2 years ago

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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

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

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 (...)

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

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

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

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

Heya! I wanted to show some gameplay progress i made so far. I hope you like it ^^

Sometimes the suction cup get sticky. Small animation I made in Blender after doing my tutorial on picking up/dropping objects in animations. Crate model by jQueary (https://sketchfab.com/3d-models/game-ready-sci-fi-crate-d98deca6…).