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#unity programming
vaguely-humanoid-form · 5 months
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I'm going insane right now
so I'm doing some good old programming for my funny video game and I am having a Hard Time
it's a 2.5d top down pixel art game and I'm desperately trying to get the walking animations to work
my sprite won't walk forward and she doesn't stop walking ???? I have blend trees set up but it won't transition to idle for whatever reason
I'm moving across the map just fine, my animations are just being weird
if you can help please do. I will be indebted to you forever
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fictionz · 8 months
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Very smart words from someone I'm lucky to work with.
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multidimensionalsock · 8 months
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Games engines and their pricings for Indie Devs
Based on Unitys recent changes to their pricing model, I thought it would be useful to put together a list of different game making softwares and their pricing models to compare which would be best for you.
Unreal
Programming language: C++ and visual scripting.
Dimensions: 3D, VR and AR
Platforms: all platforms
Standard license: free to use, pay 5% of your revenue over $1 million over the lifetime of the game, due each quarter (as long as the game is still for sale or generates more them $10k per quarter)
Enterprise: $1.5k+ per seat per year, includes premium support and private training and/or custom licensing terms
Custom licenses: larger developers can renegotiate with epic for lower or waived royalty fees.
More about their licensing here
Gamemaker
Programming language: GML and visual scripting
Dimensions: 2D
Gamemaker doesn't require any royalties made off of your game no matter which license youre on.
Free: access to gamemaker and export that can only be used on their games website (GX.games)
Creator: access to game maker, GX export and desktop export $4.99 a month
Indie: access to the above with web and mobile exports, $9.99 a month.
Enterprise: all of the above but with console exports as well $79.99 a month.
Godot
Programming languages: GDScript, C# and C++
Dimensions: 2D, 3D, AR and VR
Platforms: Not able to port to console due to it being open source unless you develop it yourself or via a third party.
Royalty free and free at point of purchase.
RPG maker
Programming language: Java and visual scripting
Dimensions: 3D (in some), 2D
Platforms: windows, mac, web
Doesn't ask for royalties from games, has a 20 day free trial. RPG maker MZ costs £66.99 initial purchase, costs may vary by which engine you buy.
CryEngine
Programming language: C++
Dimensions: 2D, 3D, VR and AR.
Platforms: Windows, Linux, PlayStation 4, Xbox One, Oculus Rift, OSVR, PSVR, and HTC Vive. Mobile support is in development.
5% royalty fee over $5k a year, free to download and use.
Cocos2D
Programming languages: C++, C#, Lua and javascript
Dimensions: 2D
Platforms: android, mac, linux, and win32.
Free to use, no royalties
Cocos creator
Programming languages: TypeScript and JavaScript
Dimensions: 2D and 3D
Platforms: IOS, android, windows, mac, HTML5
Free to use, no royalties
Defold
Programming languages: Lua 5.1 and LuaJIT
Dimensions: 2D and 3D
Platforms: PlayStation®4, Nintendo Switch, Android, iOS, macOS, Linux, Windows, Steam, HTML5, Facebook, Q3 2023 PlayStation®5, Q2 2024 XBox
Free to use, no royalties
Phaser
Dimensions: 2D
Programming languages: JavaScript or TypeScript
Platforms: Web (HTML5)
Free to use, no royalties
Unity
Programming language: C#
Platforms: all platforms
Dimensions: 2D, 3D, VR and AR
Edit: unity has changed their policy you can see the new one here
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elz-vrx · 8 months
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Me when Unity (the thing I've been using to make games) decides it's going for the how to kill an engine any percent speedrun
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tia-indie-dev · 8 months
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every fps starts with bean
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chaussurre · 8 months
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i dont understand the whole "unity" thing. what is happening? all the game devs on my tl are talking about it
Alright so starting from 0:
To make a game, you need to do a lot of things: display objects, animate them, physics, collisions, etc. This, is a lot of work, so while you can do them from scratch, and some people do, most people will use a game engine.
A game engine is a software that does many of the reccuring things in a video game. For example, it handles the displaying of 3D objects. But it doesn't do the whole game, even with an engine, there's still a lot of work to do.
What most devs will do when making a game, is that they'll use an engine as a basis, and then build above it.
Now, we have several options to choose from, when it comes to game engines. One of these options is called "Unity". Unity is one of the largest game engine, with a reputation of being great to learn for beginners.
And many people, me included, spent of fucking lot of time learning Unity, and developing tools for Unity and all was good.
But everything changed when capitalism attacked.
A few days ago, Unity announced they would change how they would bill developers for each time their game would be downloaded, above a certain threshold. Which made a lot of devs angry.
First because it counted once for each device the same user would download the game on, then once for each time he reinstall the game, then once for each pirated version etc. Also it was retroactive so there are games that will be withdrawed from Steam, like cult of the lamb and such.
So of course we got angry and they backtracked on a few things. I'm still gonna change engine because fuck them.
But swapping engine isn't an easy task. If you're working on a game, you'll have to redo most of the code. If you made tools, all these will be useless. So some people are stuck with Unity and their unfair practices.
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mattastr0phic · 6 months
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May-be-sort-of taking a break from posting for a bit because I have a big project due in a few days and I think it's gonna take all my brainpower. If you see me posting anyways it's because I haven't set up my ADHD appointment yet or maybe I actually need the time to cool off but for 9 days feel free to yell at me to get back to work (except for one day. you'll know which day it is)
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tanadrin · 9 months
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every time i google a programming question, and i find someone asking the exact question i want, and the only response to it is a link to a video, i get one half one percent closer to going on a murder spree.
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codingcorgi · 7 months
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So is no one going to talk about how the CEO of Unity resigned? Like 👀
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nerdypunkdev · 2 years
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Learn how to build a turn based combat system (like in Pokemon games) in this FREE tutorial series I just finished posting on Youtube. It has all kinds of cool coding insights on to build a very fun and modular turn based system in over 6 hours of rich content.
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I just pushed the last part of this series, check out it out here:
youtube
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jammerlee · 8 months
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Just gonna drop this here Humble Bundle for the Godot engine. No particular reason. Has nothing to do with Unity choosing evil. Nope. Part of the proceeds will benefit the charity Girls Who Code
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mildlylesbian · 8 months
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If silksong gets canceled I will personally eat every Unity higher up who had a hand in this decision.
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multidimensionalsock · 8 months
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I FINALLY FINISHED MY DIALOGUE SYSTEM THING. oh my god I'm so happy. Also whenever I show this to nonprogrammers i feel like it looks really simple but I'm gonna link the CS file that handles all of what you're currently seeing and it's not simple at all 😭. I have a feeling noncoders would probably assume this would only take like an hour and it's saddening lmao.
Anyway I should have the documentation and some finishing touches done by tomorrow and then I'll put it on itch so anyone can use it ✨
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blake447 · 5 months
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Alright! We've made a little more progress on the Dungeon Generation. And we threw it onto a coroutine so we can watch the triangulation in action. Now what I'm doing here is just brute forcing over all triangles after we've added a new point, and we calculate a value based on this matrices' determinant (image courtesy of wikipedia).
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Now, what this is supposed to do is find some kind of "optimal" triangulation that minimizes the minimum angle, but you can see from the video that it's having a hard time deciding how to flip some triangles, which shouldn't happen.
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We'll get back to that later, but for now, lets go into detail about how I'm flipping these triangles. Time to bust out the Remarkable2 again
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We start with our previous representation of the triangles. Recall a tri is a pointer to 3 edges, which are themselves an array of 2 pointers to a set of vertices. The order matters and determines the orientation, but we can always calculate that on the fly and optimize it with clever tricks later. I start by brute forcing to see if they share any pairs of vertices in each edge. Note that the edges are non-unique and have repeating arrays, but the vertices are singular and absolute, so we can just compare their references for matching.
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Next we want to begin swapping the triangulation. By brute forcing (yeah look, I'm just trying to get this working lol) a search to find the local index of the edge the triangles share, for each triangle. Once we have the shared edges, we need to find the two points that are not shared. We can do this by taking advantage of the orientation of the triangles and moving on to the next edge in the circuit, then taking the endpoint of that edge.
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From here, we replace the shared edges with a new edge consisting of the two non-shared vertices, and arbitrarily choose to preserve the next segment after the old shared edge entirely. Mapping out what each edge now belongs to, we see we need to swap the previous edges to the old shared one, and we will get ourselves a new swapped triangulation. Note that non-convex triangles will cause complications, and run the risk of overlapping other already existing triangles. Additionally, we will need to recalculate the orientation of the triangle, which I covered along with the ground work in Part I of the post here
As for what comes next, I have to fix the triangulation calculations so that it actually functions correctly, because as of right now it appears to be about a 50-50 tossup that any given triangle ends up correct, which is slightly better than all of them being wrong I guess
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Here I though this would be quick and easy, in and out lol
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tia-indie-dev · 2 months
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I did good
I took part at brackeys game jam(you get a theme and you have to make a game that deals with it) and today I got the results of the rastings, 802 entries were made
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chaussurre · 6 months
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If someone recommend me a good screen recorder, I will post a gif of a concept for a wizard orb I did in an old unity project.
edit: I see several people reblogging this version of the post, just know that someone did recomend me something and I posted the actual thing. Check the reblogs or just click the link
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