4 years ago

A cool thing about having all your entities work the same is that you can easily make anything playable and everything functions nicely. Gonna make a longer post about it later.

I might also soon change the art to something original




0 comments

Loading...

Next up

So...I'm trying to recreate something of an "Nintendo 64 as seen through CRT" effect in Unity #unity #retro #N64 #indieGame #indieDev

I wanted to make a pallete-swap system to replicate what the #NES does, so I made a simple shader on shaderGraph for that. It samples each color channel and replaces it with the color defined on the material

NES link looks good in blue! #Unity #Gamedev

After implementing some of the structure I learned on #UE4 into #unity and some input juggling I've "accidentally" made multiplayer Every character has a "characterController" and these can have a separate input source. Every character should be playable

@MidnightForge is a Jolter to Watch and the solo horror dev behind games like Those Who Dwell and Nowhere! Follow @MidnightForge and the Those Who Dwell game page before the quest ends on March 17 and you'll get Coins!

Generic component system is done... kinda. Activation is messy. You currently need to specifically setup the projectile separate from the equipment data. If I don't fix it it'll be a trap for myself later. Works fine though. No specific code required

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Starting a devlog: How to keep your Unity project from crumbling upon itself (from some nerd who's been using Unity for over a decade and one really hard burnout) #unity3d #gamedev #fangame

Testing different pathfinding options+ Some advice on Plugin use on #Unity Initially I tried to use Unity's own system, but that didn't work out with a grid-based game. Eventually I went with something based on A* and Code Monkey's grid system (...)

Salmonid doodles, I was bored

art comission.