tried to recreate them by moving them in-engine, which I find not only time-consuming, but also REALLY wonky. How would you approach this? I'm seeing some posts about using the animator to move the hitbox--in that case, would you export the animation WITH all the movement baked in? Or if it truly does need to exported in-place, what are some best practices for getting the animation to line up? Thanks so much!
https://redd.it/1q8gakt
@r_Unity3D
Reddit
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Noob - Help with Iso Tile Palette please. :-)
https://preview.redd.it/u3vor7qk9ecg1.png?width=2560&format=png&auto=webp&s=1953362beba3b2ed0aa42c44e3cb84725484b9fc
I have everything set up so that it works nicely in the scene - see top right window, note the mouse pointer - the block appears in the grid-space that I expect it to - but why is everything so messed up in the Palette Window?
1. Something is amiss with the sorting order.
2. All the blocks are floating about 1/3 of a space above the square they should be sitting in.
Below is another screenshot with the cell-spacing set wider to negate the sorting problem and exemplify the "floating" effect. Something to do with the Z-position I guess.
It doesn't make any difference to the "game" as everything is placed predictably in the scene. But I'd like the palette to look right too - and maybe it's a sign something else is not set up right I'm not aware of?
I've experimented for about an hour trying to figure this out. Any help appreciated.
https://preview.redd.it/re2wvopabecg1.png?width=2560&format=png&auto=webp&s=47c6cac609705ef65ac6bdc5d5ea33c9eefed4b3
https://redd.it/1q8ln7d
@r_Unity3D
https://preview.redd.it/u3vor7qk9ecg1.png?width=2560&format=png&auto=webp&s=1953362beba3b2ed0aa42c44e3cb84725484b9fc
I have everything set up so that it works nicely in the scene - see top right window, note the mouse pointer - the block appears in the grid-space that I expect it to - but why is everything so messed up in the Palette Window?
1. Something is amiss with the sorting order.
2. All the blocks are floating about 1/3 of a space above the square they should be sitting in.
Below is another screenshot with the cell-spacing set wider to negate the sorting problem and exemplify the "floating" effect. Something to do with the Z-position I guess.
It doesn't make any difference to the "game" as everything is placed predictably in the scene. But I'd like the palette to look right too - and maybe it's a sign something else is not set up right I'm not aware of?
I've experimented for about an hour trying to figure this out. Any help appreciated.
https://preview.redd.it/re2wvopabecg1.png?width=2560&format=png&auto=webp&s=47c6cac609705ef65ac6bdc5d5ea33c9eefed4b3
https://redd.it/1q8ln7d
@r_Unity3D
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That thing you want to add to your game will take longer than you think.
https://redd.it/1q895ez
@r_Unity3D
https://redd.it/1q895ez
@r_Unity3D
I built a real-time ballistic launch angle solver in C++ (open source)
Hi, I’d like to share a small open-source project I’ve been working on.
This is a C++ ballistic solver designed to compute interception trajectories
for moving targets in real time, using physics-based modeling rather than
lookup tables or purely heuristic methods.
The main goal was to handle:
\- Moving targets
\- Gravity and drag
\- Real-time constraints (for game AI usage)
It formulates the problem as a nonlinear system and solves it numerically
(RK-style integration + iterative solvers).
Potential use cases:
\- Game AI (turrets, artillery, projectile weapons)
\- Physics or simulation-heavy games
\- Prototyping trajectory / interception mechanics
GitHub:
https://github.com/ujinf74/ballistic-solver/
The project is still evolving, so feedback, criticism, or ideas for
game-oriented improvements are very welcome.
https://reddit.com/link/1q8ntbq/video/hk8lmfevpecg1/player
https://redd.it/1q8ntbq
@r_Unity3D
Hi, I’d like to share a small open-source project I’ve been working on.
This is a C++ ballistic solver designed to compute interception trajectories
for moving targets in real time, using physics-based modeling rather than
lookup tables or purely heuristic methods.
The main goal was to handle:
\- Moving targets
\- Gravity and drag
\- Real-time constraints (for game AI usage)
It formulates the problem as a nonlinear system and solves it numerically
(RK-style integration + iterative solvers).
Potential use cases:
\- Game AI (turrets, artillery, projectile weapons)
\- Physics or simulation-heavy games
\- Prototyping trajectory / interception mechanics
GitHub:
https://github.com/ujinf74/ballistic-solver/
The project is still evolving, so feedback, criticism, or ideas for
game-oriented improvements are very welcome.
https://reddit.com/link/1q8ntbq/video/hk8lmfevpecg1/player
https://redd.it/1q8ntbq
@r_Unity3D
GitHub
GitHub - ujinf74/ballistic-solver: A native solver that computes launch angles to intercept a moving target under gravity and quadratic…
A native solver that computes launch angles to intercept a moving target under gravity and quadratic drag. - ujinf74/ballistic-solver
FREE MegaBonk: Complete Unity Game Template (Early Version )
Hey everyone,
I’m sharing an early release of a Unity game template I’ve been working on called MegaBonk.
This is a complete project template designed to help you build MegaBonk / Vampire Survivors–style games much faster.
------------> Important note (Early Version):
This template is not finished yet. It represents a very early version of the intended final product.
Development is temporarily paused while I focus on my main game project, but this release exists specifically to gather feedback before I continue active development in the coming weeks.
Some systems currently included are temporary placeholders, borrowed from my Vampire Survivors template, and will be reworked or replaced later.
What is MegaBonk Template?
MegaBonk Template is a ready-to-use Unity project built with performance and modularity in mind.
The goal is to provide a solid, optimized foundation that can handle large numbers of enemies while staying easy to extend, refactor, or replace system-by-system without breaking the whole project.
Think of it as a strong starting point, not a finished game.
Included Systems (Current)
1. Optimized enemy AI capable of handling thousands of enemies simultaneously
2. (1-to-1 recreation of the MegaBonk enemy system)
3. 5 enemy types + 1 boss
4. XP, leveling, and upgrade draft system
5. Modular weapon system
6. Meta-progression (permanent upgrades between runs)
7. Character selection system
Project Link: https://zedtix.itch.io/megabonk-template
Other Projects: https://zedtix.itch.io
if you’re curious about my main project and would like to support me, you can wishlist it or check it out here:
https://store.steampowered.com/app/4077890/Fallen\_Banners/
https://redd.it/1q93fwe
@r_Unity3D
Hey everyone,
I’m sharing an early release of a Unity game template I’ve been working on called MegaBonk.
This is a complete project template designed to help you build MegaBonk / Vampire Survivors–style games much faster.
------------> Important note (Early Version):
This template is not finished yet. It represents a very early version of the intended final product.
Development is temporarily paused while I focus on my main game project, but this release exists specifically to gather feedback before I continue active development in the coming weeks.
Some systems currently included are temporary placeholders, borrowed from my Vampire Survivors template, and will be reworked or replaced later.
What is MegaBonk Template?
MegaBonk Template is a ready-to-use Unity project built with performance and modularity in mind.
The goal is to provide a solid, optimized foundation that can handle large numbers of enemies while staying easy to extend, refactor, or replace system-by-system without breaking the whole project.
Think of it as a strong starting point, not a finished game.
Included Systems (Current)
1. Optimized enemy AI capable of handling thousands of enemies simultaneously
2. (1-to-1 recreation of the MegaBonk enemy system)
3. 5 enemy types + 1 boss
4. XP, leveling, and upgrade draft system
5. Modular weapon system
6. Meta-progression (permanent upgrades between runs)
7. Character selection system
Project Link: https://zedtix.itch.io/megabonk-template
Other Projects: https://zedtix.itch.io
if you’re curious about my main project and would like to support me, you can wishlist it or check it out here:
https://store.steampowered.com/app/4077890/Fallen\_Banners/
https://redd.it/1q93fwe
@r_Unity3D
itch.io
Megabonk: Complete Game Template (Free Download) by Zedtix
source code. Play in your browser