#probuilds
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knitjumpergames · 2 years ago
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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
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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. 
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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
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magbongwater · 18 days ago
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ULTRAKILL INDULGENCE Development Log (31/01/25)
Hello again! It's been a bit, I had intended to do an update every couple of days but you can probably tell how well that went for me, a lot of things happened like the storm across my country and a lot of work on this, I almost lost the project file too funilly enough.
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Over the last week I've went back to working on the main city portion of the level, mostly optimisations and bringing some old geometry up to par with the new stuff. I had to port a ton of prefabs such as streetlamps and benches from probuilder meshes into regular meshes which was absolutely not fun, probuilder prefabs cause lag and extend export times but luckily with this change I've shaved down export times from about 15 minutes to 6. There was a very weird issue with the transition process that caused every instance of the prefab in the level to generate its own probuilder mesh, and I still haven't fixed all of them yet, I actually did it to every single window on every single building so that'll be fun to replace, that's a problem for future me though.
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Now that we finally got the heads up from Dave that the ultrakill update is releasing next month (probably) that means I-2 development will probably slow down before then and pick up once it's out, I've been holding off until then to start on the super cool technical shit. I've been concepting a rework to the Blood Siphon mechanic I teased a few months ago too (https://youtu.be/SUBHZg4Tqpo warning, its bad) due to the scope of the level, mainly the use of infighting, changing a lot and not really requiring these to be used as much as I had intended. If I end up doing it, it'll reinvent a super cool enemy concept I had for Indulgence at one point, It was initially going to be in I-2, got scrapped for the Neutralizers and I had briefly intended to introduce it in I-3 before realising that's a nightmare for pacing with all the other shit I have planned. It's a bit of a shame because the design was super cool, but I'll probably have the reworked blood siphon retain some of its elements.
Hopefully this is a sufficent way to work it into the campaign without having to write a bunch of lore and introduce it well (although it probably will have some still, just not an entry) So no new enemy in I-3 probably, which is good or bad depending on how you look at things, but I think it's better this way. I'll hopefully power through the remaining main city geometry before the rewrite update releases, then I can move onto the fun stuff I have planned (or maybe just keep working on I-S until then), but that's a topic for another devlog. See you next time!
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heinn-dev · 2 years ago
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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?
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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).
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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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bryce-bucher · 2 years ago
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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.
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thy-kneecaps · 2 years ago
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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.
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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!
View On WordPress (COMING SOON)
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janeslaforce · 7 days ago
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wsc-custom-controller-jb · 27 days ago
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The Movement
As said in the "Idea Generation - Part Two" post, I want to be able to point in the world and have the player move to that point.
With Unity's NavMesh, this is quite easy to do, so long as the environment is static. All you need to do is have a NavMesh Surface object and bake it. NavMesh also allows for dynamic obstacles in the scene, so I could make (sparing) use of that if I so please.
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^ The NavMesh surface.
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^ The generated NavMesh on a test environment made with ProBuilder.
The reason I'm using the NavMesh system, is because it calculates the path the player should take to reach a point, rather than just moving it in the direction towards the point. It does appear quite robotic, however, as it always picks the closest path, even if it doesn't seem logical. I would try and make my own system, but I doubt I'd have the time.
To actually move the player, It's incredibly simple, but first I must talk about the new Input System.
Everyone still calls it the "new" input system, but it's been out for quite a while. That aside, To use it, you create an "Input Actions" object to hold the input, along with an "Action Map" (the group the input falls under, to seperate things like UI input and Player input), and the "Actions", which are the actual inputs the player will press:
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This allows me to get the left click input (which corresponds to tapping on the art tablet, and the draw input, which I've used a modifier on so that the player has to hold it down:
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I then used the built-in "Player Input" script, to call functions in my movement script.
With all of that done, I now do a Raycast (line trace for unreal engine) in the direction of the mouse, to get the corresponding point in the scene, and use the SetDestination() function to move the player:
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gamedevelopmentcourse1 · 1 month ago
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Essential Tools and Plugins for Unity Game Development
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davidross2 · 2 months ago
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knitjumpergames · 1 year ago
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Here are some more screenshots from “come on home”. I’m particularly pleased with how the main menu turned out.
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drprobuilders · 3 months ago
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nancyrezendes · 3 months ago
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Probuild Construction Team Pty Ltd has been a trusted name in the construction industry for over a decade. Initially specialising in new home builds, including frame and truss and custom cut-on-site projects, we have expanded our expertise to cover a wide range of residential construction services. Our portfolio now includes residential renovations and extensions, kitchen and bathroom renovations, and the development of granny flats. Our commitment to quality and innovation has earned us a respected reputation, allowing us to consistently meet the unique needs of our clients.
Renovation specialist Sydney Home renovation company Sydney Small bathroom renovations Sydney Kitchen and bathroom renovations Sydney Renovation company Sydney
Our success is built on strong collaboration with a reliable team of experienced architects and tradesmen. This synergy enables us to deliver high-end results that align with our clients' visions while adhering to the highest standards of craftsmanship and efficiency. At Probuild Construction Team Pty Ltd, we pride ourselves on our ability to innovate and adapt, ensuring each project is completed on time and to the utmost satisfaction of our clients.
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googlesearch · 4 months ago
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Kitchen & Bathroom Renovations
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janeslaforce · 13 days ago
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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:
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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:
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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:
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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.
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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:
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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.
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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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