I tried creating a customizable sword smear rig in Blender that can be imported directly into game engines without requiring custom shaders. This way, i don't have to manually add sword slash VFX in the editor and hope they match the animation timing in-game lol
New Math Attack FX. It needs a lot of adjustments especially for timings and more animations. But the priority here is to make it look & feel good without the cinematic cam to make it better when added back.
#CognitioTerra
#madewithunity
#gamedev
#indiedev
#indiegames
Developing the highlight effect further, I offset the thickness of the highlight effect relative to the sunlight's direction and I think it looked more natural.
This time, I'm testing them on @/artstoff's Zelda model and my OC, Terra!
Currently testing mini-cutscenes & Terra's combo in action! It already feels good to play, that i almost spend the rest of the day play-testing the game! 😅 But it still need a lot of adjustments, until i feel satisfied 😁
#CognitioTerra
#madewithunity
#gamedev
#indiedev
#unity3d
After adding the enemy wall bounce to my game, I realized that this is actually a very creative workaround to keep the characters centered within the game field, and is likely the reason why some 2D fighters have this as well.
It's also really fun to catch enemies with it!
Been spending time relearning how to draw again so i can draw designs better and i think I’ve been doing a good progress so far ☺️
But idk which design i should choose for this character.
Help me choose?
I keep saying "final" on her combos but this is it. This time basing it on an actual martial art (except the spinning part lmao). combined with the previous combos. the other attacks are on another chain depending on the input.
#CognitioTerra
#MadeWithUnity
#Gamedev
#Indiedev
I always hate the process of facial rigging. But the results when done right are always super satisfying. finally after so many failed attempts.
#b3d
#bnpr
Did some polishing on the ledge climb system!
I didn't expect it to work so well on thin walls so i guess i also accidentally added a vault feature lol
Here's a closer look at the 3D model I made for
@PomuRainpuff
that was previously featured in Selen Tatsuki's Birthday Concert last year!
#PomuPaint
🧚🍂
Guys, I got it working! 🥹
CT now has better push physics and it made the game feel so good!
I struggled for over a year recreating this "simple" physics behavior because it cannot be found anywhere on the internet, and I don't have anyone who is an expert in this kind of stuff..
Next to find out: slide characters when on top of another while the fall velocity doesn’t break. This one is super brutal cuz it’s been years since I became aware of it, but i still have no clue how to do this properly. I’d greatly appreciate anyone can who can give me a hint 🙇♂️
I made a simple shader that uses mask for vertex color, cubemap reflection, and emission. It can make a simple cube looked like a detailed 3D model, which is very useful for making LODs. Its usage is of course not limited to buildings!
#unitytips
#madewithunity
#indiedev
#gamedev
With the right selection of colors, we can create a really cool lighting in unity even without relying on lightmaps! I tried to make an anime inspired scene, built with probuilder(with vertex colors) and added bloom from ppsv2. lighting setup on reply!
#gamedev
#madewithunity
super early WIP stuff I did today, but this is what's supposed to happen when some enemies recover from the staggered state. I'll soon share the completed version over at
@XenoblitzGames
#cognitioterra
#gamedev
I did a little experiment on the character animations by manually updating their poses constantly like in recent ASW games. it's a subtle change, but it's a huge help in achieving the 2.5d anime style i was aiming for years.🙂
#cognitioterra
#madewithunity
#gamedev
#indiegame
This is all I have so far studying Unreal. I began months ago to study shaders but I haven't revisited since until today. Still feeling overwhelmed, but I've been making progress, at least!
I wanna learn how to make hitboxes and basic animation combo chains next!!
Dynamic lighting is one of the hardest things to pair with cel-shading for me. Thankfully, the light finally blends well with the character. Really happy with the results!
#CognitioTerra
#madewithunity
#gamedev
Been working on my game's AI for quite some time. Making them work together is so damn tricky!
It's easy for them to coordinate their attacks that I have to intentionally make them a little dumber or it'll be hard to escape their attacks without getting hit like in this clip 😅
I swear I was supposed to spend my weekend playing totk, but curiosity got the better of me and I ended up doing a quick shader study instead. 😩👌
I modified my character shader bit to recreate botw/totk's cel shader's edge highlights via the depth buffer!
Anime style lighting in Unity Pt.2 - Sunset
The scene is made with Probuilder (except the trees)
the glass/windows are using legacy reflective cubemap shader.
and the skybox is just a gradient (hex FFBD5A FF00D8)
The lighting settings is inside the thread!
#gamedev
#madewithunity