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It's no long man but still funny :)
It's no long man but still funny :)
I can understand why people do simple 2D menu systems. They're much easier and effective. If I was starting again then I probably would not have gone down the 3D menu route. I could bin it but I am still learning loads from it, so I am going to persevere.
Here is a montage of "not quite right" videos that chart where I was at the end of last week:
Not quite like it is in the film and seems like it isn't going to be a home product any time soon still an interesting development
It's gold blend but for gummi sweets :D
I got to the point where I was writing a lot of code in my experimental builder project. I wondered at what point I should move all of this stuff into the main project again, so I asked reddit for best practice and got some reasonable replies. I decided to move the code immediately into the main project and create a new scene.
The more I played, the more I realised that the physics felt off. Everything looked like toys bobbing around in the bath. I played with gravity and mass settings and got some hilarious results but I wanted the Cloudships to feel like they had heft. One of the things that really struck me were the cannon balls. They moved too fast, which made the scale look odd.
Unity uses state machines for controlling NPCs. I have two states on the enemy at the moment: if the player is a long way away then keep on your course, if the player is close the steer RIGHT AT IT!
That's not a very interesting bit of AI but it helps to test a whole range of things, including collision. Unity uses low poly collision meshes that are generated from your models automatically, which saved me a ton of work.
One of these games is not like the others, one of these games is not the same...
A Logitech G Saitek Farm Controller is used for what now?

I didn't want players to hold own W all the time. I'm sure I'm not the only one that feels the strain after a day of pressing W to go forward! You now tap WS to increase/decrease thrust and the EOT moves along in time. The compass turns along with the camera (clamped to North) and the green arrow shows the track over the ground... although it doesn't seem to take into account camera angle - so I'll fix that next.
Also, the controller doesn't cast a shadow (thanks EMW).
Sims4 is loaded with dlc's it basically did the classic EA launched as a unfinished mess then added in the content that should have been there at launch via expensive DLC's. Now they've had another wicked idea why not sell dlc's for their dlc's the newest pet dlc requires you already need to have purchased the pet dlc already (which is already 40 bucks so 2/3rds the price of a full game). It's money grubbing in the most brazen way
It's sims4 but how long before it starts to become more common.