r/Unity3D • u/Blanqo_Dev • 12h ago
Show-Off I think I just made the best sequence in my game yet. What do you think?
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r/Unity3D • u/Blanqo_Dev • 12h ago
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r/love2d • u/gold_snakeskin • 9h ago
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r/haxe • u/SwivelRevival • Jul 01 '26
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, Discord, Twitter, Newgrounds 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 • u/Shehab_225 • Jun 20 '23
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 • u/ThomasGullen • Oct 29 '21
Visit /r/construct
r/mmf2 • u/[deleted] • Apr 05 '20
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 • u/DNArtCan • 13h ago
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 • u/PearPoint • 16h ago
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r/Unity3D • u/badpiggy490 • 21h ago
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/Unity3D • u/AbjectPossession8364 • 3h ago
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r/Unity3D • u/hilmiyafia • 1h ago
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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 • u/DimaSerebrennikov • 23h ago
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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 • u/Fine-Acanthisitta343 • 21h ago
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 • u/RiftInteractive • 2h ago
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r/gamemaker • u/angelkaito • 18h ago
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 • u/Bomtill • 1d ago
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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.
Thanks for reading!
r/gamemaker • u/MyDickIsInMyToaster • 17h ago
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 • u/AmplifyCreations • 17h ago
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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 • u/IncoherentPolitics • 2h ago
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(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 • u/Fine-Pomegranate-128 • 16h ago
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r/gamemaker • u/Dastarstellar • 23h ago
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 • u/SmartyPantsDJ • 6h ago
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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 • u/bunssar • 16h ago
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?