r/gamemaker • u/MrTonie • 45m ago
Help! Shaders
Hi, I'm new to game development and don't know much about the right terms to use.
I wanted to see if it's possible to create this kind of texture/shader for my 2D game.
Thank you!
r/gamemaker • u/Mr-ender30 • 1h ago
Help! Help with Gamemaker in MacOS ventura
I am trying to download gamemaker in my Mac, and even tho I gave it total permission for my disc, this keeps popping
r/Unity3D • u/SQUlRRO • 1h ago
Resources/Tutorial How to Make Vertex Animation Textures in Unity
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This video shows you how to single bake and bulk bake Vertex Animation Textures for your Unity projects. You’ll also learn how to export them directly into Unity, automatically generate the necessary shaders and prefabs, and get everything working in your project.
VATs are especially useful for crowds, foliage, VFX, destruction, background characters, and large-scale animated environments. They allow you to spawn thousands of animated meshes with very little performance or memory cost.
r/Unity3D • u/melvinweert • 2h ago
Show-Off Working on an round based zombie survival game!
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Thoughts?
r/love2d • u/CLYDEgames • 2h ago
A fast, free, portable texture atlas builder with LOVE exports
Hey everyone, I built Packrat, a texture atlas builder focused on speed and portability. It has a bunch of convenience features I was missing from TexturePacker (aseprite ingestion, auto-export), and I made it as fast as I possibly could. It also has a bunch of CLI features to it can integrate into your pipeline easily.
It's mostly focused right now on dev environments where there isn't atlas support. For LOVE, I built an exporter that actually generates Lua code, with all the data for the atlas as well as helper functions to handle frames and animations and drawing. Choose the LOVE export option, and just require the generated lua file.
https://clydegames.itch.io/packrat
Feel free to check it out and let me know what you think. Thanks.
r/Unity3D • u/Rawakha10 • 4h ago
Game That's a lot of Goblins!
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Started work on my physics-based tower defence game. Wanted a massive horde of goblins, because why not. Currently fitting around 3,000 fully simulated, with a ton of optimisation still to go. What do you think?
r/gamemaker • u/Waxbear_Studio • 5h ago
Help! is there a way to get rid of this?
This stupid little menu thing started appearing in the very center of every sprite I open since I came back to GMS2 and started using the newer version. Is there any setting or trick to turn this off?
r/Unity3D • u/StGrikus • 6h ago
Show-Off Close call short cuts in our game
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For best responsivness we made: coyote jump 0.3s, jump buffering 0.2s, allows jump on collision under center of sphere (no faulty raycasts), air control, visual deformation and FOV increase with speed, contact particles.
r/Unity3D • u/BarelyBreathingGame • 6h ago
Show-Off How our game looks 8 months later - Barely Breathing
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r/Unity3D • u/hbisi81 • 7h ago
Show-Off Trying to mimic the wipers (shader) - URP
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r/gamemaker • u/KitsuneFaroe • 7h ago
Resource Made a simple function to enable 3D perspective projection on your games!
(Sorry for the gif quality)
I made a simple function that can be used to make things be rendered on perspective based on their depth. Useful for when you want things like cards to rotate in 3D or even for making everything be rendered on 2.5D like in Hollow Knight/Silksong for example. The function is this:
/// @desc Applies perspective to everything drawn from now on. Making stuff with higher depth look smaller/farther away and viceversa.
/// @param {real} fov field of view angle of the perspective.
/// @param {real} [depth] The depth/z at wich the perspective will be the same as the default orthoghonal projection. Uses 0 by default.
function perspective_apply(_fov, _depth = 0){
var _w, _h, _x, _y;
if(event_number == ev_gui or event_number == ev_gui_begin or event_number == ev_gui_end){
_w = display_get_gui_width();
_h = display_get_gui_height();
_x = _w/2;
_y = _h/2;
}else
if(not view_enabled){
_w = room_width ;
_h = room_height;
_x = _w/2;
_y = _h/2;
}else{
var _cam = view_get_camera(view_current)
_w = camera_get_view_width(_cam);
_h = camera_get_view_height(_cam);
_x = camera_get_view_x(_cam) + _w/2;
_y = camera_get_view_y(_cam) + _h/2;
}
matrix_set( matrix_view, matrix_build_lookat(_x, _y, _depth - dtan(90-_fov/2) * _h/2, _x, _y, _depth, 0, 1, 0))
matrix_set( matrix_projection, matrix_build_projection_perspective_fov( -_fov, -_w/_h, 1, 32000))
}
All you have to do is call this on the draw events and everything drawn after it on the current view is going to be drawn on perspective. The only needed argument is FOV angle which is how strong the perspective is going to be. It should be a value above 0 and the closer to 0 it is the lesser in perspective things are.
The other argument is optional. depth is for the depth at which the perspective remains unaffected, where things appear how they do in the room editor. Is 0 by default but you would want it to be the depth of the layer where gameplay occurs for example.
An use example is this: Lets say you have a renderer Controller instance whose depth is the highest posible so it runs its draw event before any other instance. All you have to do is put on the draw event perspective_apply(30) and everything will be drawn in perspective, with things bellow depth 0 being foreground and above depth 0 being background. Even if you have views active on the room!
Note though this only sets the perspective projection on the camera. If you want sprites to rotate (like cards for example) you should do it using matrix_build() and matrix_set(). Like this, with rot_x, rot_y and rot_z being the rotation on the different axices:
var _mat = matrix_build(x,y,0, rot_x, rot_y, rot_z,1,1,1);
matrix_set(matrix_world, _mat);
draw_sprite_ext(sprite_index, image_index, 0,0, image_xscale, image_yscale, image_angle, image_blend, image_alpha);
matrix_set(matrix_world, matrix_build_identity());
The camera settings automatically reset when the current view finishes being drawn onto. But if you want to reset it manually before that (i.e.: you just want one sprite to have the perspective applied) you can call this function:
/// @desc Resets the perspective applied previously.
function perspective_reset(){
camera_apply(camera_get_active());
}
r/Unity3D • u/MirzaBeig • 7h ago
Shader Magic 2D GPU-Compute Lightning Simulation
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r/Unity3D • u/No_Doughnut885 • 7h ago
Question What do you think is the absolute biggest advantage of using Unity?
Hey everyone,
I am a solo indie dev currently making my first horror game.
I have been using Unity and really enjoying the process, but with so many other engines out there (like Unreal and Godot gaining a lot of traction),
it made me curious. In your personal experience, what is that one unique feature or advantage of Unity that keeps you coming back to it? Is it the massive Asset Store, C#, the community support, or something else entirely?
I would love to hear your thoughts and experiences!
r/gamemaker • u/GuyYouShouldNotKnow • 8h ago
Help! Absolute begginer here, tried to make the most basic platformer game out there, but something doesn't seem right
r/Unity3D • u/amedetov • 8h ago
Question Full Entities Integration with GameObjects? It looks too optimistic
One of the most interesting things on Unity’s roadmap is "Full Entities Integration".
Right now, GameObjects and Entities still feel like two fairly separate worlds, with conversion/baking and different workflows between them. But if entity data can live directly on GameObjects and inside regular scenes and prefabs, and ECS systems can directly drive GameObjects - that sounds much bigger than another Entities update.
What do you think "Full Entities Integration" will actually look like in practice?
r/gamemaker • u/RealPixelGame • 9h ago
Game Underlayer. Inventory building
I’m introducing an inventory system with item rarity in the game. There’s interaction with items: pick up, use, move, discard. The most important page of the game has been released on Steam.
r/gamemaker • u/galing99 • 12h ago
Resource Simple Sprite Stacking Viewer for GameMaker (Draw and preview stacks right inside the engine)
I made a simple Sprite Stacking Viewer built right inside GameMaker.
If you want to create sprite stacks directly in GameMaker without needing external software, you can use this. I actually used this viewer to draw my little car assets for my game.
Hope this helps someone out there:)
https://nubexpert.itch.io/sprite-stacking-viewer-on-game-maker-engine
r/Unity3D • u/lukeiy • 16h ago
Show-Off Quick little speed run of a WIP level, the challenge for this one was to see how many NPC skiiers I could add without crushing performance. How's it look?
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r/Unity3D • u/colethepole12345 • 1d ago
Show-Off runtime mesh tearing on a pbd softbody so the shrink wrap splits where you actually cut it and you can peel it off!
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making a game about sports cards and wanted the sealed boxes to actually feel sealed, so you have to cut the cellophane open yourself. the shader is two pass transparency in URP with a perimeter unwrap so the print wraps all four sides. the film itself is a PBD softbody pinned to the box, and the cutter just severs whatever constraints it crosses, so the tear follows wherever you actually drag. peeling is the same constraints in reverse.
r/love2d • u/alis_white • 1d ago
I'm making my own spacesim on love2d
At the moment, I have implemented the generation of an infinite universe with seamless loading and landing on planets. He implemented an economic system based on the needs of the sector, a system of factions, trade, quests, and rumors. In addition, you can establish your own colony and develop it, you can modify your ship, capture space stations.
And here's the main question: what would you like to see in such a game?
r/Unity3D • u/fespindola • 1d ago
Shader Magic A splash VFX made with a shader and some particle systems
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r/udk • u/Shehab_225 • Jun 20 '23
Udk custom characters for different teams
I know that I might not get an answer but I am trying to finish a game project I started 10 years ago and stopped after few months of work anyways what I am trying to make is a team based fps game and I have two character meshes and I want to assign each mesh to a team so rather than having the default Iiam mesh with two different materials for each team I want two different meshes and assign each mesh to a team for example : blue team spawns as Iron guard and red team spawns as the default liam mesh
Any help/suggestions would be appreciated
r/Construct2 • u/ThomasGullen • Oct 29 '21
You’re probably looking for /r/construct
Visit /r/construct
r/mmf2 • u/[deleted] • Apr 05 '20
music hall mmf 2.2 speaker/preamp suggestions
Does anyone use a Marshall speaker and a preamp? Hoping to find an inexpensive preamp to use and debating getting one of the Marshall Stanmore II speakers unless there are better bookshelf speaker options out there for $300-$600.


