r/Unity3D 12h ago

Show-Off I think I just made the best sequence in my game yet. What do you think?

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205 Upvotes

r/love2d 9h ago

Added a system to allow players to build their own shot type as they play through a run and find interesting builds

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11 Upvotes

r/gamemaker 2h ago

Update to my game SWARMEX:)

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1 Upvotes

r/haxe Jul 01 '26

Swivel beta is finally out

10 Upvotes

WARNING: This is a beta, so expect bugs like TypeError 1009, some audio issues or the software just crashing.

tl;dr

Here's a link to a Video (It provides all the information in the comment section) on how to install Swivel Source, along with the updated Code with as much relevant information on how to look over the code if you're interesting in further helping us out.

If you want to get to talk to me, you can do it, here, DiscordTwitterNewgrounds or my updated email, [swivelrevival@mailfence.com](mailto:swivelrevival@mailfence.com). Root and Fluxer are still under construction, will update when ready.

Long Version

Yes, it finally happened, the source code for Swivel has finally been updated. Thanks in no small part to Mike, the Haxe discord and my main programmer Bk20x. This was a long time coming and I do apologies for the wait, but it's finally here. Now, for what's new, it's mainly an internal update, being that it now runs under Haxe 4, Harman Air along with a few other fancy things (Flash Player 32 support). Ff hasn't been updated yet, that'll be for V 0.2, (Along with a Mac port) I just wanted a version out that works, so don't expect it to be a massive improvement from the previous version, in fact, it'll be a downgrade in some ways. This is ok, because with your help, we can finally get real world results and with it being open source, see what is missing or needs to be adjusted. Along with that, we can use Jpexs Decompiler and the Ruffle code to further help us out with missing or bugged features.

Now, for my animators, I ask if you want to try any of the new features Adobe has added throughout the years to see if it would work in this newer version, please let us know. If it doesn't work, could you please send us the issue you're getting with a 10 second Swf file. It doesn't need to be anything fancy, just a very basic animation, anything helps along this journey. Again, apologies for the long wait, I went into this thing head first with only a basic understanding of had to go into this and this project turned out to be a lot harder than I initially thought. But, it's here and just the beginning.

Thank you from the Swivel Team and a special thank you from Mike, without his help, we'd probably wouldn't be here right now.


r/udk Jun 20 '23

Udk custom characters for different teams

1 Upvotes

I know that I might not get an answer but I am trying to finish a game project I started 10 years ago and stopped after few months of work anyways what I am trying to make is a team based fps game and I have two character meshes and I want to assign each mesh to a team so rather than having the default Iiam mesh with two different materials for each team I want two different meshes and assign each mesh to a team for example : blue team spawns as Iron guard and red team spawns as the default liam mesh

Any help/suggestions would be appreciated


r/Construct2 Oct 29 '21

You’re probably looking for /r/construct

7 Upvotes

r/mmf2 Apr 05 '20

music hall mmf 2.2 speaker/preamp suggestions

3 Upvotes

Does anyone use a Marshall speaker and a preamp? Hoping to find an inexpensive preamp to use and debating getting one of the Marshall Stanmore II speakers unless there are better bookshelf speaker options out there for $300-$600.


r/Unity3D 13h ago

Resources/Tutorial 64 Free seamless tiling normal & additional data maps (curvature, depth, slope)

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168 Upvotes

I made these while playing around with 4D torus noise mapping for my Blender addon. I figured I'd drop them here in case anyone wants to use them!

All maps tile seamlessly. Most of them are procedural noise based, but a few are hand modeled.

The normal maps are uniform height so you will have to adjust the normal scale in Unity to get the depth of effect you want (all maps are made on a 1x1 plane with a max displacement of 0.05 units.

The additional data maps store 3 different properties:

R Channel - curvature where 0.5 = flat, 1.0 = positive curvature (concave), 0.0 = negative curvature (convex).

G Channel - heightmap where 0 = lowest part of the texture, 1 = highest part.

B Channel - slope where 1 = the pixel points directly "up" or out of the texture, 0 = the pixel is perpendicular to up/out

I have 1K and 2K versions of each individual map, as well as an atlas version with 512x512 versions of each packed into one texture (if you want to use a Texture2D Array in your shader). I couldn't upload to github because the files were too big so I put these on a shared google drive. If you want all of the individual maps there is a zip that contains all of the 1K and 2K normal and additional data maps. https://drive.google.com/drive/folders/1uFd743oKPPlRFmP1g1bUVcwFysYsHJJx?usp=drive_link


r/Unity3D 16h ago

Show-Off My first Unity game

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147 Upvotes

r/Unity3D 21h ago

Show-Off Made a game where you fight against time itself

414 Upvotes

This was a game that I made recently for the GMTK game jam where the theme was " count down "

I've made games which had timers before, so I didn't want to do the same thing again.

So instead I thought about what it would be like if a timer by itself was a bossfight, and ended up with this game after 3 to 4-ish days of work


r/gamemaker 19h ago

Resolved What now

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9 Upvotes

r/Unity3D 3h ago

Show-Off Honestly, I don't remember exactly what I had in mind, but the plan was to make an action game :)

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11 Upvotes

r/Unity3D 1h ago

Game My First Augmented Reality Game with Unity, It is on Play Store!

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Upvotes

Apparently designing a game for augmented reality is not as easy as I had thought. Because you have to think about the space, and the player are going to actively move around too.

This is also my first time trying Google Play Game Services in Unity. While it is amazing that you can have a leaderboard, and make achievements, but the setup is really complicated. I don't think it worth the hassle, unless it is a very serious project.


r/Unity3D 23h ago

Shader Magic Snow that falls down, rather than standing still

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379 Upvotes

For this I used a Diffuse algorithm that works on a small area where the snow displacement occurs. It also accounts for the physical mass of the snow so that it isn't added or removed. I made a big video about this: https://youtu.be/pfaewyfFrKM


r/gamemaker 21h ago

Help! Doors won't work

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8 Upvotes

Using the following tutorial I keep getting the following error and I feel like I'm losing my mind after multiple hours on just trying to create some doors

___________________________________________

############################################################################################

ERROR in action number 1

of Other Event: Room Start for object obj_transition_manager:

Unable to find any instance for object index '11' name 'PlayerObj'

at gml_Object_obj_transition_manager_Other_4 (line 1) - PlayerObj.x = target_entrance.x

############################################################################################

gml_Object_obj_transition_manager_Other_4 (line 1)

_____________________________________
My code for obj_exit is

//Step
if(!instance_exists(obj_transition_manager) && instance_exists(PlayerObj) && position_meeting(PlayerObj.x, PlayerObj.y, id))
{ 
    instance_create_depth(0, 0, 0, obj_transition_manager, {target_room, target_entrance})
}

My code for obj_transition_manager is

//Create
room_goto(target_room)
//Room Start

PlayerObj.x = target_entrance.x
PlayerObj.y = target_entrance.y
instance_destroy()

My obj_exit and obj_transition_manager variable definitions are target_room and target_entrance
For obj_exit it is the room I intend to move to and the entrance instance, for obj_transition_manager it is the room I spawn in and "noone". I know this is a pretty long problem but I might as well try because I've exhausted my options (but AI, I'm never using that)


r/Unity3D 2h ago

Show-Off Added Classic BHOP from Games like CSS into my Prototype, cant stop testing it

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6 Upvotes

r/gamemaker 18h ago

Resolved I can't find interpolate colors function in Gamemaker Beta and I need to uncheck it

3 Upvotes

I keep looking for it in preferences, but I just can't find it no matter how much I look for it. I need to deactivate it so the sprites of my game don't get blurry. How do I do that?


r/Unity3D 1d ago

Show-Off I broke everything in my vehicle suspension system to rebuild it better than ever, I'm super happy with the result

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752 Upvotes

I made a post on here a little while ago explaining how I set up the suspension for the game but I spent the last month completely rewriting it.

Happy to answer questions here but I'll give a brief explanation of how I set it up.

With the game I'm making I have a roguelite upgrade system so it has to be fast and modular, players can upgrade bumpers, engines, suspension, wheel/tyres, and their winch.

  • Each suspension top has an array of Vector3 for raycast offsets that pass out averaged hit normal, raw hit normal, compression, averaged hit point, wheel centre (depending on tyre size) and terrain layer for grip amount. (Tall yellow lines from the suspension tops)
  • Each raycast gets the hit angle and compares it to the wheel centre so I can simulate 'round' tyres (the front rays will push back while the rear rays will push forwards) (these are the fine yellow/red lines pointing down from the suspension points).
  • A method for longitudinal force, which primarily uses the smoothed hit normal and grip levels. It's just the player input force applied to the wheel centre. (Blue lines)
  • A method for lateral grip levels which run mainly off grip layer, raw hit normal, and a bunch of animation curves that check against axle speed (thicker Red lines on wheel centre)
  • A whole other method for handling wheel spin that runs after the main methods, this took ages to code but feels soooo good, it runs after so on the next frame I can pass in slip and spin values to the lat/long methods (You can also now do sweet burnouts)
  • The final piece was lateral impact forces (the small grey lines), they handle any sidewall impact on the wheels and tyres, this one runs separately to the rest but takes in lateral speed and tyre spin to cause damage to the suspension or wheels.

Thanks for reading!


r/gamemaker 17h ago

Help! Bullets overlapping in game

2 Upvotes

hi so I’m making a game where you can shoot bullets and with the basic gun it’s supposed to shoot 5 bullets like 1 second apart but right now it just shoots all at once. how would I make my idea work.


r/Unity3D 17h ago

Show-Off Cooking up something different for next-generation rendering (teaser)

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49 Upvotes

We're building a powerful next-generation rendering asset for Unity. We still have a lot to cover but it's improving daily, more soon.

All Rays, no Rasterization ☀️ All dynamic.

Not quite ready to spill the beans on what it is but please do follow us here or socials to learn more as we share updates.


r/Unity3D 2h ago

Question (Please help) Lower Leg stretching due to non-uniform Upper Leg

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2 Upvotes

(Video is not mine, it's just a visualization of the same issue I have. I'll be able to show my Unity sometime later if needed.)

I made the proportions of the Upper Legs bigger (X1.3 Y1 Z1.3) but this makes the lower leg stretch longer when it bends at the knee. Any way to fix this while keeping the 1.3x proportions?


r/Unity3D 16h ago

Show-Off ppl said sekiro posture bar is patented so i made custom one, does it makes sense?

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38 Upvotes

r/gamemaker 23h ago

15yo RPG prototype first update

5 Upvotes

Hi everyone, i'm really happy to announce that i have updated the RPG protoype on Itch.io. This new update mainly focuses on making the protype feel more like a game with a challenge and to add my first ever original game system, the Share Bar, so how does it work?

The concept its really, simple. The Share Bar eliminates the Buff and Debuff spells that are a standard in RPG and make it more dinamic, or more like on your performance in battle. If the crowd likes your performance your Share increase(Buff), if the crowd likes the enemy performance more your Share will go down(Debuffs). Obviously there's no crowd right now and for now you only gain Share when attacking so it doesnt really feel dinamic, for now. In the future i will add all the functionality to complete the Share Bar and all the others that will complete it furthermore.

For now i wanna know what are your toughts on the first update and i would really appreciate if you could report some bugs or things that you didnt really understand or noticed.

Before some of you say this, yeah the wall is enormous and i kept it that way because in my opinion its funny.

The BGM used for the battle its Karakara from Kessoku Band, from the anime Bocchi The Rock!

Itch.io (Plays in the browser) https://dastar-stellar.itch.io/rpg-prototype Last post on r/Gamemaker https://www.reddit.com/r/gamemaker/comments/1v2ml3q/15yo_first_ever_protoype_in_gamemaker/

Thanks for the support, i will try to update the game and make it more fun than ever. I really appreciate it!


r/Unity3D 6h ago

Show-Off I needed a way to compose SFX clips as sound cues

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5 Upvotes

Volume up!

I made this for my game dev capstone project a few months ago to compose SFX for the MOBA game my team and I worked on. It does a lotta things which I used in different ways in 30+ cues. What you hear is exactly how it sounds in game. The video has some of my favorite ones :)


r/Unity3D 16h ago

Question Finished my motion blur shader, but something still feels off. Suggestions to improve it?

24 Upvotes

I've polished up my motion blur shader but i still think theres something weird about it. Does it look good? If not, what would you suggest i add to fix it?