- Видео 11
- Просмотров 2 463
Indieramus
Добавлен 21 июл 2012
Thalassophobia Official Trailer [Reupload]
This is the trailer for my first ever published game that is coming out on June 14th! Please support the rest of the team and I by wishlisting our game on steam, subscribing here and to our studio RUclips channel, and following our Instagram below!
Steam: store.steampowered.com/app/3008570/Thalassophobia/
Studio RUclips: www.youtube.com/@DownHillGames
Studio Instagram: down.hill.games
Looking for a game programmer for your projects? Check out my portfolio: nategreen.games/
Steam: store.steampowered.com/app/3008570/Thalassophobia/
Studio RUclips: www.youtube.com/@DownHillGames
Studio Instagram: down.hill.games
Looking for a game programmer for your projects? Check out my portfolio: nategreen.games/
Просмотров: 28
Видео
How To Add Steam Integration and Achievements to your Game - Unity Tutorial
Просмотров 8695 месяцев назад
Guide on downloading the facepunch Steamworks API wrapper and then integrating steam and steam achievements in a C# script for Unity games coming to Steam.
Viewfinder Hidden Dev Gallery and Song!
Просмотров 53Год назад
Directions: Go to the left set of puzzles in hub five, choose puzzle 3, turn around and place the image in front of you and walk down the spiral.
Collapsible/foldout Drawer UI Unity Tutorial
Просмотров 786Год назад
This video covers how to make UI elements that are animated programmatically in Unity. (This was made a while ago, there is a known issue there the offset values don't work based on screen size. To fix this, you need to offset the menu based on a value derived from the screen width instead of a set value. Hope that helps!) Link to the game: wafflgeasm.itch.io/idle-builder
Rahul Gupta, a graphics programmer at Arkane Studios talks to the ACC Game Dev Club
Просмотров 89Год назад
Coming up on his 2nd year at Arkane Studios, Rahul Gupta sits down with us and discusses his role as a graphics programmer, his mindset, and his path into the industry.
Rich Wilson of Archetype Studios Interview with the ACC Game Dev Club
Просмотров 86Год назад
Rich Wilson has worked as a lead/principle level designer on Dishonored, Prey (2017), Bioshock 2, Redfall, Darksiders, and many more. He's truly a paragon in the realm of Immersive Sim level design. This is a recording of his interview with the ACC Game Dev Club on 2/20/23.
Dev Busha Talks with the ACC Game Dev Club
Просмотров 22Год назад
On 12/02/22 we had the honor of hosting a talk with Dev Busha of Owlchemy Labs, creators of many fantastic VR experiences such as Job Simulator and Rick and Morty: Virtual Rick-ality. The talk consisted of a presentation followed by a Q&A. We hope that you enjoy it as much as we did.
Ashley Ruhl, Narrative Director at Bioware interview with the ACC Game Dev Club
Просмотров 432 года назад
Ashley Ruhl has been working on the narrative and cinematic side of game development for the last 13 years with many hits including: Star Wars: The Old Republic, most of the Telltale games, Defiance, Darksiders 3, and Remnant: From the ashes. This is a recording of a discord interview she did with the ACC Game Dev Club. Enjoy!
Highly Flexible Unity Ghost Shader! Make your ghosts look like Danny Phantom!
Просмотров 3392 года назад
Sorry for the long wait after my teaser. :D Here's a link to the modifying shader parameters through script video that I mentioned: ruclips.net/video/EIxM_xBMeYM/видео.html
How to adjust unity shader values through script!
Просмотров 1152 года назад
Code presented in this video: pastebin.com/vKTZSZFb
Can you make a video about the inventory system and how to reward the player with some tradeable and sellable items? ❤❤❤
Thanks buddy ! It helped a lot
Hi. This video is great, but please, could you make one where you build the latest Facepunch from GitHub, because the latest sownloadeable release almost 4 years old on github. I did already and it seems to work (at least the achivements are working), but I had problems regarding the windows configurations and original steam sdk. (because of ambiguous files at first. so i deleted the oiriginal steam sdk and the macOs/win32 versions of it, and after that it worked, but It looks not the best approach I think. ) Thank you in advance. :)
What about achievements that are one-time done, vs achievements that just get added to? Like "WonGame" is a one-time achievement, for example, but how do I implement "TotalDamageDone" and keep adding to it?
Good question. Store the data. You can store the progress towards the achievement locally like you would any other setting/save data and load/unload as per usual. This is what I would typically recommend because it’s platform agnostic and can then be passed to any platform specific achievement APIs as they are implemented into your game, including Steamworks. If you only plan to use Steamworks and Steam achievements for your game, you can also store your data on Steam's servers using the info on this page: wiki.facepunch.com/steamworks/Set_a_Stat_Value and fetch it using the info on this page: wiki.facepunch.com/steamworks/Get_a_Stat_Value I hope that helps. Thanks for watching.
I really appreciate how easy and straightforward you made all of that. Thank you so much.
Thank you~
Thank you for making this! I was having so much trouble adding steamworks in myself. Very straight forward and you explained everything so easily! Well done!
I'm way ahead of myself here, but you did a great job explaining instead of just typing all of the methods down like we understand already. This is actually way easier than I anticipated. I do have a question even though this is the first video I've watched on steamworks. You said if they can't connect to steam, then you would show a UI as to why they can't play, ect. What if you want them to still play without being connected, say travelling without internet. How would I allow them to play without being connected?
If you don't implement code that actively prevents players that fail to connect from playing the game, like moving them out of the main menu into a scene where they can only exit the game or just flat out closing the application, nothing will happen when they fail to connect and they will just be able to play as usual without achievements triggering. The only problem you might have to be wary of when allowing players to also play the game offline is making sure that when they do reconnect to steam, they get whatever achievements they were meant to earn while they were offline. If that content can't be easily repeated.
Ehy thank you for this video! Is there any way for making the game uncrackable? (Like preventing users from crack the game)
Steam authentication can aid you here but you’re gonna want to look into DRM.
Even the bigger studios have a hard time preventing cracks. If your game gets popular enough you won't be able to do much to prevent it. Delay it maybe, but not stopping it.
❤🔥❤🔥❤🔥
Hi, if I want to add new collapsible UI and click the button of UI that first added, I can still see the other UI's button.How can I fix this?
I'm not sure if I understand but I'll take a crack at it. Lets say you have a menu for buildings and a menu for units. You can have a manager with an array of drawers and a function that takes an index as a parameter that closes all menus that don't have an index that matches the one you passed, and opens the menu with an index that does match the one you passed. You'll probably also need a function that just loops through and closes all of them. Alternatively, if the elements that are still showing are within the same drawer, all you need to do is disable one group of buttons and enable the one you want in a similar fashion to the explanation above.
Great tutorial, easy upgradeable too! One problem, though, it's hard to see the code.
Just saw this, understood. I will make sure to zoom in more in the future. Super amateur at video editing.
cool
Glad you found it helpful :D
😉 þrðmð§m
your very smart i hope you the best with your career
Hopefully this video helped out those trying to solve this problem. I know that I watched a ton of videos before coming up with something that actually worked in my use case :p