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JobLeonard
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« Reply #81 on: September 24, 2020, 02:39:10 AM » |
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Is that the spider-copter
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retrophilion
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« Reply #82 on: September 24, 2020, 02:40:53 AM » |
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Is that the spider-copter
Actually if you must know, it's a cross between Mr Heli and the first level boss on Eswat.
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JobLeonard
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« Reply #83 on: September 24, 2020, 03:05:59 AM » |
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I must, thank you
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JobLeonard
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« Reply #85 on: September 24, 2020, 05:42:15 AM » |
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Mark this as NSFW please
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JobLeonard
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« Reply #87 on: September 27, 2020, 05:25:49 AM » |
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retrophilion
Level 1
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« Reply #88 on: September 27, 2020, 09:12:28 AM » |
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ARHH what a troll what a troll... New tank has entered the party: rip blurple
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« Last Edit: September 27, 2020, 12:58:01 PM by retrophilion »
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JobLeonard
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« Reply #89 on: September 27, 2020, 12:22:04 PM » |
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Sorry, that was a bit mean of me (I've never even played Halo) Also, noice!
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retrophilion
Level 1
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« Reply #90 on: October 25, 2020, 04:21:10 AM » |
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I've started getting back into "Air Traffic" and... the break has done me some good. Because the way I was object pooling this game was wayyyy too awkward. Example: So in the gif I was making it so I had just two road assets, and based on where the main camera would hit a trigger box the new piece of road would be moved. Fairly simple, but when the road wanted to become something else like a building, or different road...something that would break up the pattern - things would get fiddly because the positioning would be different, the end point would change. Sometimes the art wouldn't line up........pain in the butt. And then it hit me....apart from using Unity's own culling system.... but why don't I just plan the damn level out in it's 3D segments so the spacing is right, I know what assets I need, I have scope what to shoot for...then I can simply move assets around like I was doing before seeing I'm so obsessed with object pooling(!), but without trying to get the exact position I needed........ ......... ...............dunno. I knew what I wanted as a level layout, but the way the level was being "spawned" was just so stupid. So yes I'm working on a level layout "system" that is more sensible instead of what I can only describe what would be useful for an "endless runner". Sorry forgot to say, the other thing I have done, is that the enemies were appearing based on the vector position of the player....which was a pain for debugging. So I have replaced them now with trigger boxes.
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« Last Edit: October 26, 2020, 04:05:32 AM by retrophilion »
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JobLeonard
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« Reply #92 on: February 14, 2021, 11:12:13 AM » |
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The devlog lives!
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retrophilion
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« Reply #93 on: March 13, 2021, 12:51:17 AM » |
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Yep still going, had a bumpy last year like alot of us. Changed a few jobs and settled again. Revisited code for like a 3rd or 4th time now and refactored it, I seem to change it whenever I change jobs. It's alot easier to work with now though, less complicated. Working on a boss atm which I currently plan to capture "Joe-Fish".
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JobLeonard
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« Reply #94 on: March 13, 2021, 01:01:08 AM » |
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It's alot easier to work with now though, less complicated. That's a good sign though
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retrophilion
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« Reply #95 on: March 14, 2021, 04:39:15 AM » |
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It's alot easier to work with now though, less complicated. That's a good sign though I know, half of my problems have been confidence and persistence. I will get there...
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Beastboy
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« Reply #97 on: March 14, 2021, 02:35:14 PM » |
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Your art design is very interesting
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JobLeonard
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« Reply #98 on: March 15, 2021, 12:03:43 AM » |
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Current boss shape, with a captured joe fish Oh no, not Joe Fish!
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