dalmatian puppy c/o @hedgemom.bsky.social
Posts by Sean Dick
Extremely annoyed at the amount of AI pics of the astronauts landing when we have actual real cool pictures of it that we should be sharing
Yeah, in this case the new entrance to the level looks straight into the heart of the level from far away, effectively making the whole level into a poly bomb. Glad to have gotten that sorted at least.
I did manage to prove out a few platforming puzzle elements someone else on the team proposed. Guess I actually hook them in next week
Only got about half of what I meant to get done done this week, but also did a bunch I didn't realize I'd needed to, so I think it was productive?
sorry, I can't engage with the prompt but this needed sound
little alien ufo creature made of a teacup and other bric a brac
Last of the garboids! What should their name be?
Another little alien made of trash, has a camera shutter as an eye and soda bottles for a body, it's antenna is coming out of a straw
We've decided the name for these guys is gonna be Garboids™️
For framing purposes I have a sort of limit on how far apart the focus can get from the player, so if the actual shadow is well below it'll limit the distance unless we're looking fairly downwards. The dash causes the camera to briefly halt, framing widens to keep up.
yeah, that's the transition between looking at puppy truck and its shadow. since the shadow is well below where we might be looking (the angle is not too extreme) focus shifts to the midpoint and the camera is pulled back until it can see the player and the limited proxy for the shadow.
Is there some specific piece of it you're curious about?
Additionally (and I'm still not done refining it) there's a bit of interplay between whether we're trying to look at the player or the shadow or some mix thereof. There's also a bunch of context-specific stuff around where we want to place the player on the screen based on the angle we're looking.
The camera is on a chase dolly, fully separate from the character. It always wants to have its origin where the player is, but player rotation is completely irrelevant to it.
the fact that nobody seems to have specifically noted the impostor trikes is comforting
okay, now to do the thing I've actually been asked to do
they're fairly obvious, but I think they're not too distracting?
look everybody! I got a new hammer and it's made of goooold!
impostors in the background
Oreo is literally the copy, too. Hydrox is older
I have worked around my issue. Yeesh.
huge fan
The CullingGroup API is just functional enough to make you waste a few hours on it until you find out it has an intractable bug in distance checking if you have more than one camera (this is many games).
New record of 3 unity bugs in one day that made me want to go immediately back to bed
Oh right! I still need to fix that actually. Writing it down now so I actually remember
I think in your case it didn't show you anything at all, right? (my main playtester is 7 and is surprisingly on-par with most other players in terms of "getting it")
please, osama. it's hard enough coming up with a puzzle that was believably put together to test a cartoon truck puppy that's solvable by a 40 year old in under an hour.
it made me want to go back to bed
lmao I was mistaken, if you want to use any of the newer first-party editors (terrain/pro-builder) they assume you're in the default layout and get janky if you're in an alt layout.
so apparently if you start a project in an older version of unity, edit your workspace layout, then later upgrade to a newer version: every single one of the editors will be just *slightly* janky until you reset your layout to default then re-arrange it the way you like.
if it makes you feel any better, my own production is solidly ke