Working on a new game, aiming to get it done within a week (lets see how this actually goes!) This is CockTail, where you make cocktails with an alligator tail

shark vs the universe

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Acquired Stardust
Sade Olutola

Discoholic 🪩
Lint Roller? I Barely Know Her
Claire Keane

祝日 / Permanent Vacation
we're not kids anymore.
d e v o n
Jules of Nature
let's talk about Bridgerton tea, my ask is open
PUT YOUR BEARD IN MY MOUTH
Alisa U Zemlji Chuda
wallacepolsom
trying on a metaphor

roma★

@theartofmadeline
hello vonnie
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@badvertex
Working on a new game, aiming to get it done within a week (lets see how this actually goes!) This is CockTail, where you make cocktails with an alligator tail
how to draw arms ? ?
holy fuck
holy fuck is right… but… does it work with legs???
yes !!
but how much extend
^^^^^^^^^^
I NEARLY CHOKED
ENJFDFNFATFVFDF
finally. i can be accurate
This is too fucking great to not reblog
I give it MASCLES
BIG MACHO
LMAOOOOOO
Okay but for anyone who legit wants to know how to calculate it correctly:
The elbow joint on average rests a couple inches higher than the navel, so if you measure how long the distance is from the middle of the shoulder to that point then you have the length of the upper and fore arms!
So if anyone’s wondering about legs too, the simplest rule of thumb is that the length from the top of the leg to the knee is equal to the distance between the top of the leg and the bottom of the pectorals:
And I wanna stress that when i say “top of the leg” i’m not talking about the crotch (please don’t flag me tumblr it’s an anatomical term) i’m talking about the point where the femur connects to the pelvis, which is higher up on the hips:
It’s easier to see what I’m talking about in this photo of a man squatting:
So yeah if you use that measurement when using this technique you should get fairly realistically proportioned legs:
But remember! messing with proportions is an important and fun part of character design! Know the rules first so you can then break them however you please!
HOW THE HELL DID I FIND THIS POST OMG
Pigeon robs local corner shop
The final game, demo ready and everything! It even works for MAC! (not mac and cheese but that is planned for the future)
Graphical User Interface
The GUI (Graphical User Interface) in the game uses the built-in EventSystem, along with buttons that interact with scripts to load the different levels. Each button registers the button presses outlined by the EventSystem, and then uses a script attached to the EventSystem to load the different levels (each different option for a button press is run through a separate method.
The script that the EventSystem accesses, with each method loading a different level. More options for buttons can be easily added as new methods.
Sprite Sheets
Most of the 2D animation in the game is executed through sprite sheets, which are animations broken up into their individual frames and placed next to each other. The script that I got on the Unity wiki (http://wiki.unity3d.com/index.php/Animating_Tiled_texture) then reads these images when the correct number of vertical and horizontal frames are input. It can then play them at a definable framerate, and can be looped or played once and stopped on the final frame.
Here is an example of the sprite sheets, made by @tychojin:
Pickup feedback
A meter on the GUI of the game gives the player feedback on how much they are carrying. The current design of this is the shape of the pigeon. Each frame, unlike the sprite sheets, is a separate sprite. Each sprite is loaded into an array which replaces the material attached to the GUI object in the game depending on the amount of objects the player has picked up. The number of the sprite corresponds to the number of objects, and changing the materials this way enables players to gain and lose objects dynamically while knowing how many they have at all times.
Non-Playable Characters
This thread is about the NPCs, who use the NavMesh to move around the scene.
The NavMesh itself is a zone of the floor plan that dictates where the NPCs can move and where they cannot. This is shown as a blue sheet over the mesh of the map, and certain objects can either be ignored, so NPCs can move through them, or registered so NPCs will need to move around them. The script below shows how the NPC communicates with the NavMesh:
The origin point of the NPC allows them to roam the store when they are not chasing the player. This uses a blank gameobject as a reference point the NPC can move towards, which moves around to random points within the scene at random intervals.
Spawning the NPCs
When the player enters the store, they trigger a countdown that will tick down to zero. At changeable intervals, gameobjects that contain extra staff members or customers can be set to spawn, making the game more difficult the longer players play.
There is also a system to convert the seconds the counter is built with into minutes and seconds separately.
Scoring and friendly NPCs
Finally, to score the player must deposit their stolen goods in their ‘nest’. These goods are then stolen goods are then collected by the baby pigeons, which use a modified version of the NPC controller script to collect all of the objects. The objects are added to the score the moment they are dropped in the zone, so players get instant feedback on how much they have scored.
This thread is about the player character, the pigeon. They’re quite a complex little fella!
Walking Mechanics
First, the walking system has been revamped so that movement is the same whether your walking or flying. The fly feature has also been replaced with a jump that increases your height, but must be tapped to maintain flight. This whole system not only is more intuitive, as players seem to instinctively mash jump, but also more chaotic and faster paced. The code can be seen below:
Grabbing Mechanic
The grabber has also seen a big rework, so now players can pick up and drop multiple things easily. It also allows enemies to force players to drop things if they get caught, and a pickup zone gives players feedback on what they can pick up. Code below:
Animation
The animation is more complex now, triggering off of the player’s button presses to be more exact. Above, you can see how each button press causes the animation to transition between a variety of states. This triggers off of booleans (a yes or no), which are modified in the script below:
Particles and Effects
Finally, a shadow (which is actually just a plane with a texture) follows the pigeon around to give the player reference on where they will land. Along with this, @bvic made a particle effect that launches feathers out whenever the player jumps.
The whole Unity scene, in all its glory. The modelling and texturing was done by the hugely talented @cb-art-blog and @bvic, I then took their input and put the scene together. I really like taking screenshots, its such a pretty game -w-
The current method used to allow the player to see around the store in an isometric view. It uses a similar as before, with the large cuboid detecting the walls. This time, however, the opacity of the walls is changed to half.
First, the material for all of the walls is set to transparent, so that it can have an opacity.
Next, a script on the cuboid will check for the items tagged as “CullingMesh” (or the objects with the materials that can become transparent), and assigns that object to Temp. From here, the opacity of the object renderer can be accessed and changed, changing it to half when the cuboid enters the object and changing it back to full when it exits.
This new method allows players to not only see themselves, but also other NPCs, which was a problem with the original method which resulted in players not realizing that an NPC is in a corner because they are hidden by a wall.
The was the old shader that gave the player a “keyhole” through which to see the character when they walked behind a wall. It was built with a shader built by Toocanzs, and works through a variety of inter-working parts;
As seen above, the system was made up of a large disc with a hole in the center, a plane that was layered on top of it and a long cuboid that extended from the player to the camera.
All of the objects in the scene that the player would need to see through were assigned a special shader (referred to as shader A). This special shader rendered them invisible when look at normally.
The disc and plane were assigned another shader (shader B), which would allow the player to see the objects with shader A attached when the camera viewed them through shader B. This interaction was then triggered by removing the plane when the long cuboid intersected one of the objects with shader A on, thus allowing the “keyhole” shape of the disc to essentially ‘cut’ a hole in the rendered geometry.
While the final game does not use this system anymore, it is still noteworthy as part of the development. The shaders can be seen in action and downloaded here: https://www.youtube.com/watch?v=SySnHIhiVgM
Showing off the modular assets made by @bvic and @cb-art-blog, and how they fit into the Unity scene. Because of the way these models have been made, it is both easy and quick to build new environments
Tom, our angry pest control man is finished.
Had to share him.
I think he’s my favourite texture to date.
Thanks @badvertex for your face.
Final video for today, showing off the menu along with everything else in the game so far! Yes, the pickup system is VERY broken, yes I will fix it
We hecking did it (well to be exact @maxharrisongames solved the problem for me and I watched), so now the NPCs will chase after the player when they get too close. Now just gotta get them to force the player to drop things and they will be done!
Messing around with the AI settings because its funny
Been trying to code in an AI that follows the player if they get too close using Brackeys tutorials, but for some reason its not really functioning. I think it might have something to do with the range that the Enemy object can get to the player, I dunno if thats due to the size of the scene, or something I haven’t set but I have no idea. So more bug testing I guess, maybe I’ll stumble across the solution. Enemy AI: https://www.youtube.com/watch?v=xppompv1DBg Unity NavMesh: https://www.youtube.com/watch?v=CHV1ymlw-P8 Song: https://www.youtube.com/watch?v=lTvHXnvmmCA
Early gameplay of our game about a pigeon stealing stuff from a corner store. Plus jazz because I know @bvic will approve ;)
Mechanics for this week!
Got a big week ahead, the EGX deadline is next monday so over this week I’ve gotta get the mechanics done and a full level ready.
What needs to be done;
Scoring mechanic (deposit collected items in the ‘home’ bin) - Talk to Alex about storing stuff on the character
Pickup refine (colour changing alpha that tells the player when they can grab things & sort out collisions)
Customers that force the player to drop all their items if they catch them
Time limit until ‘Pest control’ get to the store and end the level, trigger when the player enters the store
Animation for the character trigger in move/fly