Project cancelled last year...Couldnt think of a decent story. Deleted every last trace of the project it annoyed me, boring gameplay, shame as everything worked haha! Game dev life 8)
Haha thanks all!
Well I actually put out a small android app but decided to pull it from the store as I was rushing the build. I have now fully converted it to a 3D environment and changed to PC and mobile platform. However...
Huge progress...
I …
Hi all!
So after numerous cancellations of the project. Huge progress has been made and a stable alpha v0.1 release is due this week.
Below is just a quick tester video of the very basic Android mechanic's. Still a few bugs to iron out and to be h…
@braytendo For sure!
Yep that's it! Just a masking material on foreground objects which is just the DepthMask shader wiki.unity3d.com/index.php?title=DepthMask. The map is one large scene, so each room is surrounded by a large masking box too, So c…
@Griffin Haha! They are indeed...Although can be an absolute nightmare to work with sometimes!
@stuart Thanks very much! First release will be Android (with a small pc release along side it) all released as Alpha for the time being, Depending on in…
@gamingislove Thanks very much! I'm aiming for a Resi 2/3 sorta feel mostly, I loved the police station/streets! I will finish the mansion map too though for those nostalgia feels (Bonus map!) :D
@HarryOminous See, I recently played Resident Evil O…
Ok no problem! Various ways around it, but I think I have android LAN figured out via just Makinom which saves me having to pay for/using matchmaking service! I will probably stick with Makinom's network manager for the time being! I'll continue to …
Sorry to bump old thread.
Just gone back to looking at unet again and im running into some issues...
My main issue is Unity's matchmaking system. I have the players spawned via Unitys NetworkLobbyManager...The player and camera etc is controlled v…
Sorry my mistake I glanced at picture too quickly! Thought the npc was player! Have you just tried dumping the player in there rather than spawning as a test, not that should make much of a difference? or just add the interaction controller direct r…
Your controller is set up correctly. Just place an "Interact Event" somewhere in the scene and it will change from 0 to 1 and so on depending how many interactions there are. From what I can see, you have 0 interaction events in your scene.
I think I understand...I have just set it up like so...
PistolShoot (Abilty > Deducts 1 value from Pistol Ammo(item) (Maximum 12 capacity from inventory item)
Once the 12 shots have been fired. I then use another Item "Pistol Clip" which then "…
In fact, i dont think I that is set up correctly with the status values...Easier option would be the inventory consume? With a variable of some sort counting the "shots left, then play reload animation?"
Sorry, yes. Yes the sound plays fine from the success of check distance node...
Schematic:
Check Distance (from Machine object(player) to Actor(enemy), is less than value of "5" > Success = "Play Audio"
That all works fine it checks the 5 unit…
Hello! Still learning Makinom, however possible issue? Nodes... GameObject > Camera > Change Position \ Rotate Around.. crashes makinom and error in console reads
ArgumentException: Object type System.Single cannot be converted to target type…