Thanks! You were right, my DualShock4 was connected.
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That’s the thing, you are supposed to be always in combat. I just finished all core functionalities for a proper game loop. I hope to get the spawning and enemies pushing the player to the edge. Everything is changing until the Trijam stream.
Very easily stuck into walls or floor. And I almost gave up I found out there was a door into another section (after falling off the map several times already). Pleasantly surprised by the amount of content.
I’m doing some render testing with 3D and I couldn’t solve the problem that the 3D model gets clipped. Intuitively the checkered background looks like the area that will be rendered. Here’s everything to replicate - LINK
On one occasion it kept going further away from the center as I kept trying to center everything, and in the end, I either could see the character and have a blank render or see the character only when in a sprite sheet. Sadly I dunno how I got that.
Eventually, I redid the project from scratch and could export. It is a bit unclear where the region gets rendered when messing with canvas position and size. Ah, I found that auto resize on canvas was the culprit.
Thank you! I wish I could understand the language but I liked what I could intuitively understand. I’ll make a tutorial in video format for it to show how I’m using color palettes for games.
Dark as fudge! Walking feels like on ice, probably low acceleration or deacceleration value. Some crosshairs would help to aim and seemed like I have to aim at the enemy’s crotch to be able to hit them. I ran out of ammo pretty fast. And I found a way to cheese using the R button :D
The game seems as if it should have a top-down collision (just walls & enemies) but damage often comes from colliding with the floor. Also in this style of environment traversing, my suggestion would be to use steering/turning movement instead of strafing left/right.
I got errors of missing DLLs - libgcc_s_seh-1.dll, libstdc++-6.dll, libwinpthread-1.dll First time seeing these as EXE dependencies, maybe there’s a way to make them statically built-in. I look into the problem and seems you are using MingW and either giving these DLLs with EXE or building using “–static” linker flag to the compiler.
It was made as a tool to generate textures for shaders. I see that it could be used for recoloring although there are better tools for that. I use Aseprite or Libresprite for that. But I’ll put that feature in fairly soon.
Yes, that’s the palette look-up texture. It is for a simpler & faster palette-changing shader. Horizontally are laid out colors the gray value is pointing to. Vertically you can change the active palette. I don’t know about Unity shaders, soon I might be able to create an example for it. Meanwhile, I have provided a link to example projects in the description for GameMaker2 and Godot.
Basic idea is that gray texture is a horizontal lookup value for palette texture. I usually give little offset because the value is right on the border between colors, maybe that’s the problem. The offset I use is -1/colorcount*0.5 to be in the middle of the palette color. Then add a vertical offset to choose the palette row on the palette texture.
Always have a mechanism that at least restarts the level and if it’s a standalone game going automatically fullscreen have a game exiting option. I’ve noticed these errors on many Unity jam games.