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It’s not a very good quality video, but here’s a little look at the project so far!
After a VERY busy month, not much progress has been made, but it is starting to shape up I think. My goal design-wise is to create the “bones” of the level design, then fill the gamespace with detail.
I’ve leart that the two main ways to make an environment feel alive are sound design and movement, so I’ve worked to add these elements in three key ways:
-Water that moves/has sound effects
-A day/night cycle
-Movement sounds/animation
There are additinal steps I’m going to take to build further “living” elements into the game space, to really make it feel like a place worth exploring. I am DEFINITELY dodging the harder parts of development (i.e. actual coding), but I’m still happy with the progress so far.
#gamesdev#unity#unity3d#lofi#platformer#3d platformer#knitjumpergames#cosygame#crunchypixels#cutegame#probuilder
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im going to Kill Unity
#this isnt bcs of their recent drama i just hate doing my assignments bcs nothing is worKING#actually. fuck whiteboxing all together. lmao#going from trying to cut things in maya to trying to cut in probuilder SUCKS ASS#grumbles. i also need to add in fairly basic code but im so tired i also had to make a vr project today and its also Bad. lmao. hahahaha...#step right up! || 🪄.txt
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anyone have thoughts on using Lamb's Ear (the plant) as a sympathetic-magic substitute for the lamb's blood used in the Passover story?
for context this is for cosplay, fanfic AND my original story
#worldbuilding#writers resources#sympathetic magic#folk magic#herbalism#apotropaic#warding spells#OP Makes Stuff#judaism#christianity#folklore studies#mythology#cosplay#original fiction#fanfic writer#rp#probuilding#mixed-media
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Hey Heinn! I find your work truly inspirational!
I’d love to hear about your process for terrain! The modelling/texturing process is something I never really see discussed for this style!
With my own experiment I’m guessing either built entirely in blender using trimsheets to texture, or using probuilder in Unity and then texturing with a tileset?
I manually unwrapped it in Blender with an atlas, with some heavy Unwrap -> Reset spamming. Still have to actually try and learn Probuilder and Sprytile for real. Most of the lighting in the scene is also hand-painted vertex colors (in Blender), some things are influenced by the main directional light per-vertex (in Unity). One thing I also tried for quick and easy texturing is using Polybrush and painting vertex colors, using them to blend four textures. Which looks decent, but not as sharp. I think something like that + some heightmap / mask blending could look pretty neat. However, with this you do lose vertex colors for actual.... color (which I found to be pretty important for the look).
For the mesh itself I didn't do much other than uuuuh go for it. Tried to keep quads consistent size to make unwrapping with reset easier.
A few pretty cool resources to look at are the ones below. As of lately I've been really inspired by the Rayman levels, they really are very expressive with just relatively simple tricks.
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No One is Here is a short somber game about exploring a forgotten town. It's the first game I made playing around in the PSX style back in late 2018 using a tutorial by 98demake, one of the original devs behind the modern PSX graphical resurgence. Below is how it began, using Unity's ProBuilder plugin, which I still use. Above is the finished game, which can be played here.
#gamedev#indiegamedev#horror games#creative#artists on tumblr#indiedev#ps1 graphics#psx#retro aesthetic#melancholy#somber#art#indie artists
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.50 Caliber 3D Platformer Post #4
Building Out That Levellll:
Basically all I've been doing this week is building out this factory-type level and I think it's coming along p nicely! I spent like 2 days trying to get moving platforms fully working, and I ended up realizing the only things that will work well are rotating platforms and vertically moving platforms where you can only grab the ledge to it. So if the full game comes out with no horizontally moving platforms just know that I tried. Anyway, the theming to this level is that its some shitty half rundown factory/warehouse district that is overseen by rich assholes who chill up on the floating hot tub zone and collect data on everyone with a big ass security camera. They like to keep a dangerous work environment.
Whiteboxing:
I've been using probuilder to quickly put this level together, which is something I haven't really tried doing since I made a 3d platformer prototype in highschool. It is a v fun way to do level design as u might imagine because I can just quickly snap shit together without having to think too hard about it. I think it's gonna be really fun to do an art pass over everything as well.
Conclusion:
Not much 2 say. I'll be continuing 2 make this dang level until it is done I suppose. Yippe!!!11 Anyway, have a nice day everyone.
#screenshotsunday#indiegames#indiedev#y2k#y2k aesthetic#whitebox#indiegamedev#indiegame#indie game#3d platformer#3dplatformer#sniper rifle#.50 caliber 3d platformer#50 cal
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Lake Mouth Pinball
This week, I had a plan for my little boat game. And that plan was… to make a plan. And then I made a bunch of other stuff on top of that.
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A week ago, I finally reached the point with this project where I felt I had done enough prep that I could move on to trying out new content. I already had ideas for further game mechanics, so it would just be a matter of implementing an testing them. I started out by breaking all my ideas down by complexity - both for the player, and for me to implement.
I took all of these things, and drafted up a sequence of 8 more levels - each designed to introduce further mechanics from the list. This would let me test out my ideas practically, one-by-one - in roughly the order I'd want to introduce them to players in game.
From there, building out stage 3 was relatively straightforward. I used probuilder to build out a narrow lake - a more open environment than previous maps to reflect the progression of the game.
Originally, I was planning to just have this map introduce the stagnant water zones - with a large, current free area for players to consider when launching ships. After testing a bit, I decided that wasn't quite enough, and added a few bumper buoys, to add some fun (and dumb) elements to gameplay.
Going forward, I'm going to be polishing this level some more, and moving on down my list of features. No timeline at the moment, but I've started looking into itch.io, and putting out some sort of public demo. I'll get there when I get there.
Thanks for reading!
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Kitchen & Bathroom Renovations | Probuild Construction Team Pty Ltd — Pro Build Construction Team
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After my first year of making little games, I feel I’ve learnt quite a bit! This year though, (inbetween the busyness of life!) I would like to make a game that fulfills three main criteria:
Has an engaging narrative with interacteble characters
Is hella cute/cosy
Has a playtime of at least 15 minutes
To that end, I’m very excited to share the first images of my new project (which I still don’t have a name for). I am expanding on some of the skills learnt from my last projects (3d platforming, probuilder, full animations), and plan to expand on those by having collectables, an inventory system, narrative objectives, and possibly even a music minigame? I also want to make more of my own assets, like the water texture, and general sound effects.
I’ll post updates every month or so, and hopefully before long I’ll have something that looks like a game!
#gamedev#unity#unity3d#probuilder#3dbuilder#crunchypixels#skybox#3d platformer#cutegame#cosygame#knitjumpergames
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Actually making the dungeon crawler
Ok so I first started by creating the Unity project (default 3d, built in render pipeline, etc...) and imported Probuilder. Probuilder basically lets you do 3D modeling directly inside of Unity, which is usefull for prototyping stuff and, in my case, I could probably even get away with using it in the final product. Here's the test environment I made:
Anyway I next worked on the input.
Input in Unity is really easy, like you can just do Input.GetAxis("Horizontal"); and it will get you the AD and ←→ input. However, I need to make things overcomplicated so I decided to use Unity's new input system. All you really need to know about it is that it lets you get any input imaginable and do what you want with it. Here's what I ended up with for now:
I then created a new script called "Player Input Manager" to control all of the input that happens, rather than calculating it for everything separately. It might look a bit confusing, but it works:
the "_" is the context, I just couldn't be bothered to write context or ctx like 7 times.
The movement is actually quite simple. Usually I would just use the Character Controller built into unity, but this time I'll be using the Rigidbody because I'm gonna be using a lot of physics.
the whole "moveInput.x * transform.right + moveInput.y * transform.forward" might look a little strange, but that's just because the camera controller script will be rotating the player itself, and this just makes sure the player is moving in the correct direction.
Speaking of the camera controller, this is what I came up with:
I say I came up with it, its actually from Brackeys' first person tutorial, I just don't have any other method. There are a few problems with it, first off its really jittery because I'm using Rigidbodies, but its also using the old input system. ill definitely fix this later, but I wanna get onto the actual main source of movement: the shotgun.
the recoil basically works by adding a force opposite to where the camera's looking whenever you shoot. The way I add a cooldown is also pretty standard. Rather than putting the shooting logic in another function (void), I put it in a Coroutine, this then allows me to add a delay. The basic layout of the Coroutine is something I've done hundreds of times and all of the logic just goes between the "canShoot = false;" and "yield return new WaitForSeconds(...);"
It already feels pretty nice to use, but it also feels a bit too floaty. One thing I could try is resetting the player's velocity every time they shoot, meaning they aren't fighting against themselves and the physics all the time. Here's how it looks:
Unfortunately Tumblr doesn't like me directly uploading videos so idk
Overall, its pretty good for now, but still needs a bit of work.
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unity is making me want to kill myself why can the player just clip through probuilder meshes i am not replacing every fucking probuilder object with the default cube
if anyone knows how to fix this Please tell me this shit is due sunday lolz
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.50 Caliber 3D Platformer Post #3
Levelsss:
I've just started putting together a level for the game, and, I gotta say, level design is really not easy. I'm using probuilder to piece together a whitebox for some kind of factory/warehouse district island thing idk. I think it's coming along, but it's really hard to make stuff that can't just be cleared in like 2 seconds. It is a pretty fun process despite how frustrating it can be to formulate ideas though. I hope each level is sort of a bite sized treat at the very least. Probably gonna have to load these suckers up with sub areas n shit.
U Can Shoot Guys:
Unsurprisingly, the sniper rifle also serves as your main weapon when dealing with enemies. Right now the only implemented enemy is Mr.Cigarette (as shown in the vid), and he operates like a simple goomba type deal. In accordance to my edgy flash game inspirations, there is an unnecessary amount of gore whenever you shoot an enemy. In the case of Mr.Cigarette, his face gets blasted off, and his cigarette (his very namesake) goes flying away. Very sad for him, but very fun for us.
Conclusion:
The project is moving along well, and if I was to guess I'd say that the level design and environment design are definitely gonna take up the majority of development time. I am not scoping this game to be particularly large at all, so it'll probably only include around 4 or so main levels. Even then though, it's gonna take a while to get all of those fully completed. I hope the game can be around 2 hours long, but I guess we will see. Anyway, have a nice day everyone and ty 4 reading :)
#screenshotsaturday#indiegames#indiedev#y2k#y2k aesthetic#indiegamedev#indiegame#indie game#3d platformer#3dplatformer#sniper rifle#.50 caliber 3d platformer#50 cal
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Công cụ Probuild Stats LOL
Công cụ Pro Buildstats LOL Buildstats.net là trang web chuyên cung cấp thông tin chi tiết về các bảng ngọc bổ trợ trong trò chơi Liên Minh Huyền Thoại. Trang web này giúp người chơi lựa chọn và tối ưu hóa bảng ngọc cho từng tướng, dựa trên các trận đấu chuyên nghiệp và dữ liệu thống kê. #buildstats #probuildstat #buildstatsnet #probuildstatslol
Thông tin liên hệ với Công cụ Pro Buildstats LOL Số điện thoại: 0945087407 Địa chỉ: Hà Nội, Việt Nam Website: https://buildstats.net/
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Zero Zero launches campaign for most advanced flying action cameras on Indiegogo, with guaranteed shipping, Business News - Information Important Online https://www.merchant-business.com/zero-zero-launches-campaign-for-most-advanced-flying-action-cameras-on-indiegogo-with-guaranteed-shipping-business-news/?feed_id=179998&_unique_id=66cdff114dd29 #GLOBAL - BLOGGER BLOGGER HOVERAir X1 PRO and HOVERAir X1 PROMAX introduce industry-leading camera specs and action-centered features for effortless professional video creation HOVERAir X1 PRO and PROMAX, Flying Camera Gone ProBuilding on the compact, foldable design and controller-free experience of the HOVERAir X1 series, the X1 PRO and X1 PROMAX introduce significant advancements in camera technology and flight performance. The X1 PROMAX captures stunning 8K/30fps video with a 1/1.3” CMOS sensor and custom 7-layer lens, offering 14 stops of dynamic range and a 107-degree field of view, ideal for professional content creation. The X1 PRO delivers high-quality 4K/60fps video with a 104-degree field of view, with both models supporting customizable ND filters for any lighting condition.These cameras are lightweight at 191.5g (X1 PRO) and 192.5g (X1 PROMAX), featuring a durable HEM™ (Hyper-Elastic Material) frame with exceptional durability. With a maximum follow speed of 26 mph (42 km/h) and Level 5 wind resistance, the advanced AI algorithm ensures reliable person tracking even at bursts of 37 mph (60 km/h). The cameras offer 16 minutes of flight time, a maximum height of 120 meters, and can operate in temperatures as low as -4ºF (-20ºC) with the Thermo Smart Battery. The X1 PRO includes rear-side proximity sensors for active collision detection, while the X1 PROMAX enhances safety with an additional computer vision sensor. The devices are also capable of flying over any terrain, including water, snow, and off cliffs. Ready to shoot in under three seconds, both models feature intuitive controls, ample expandable storage, and access to 10+ customizable flight modes via the companion app, which supports fast downloads up to 1.2Gbps with Wi-Fi 6.Designed with snow sports and cycling in mind, both cameras offer optional accessories like the Beacon for precise tracking and real-time video, versatile one and two-handed controllers, and a Power Case that adds 40 minutes of flight time, even in -4°F.“Our goal with the X1 PRO and X1 PROMAX is to create the perfect companion fitting for the most daring solo adventurer to document epic and unique moments,” said MQ Wang, Founder and CEO of Zero Zero Robotics. “We’ve combined cutting-edge camera technology with advanced AI-driven flight performance to create tools that empower creators to capture stunning, professional-grade content anywhere, in any environment.”The crowdfunding campaign launches in tandem with Indiegogo’s new Shipping Guarantee program, with Zero Zero Robotics as inaugural partner. Designed to enhance trust and reliability, the invite-only program is available to select campaign owners with a proven track record of successful crowdfunding on Indiegogo, and who are launching a campaign with products that are already in their final manufacturing stages. The Shipping Guarantee badge represents a promise that the campaigner will ship within a specific time frame as promised or backers are eligible for a full refund.“Indiegogo is dedicated to driving innovation and ensuring the success of our campaigners while protecting the interests of our backers,” said Becky Center, CEO of Indiegogo. “The Shipping Guarantee program represents a significant milestone in our commitment to fostering trust within the crowdfunding community. By providing a guarantee that backers will receive their products or their money back, we are enhancing the overall crowdfunding experience and encouraging more people to support innovative projects.”“We’re excited to return to Indiegogo and honored to be part of the Shipping Guarantee program,” continues Wang.
“The incredible support from our backers in 2023 has fueled our innovation for HOVERAir X1 PRO this year. We’re confident in our ability to ship on time, ensuring backers can support us with peace of mind.”Media wishing to interview Zero Zero Robotics’ personnel should contact PR agent Borjana Slipicevic.About Zero Zero RoboticsZero Zero Robotics, was co-founded in 2014 by Stanford Phds, MQ Wang and Tony Zhang. Zero Zero specializes in embedded AI technology to create intelligent devices characterized by machine vision and high-precision control systems. Zero Zero’s team members are dreamers, engineers, inventors, and builders hailing from top universities and research institutions around the world. Its investors include IDG, ZhenFund, and other top US investors. Zero Zero holds more than 140 core patents and has pioneered new technologies, such as fully enclosed portable propeller design and bi-copter design. HOVERAir X1 PRO and PROMAX – World’s First 8K Flying Action Camera“HOVERAir X1 PRO and HOVERAir X1 PROMAX introduce industry-leading camera specs and action-centered features for effortless professional video creation CUPERTINO, Calif., Aug. 27, 2024 /PRNewswire/ — Today Zero Zero Robotics…”Source Link: https://www.asiaone.com/business/zero-zero-launches-campaign-most-advanced-flying-action-cameras-indiegogo-guaranteed http://109.70.148.72/~merchant29/6network/wp-content/uploads/2024/08/g1ad221c57c2b02bf7fcedc5e8dd20186c6fc0e5fb9e1b4edfe761ca8b229dac40439be561a025dd10fa352c079a209e0e75.jpeg HOVERAir X1 PRO and HOVERAir X1 PROMAX introduce industry-leading camera specs and action-centered features for effortless professional video creation HOVERAir X1 PRO and PROMAX, Flying Camera Gone Pro Building on the compact, foldable design and controller-free experience of the HOVERAir X1 series, the X1 PRO and X1 PROMAX introduce significant advancements in camera technology and … Read More
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