Can you make a series based on the mechanics from RTS games like starcraft?
@SunnyValleyStudio
2 жыл бұрын
It is pretty AI heavy. I could try covering specific behaviors of the AI / RTS mechanics. Thanks for the feedback!
@Khaldryn
2 жыл бұрын
As an avid Starcraft player, I would love to see anything RTS you could do.
@yanketov8024
2 жыл бұрын
Perfect tutorial !!! Very clear speech, excellent diction. And most importantly, an excellent presentation of information.
@SunnyValleyStudio
2 жыл бұрын
Thanks a lot!
@juicedup14
Жыл бұрын
Id love this if it showed a dark version or a different color of the sprite when you go behind an object The xray vision is kind of wrong looking ifk
@SunnyValleyStudio
Жыл бұрын
Thanks for the feedback. I am still loking how to make it using a shadre to be able to customize the effect this way 🙂
@juicedup14
Жыл бұрын
@@SunnyValleyStudio it seems pretty complicated, theres a urp feature for it that does a depth test and everyone has been asking the 2d team on the unity forums to add the feature but they still havent fogured it out either
@SunnyValleyStudio
Жыл бұрын
@@juicedup14 I mean the masked tree sprite could have a custom shader that would change the color when triggered so there is always a way to achieve the desired effect without a complex shader 👍
@KeyGameUniverse
Жыл бұрын
Layer mask dont work for other sprites if i parent the mask on the player...any ideas?
@SunnyValleyStudio
Жыл бұрын
I'm not sure. In the script we have I think a list of the Renderers on the player. At least this way is how I handle my player + an item carried by the player to be hidden / shown when I go behind the tree. Do check the documentation as I think that the sprite mask will only affect objects that are inside the sprite mask (not the siblings - so the sprite renderer of your player needs to be a child of the sprite mask) docs.unity3d.com/Manual/class-SpriteMask.html
@mikmultivers
Жыл бұрын
I took the mask out of the player, then in Update I ajusted the position of the mask to be the same of the player + a bit more on Y axis to fit. That worked. 😁
@KeyGameUniverse
Жыл бұрын
@@mikmultivers thats a good idea thanks :D
@baykutTr
Жыл бұрын
holy shit I have been looking for a video like this thanks man
@SunnyValleyStudio
Жыл бұрын
Thanks for watching 🙂
@baykutTr
Жыл бұрын
@@SunnyValleyStudio can you also do a tutorial on skeleton xray (like in oldschool fallout)? I've searched a lot about how to make it work but it's very tedious to do in a isometric 2.5D game.
@mikmultivers
Жыл бұрын
I founded an easy way for my trees: 1- collider trigger on top of the tree (parts I wanted to react) 2- script on that tree: go fetch the tree SpriteRenderer component (spr) (spr = GetComponent...) OnTriggerStay2D (collision with player): spr.maskInteraction = SpriteMaskInteraction.VisibleOutsideMask, OnTriggerExit2D: spr.maskInteraction = SpriteMaskInteraction.None The collision part of my player is his feet and body. Maybe I'll incounter some bug, for now it works great :) Thanks for the tutorials.
@SunnyValleyStudio
Жыл бұрын
Thanks for sharing!
@ULTRADARKSETH
Жыл бұрын
This is great! But the last few second of the Video shows a bug where you trigger the tree on the left and the mask is active over the tree at the top then.
@SunnyValleyStudio
Жыл бұрын
Thanks for letting me know! I will need to look into it 🙂
@durrium
2 жыл бұрын
How do you change color of the gameobjects in the hierarchy? Also perfect video as always :D
@SunnyValleyStudio
2 жыл бұрын
Its an extra package -> github.com/NCEEGEE/PrettyHierarchy
@durrium
2 жыл бұрын
@@SunnyValleyStudio thanks! Also please keep up the good work. Love your videos and the way you are doing them
@bonquaviusdingle5720
Жыл бұрын
Great tutorial! How would this work if the object had colliders? EG a bridge, you can walk over it and collide with the edges so you don’t fall off, but you can also walk under it and not be affected by collider
@SunnyValleyStudio
Жыл бұрын
Thanks for watching! It would require a bit of trickery to either tweak the size of the trigger of the obstacle / split it into 2 parts or something similar for the effect to meet your requirements. Honestly for s shader based solution (which I hope to figure out soon) it would still take this kind of work to make the effect appear as it should 🙂
@bonquaviusdingle5720
Жыл бұрын
@@SunnyValleyStudio Cool no worries, u have a great channel. For the bridge I figured u can just have: Y X BRIDGE X Y X and Y are trigger colliders that never overlap. Touching Y sets onBridge False. Touching X sets onBridge True. But things that touch colliders must be treated separately, or eg NPCs on bridge turns colliders on for player under bridge etc
@imaz0mbie_
2 жыл бұрын
this guy sounds like louis from l4d tryign to do a power point presendation
@SunnyValleyStudio
2 жыл бұрын
Maybe I am Louis from l4d doing presentation! Thanks for watching!
@imaz0mbie_
2 жыл бұрын
acctualy you sound like placerebuilder
@imaz0mbie_
2 жыл бұрын
but english
@imaz0mbie_
2 жыл бұрын
like the guy who made reason 2 die *aka a l4d2 clone on roblox* i meant a bit high pitch idk man
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