- Видео 30
- Просмотров 25 298
VOID
Добавлен 14 окт 2022
Game Developer/Designer
Also I play horror games :)
Also I play horror games :)
Lethal Company Funny Moments Vol.1
funny moments with the boys
#gaming #memes #lethalcompanygame #gameplay #games #lethalcompanygameplay
#gaming #memes #lethalcompanygame #gameplay #games #lethalcompanygameplay
Просмотров: 61
Видео
Roblox DOORS: The Hunt | Full Walkthrough
Просмотров 4059 месяцев назад
Today we try the Roblox Doors : The Hunt, this is a tutorial video , how to beat the The Hunt ... ENJOY !!!! Try it for yourself : www.roblox.com/games/6516141723/DOORS #roblox #doors #gaming #doorsroblox #robloxgames
Poolrooms Experience | Extended Gameplay
Просмотров 108Год назад
Poolrooms game made with Unity Engine , Short Poolrooms game demo #backrooms #backroomsfoundfootage #unity #gamedevelopment #unity3d #unitygameengine
Backrooms | The Poolrooms Experience Part 2
Просмотров 59Год назад
Backrooms | The Poolrooms Experience Part 2
Backrooms | The Poolrooms Experience Part 1
Просмотров 93Год назад
Backrooms | The Poolrooms Experience Part 1
Unity | Dynamic Footsteps Showcase | Grass,Metal,Concrete
Просмотров 714Год назад
Unity | Dynamic Footsteps Showcase | Grass,Metal,Concrete
Dynamic Main Menu with Gameplay in Unity
Просмотров 109Год назад
Dynamic Main Menu with Gameplay in Unity
We making it out of the exclusion zone with this one.
whadyhek
Bu çocuklar bu işin duayeni
Скинь ссылку на игру пж
I made this game on Unity Engine , its a small project so there is no link
How much fps u are getting
I made this game on Unity Engine, Fps was limited to 60
Hi bro
hey
Bhai mere ko iska link dona please mujhe bhi try krna he ye demo
Brother I can put the game on itch io, I am still working on that game
I love this song what is this song I’m downloading this song in Spotify
open.spotify.com/track/1Pomzo56cjdsVjqOy96dy6?si=ReQ5qYiAQdym6krzaZw8GA
the cut
😂
"There's no way" -famous last words...😢⚰
😂
Man:🗿🚬
What’s the game?
mikeklubnika.itch.io/buckshot-roulette
ded
Russian roulette with a fucking pump
Me when a serious russian roulette-like game has a banger ost:
Nice! If I were to make this myself I would probably store a list of step sounds, a list of materials, and a list of ints. Then when the player wants to make a stepping noise I would get the material from the ground below using a raycast, look up the index of that material in the list, use that index to find the corresponding number in the int list, then use that int list number as an index to a sound effects list. Defaulting to the first index if no match is found. This way I wouldn't have to manually tag/mark every object in the game, and adding new sound effects/changing existing ones/changing which materials plays which sound would be really easy as it would just be editing the 3 lists.
nice! I personally like to basically use 3d volumetrics to tell the player which zone hes in
I am tagging the grounds and have a headbob mechanic. When the headbob reaches the lowest position (aka taking a step), an Action is triggered. I have a method subscribed to that Action and on trigger, it shoots a RayCast for 1 frame below the player's position. If the tag matches, it plays the corresponding footstep.
you are smart .. im new to coding and i use blueprints from unreal engine. how whould you suggest me to learn coding ? should i try to make a game and watch tutorials when i need them or should i follow a course to make a game or somthing else@@1x5x7
@@1x5x7 I have a similer system, but I check the name of the Raycast material and play the coresponding sound. Also, how do you "understand" when the headbob reaches the lowest position?
@@kikaru221 If I had to guess it either uses an animation or is generated using code. With animation you could just keyframe it to run a function when it reaches the low point, and with the code moving it up and down you would need to check the local position I assume. Although both are just things I thought of in the moment
@@ocks_dev You are on the right track. The headbob works with a sine function defined in the code. It gives out a value to increase/decrease the localPosition of the camera (y-axis). The moment we are *near* a trough (about -5% to 0% added to the lowest trough value), we invoke the Action. I use a boolean to control the state to prevent multiple invokes at once; if the headbob reaches a vertical value of zero or higher, it resets the state. It's sloppy and might need some refactoring in the future, but it was fun to come up with that solution.
Bruh that’s a game
yes , link is in the description
That looks really good!
thx