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rosembackdev.bsky.social
Rosemback
@rosembackdev.bsky.social
Polygons are cool.

pt-br/ eng
it`s alive! (i believe...)

also, working via ssh for convenience (checking the installation guide every second)
April 28, 2025 at 6:15 AM
Momento Togashi™ no meio do livro do Nisio.

"Toma aqui a lista de TODOS os livros desse autor fictício"
April 4, 2025 at 12:27 PM
ok, confirmado pra Steam.
tamo safe
March 27, 2025 at 3:23 PM
Meu cérebro de fanboy torce muito pra que esse jogo seja de alguma forma a conexão enfim com o final "não canon" de VLR (Another Time) pra concluir as coisas com o Kyle e o ?. Mas acho que talvez ele deixe isso pra acontecer em 2028 só pela piada.
March 27, 2025 at 3:17 PM
+ com a arte de Danganronpa que eu acho bem paia principalmente em quesito de design dos personagens. Mas in-game tá mais atraente.

Olha só essa screenshot e diz se não é literalmente o Junpei acordando em 999.
March 27, 2025 at 3:05 PM
AI Somnium Files + Gameplay de Zero Escape = AI com gameplay boa?

Tenho um bom motivo pra jogar o Ai Nirvanna este ano então
March 27, 2025 at 2:11 PM
look back bate, né?
March 24, 2025 at 4:38 PM
Finally, the Mecha UIController is just where I call all my Keyboard Input methods to do things in the Manager.
And all of those are reflected in the UI because their components check the events in the manager.

So basically, all the real stuff happens in Manager, the other guys just react to it.
December 22, 2024 at 6:32 PM
The CustomizationCanvas is just a simple UI component from Unity with a Content Size Fitter and Vertical Layout Group. And the buttons are all instantiated during runtime accordingly to how many parts we have on the manager List.
The Prefab has a listener for when clicked it calls confirm on Manager
December 22, 2024 at 6:32 PM
The display is a representation of the player model in this scene. So it takes care of listening to some events in the manager and then doing some methods like changing the meshes for new ones. (the way I use events is really inspired by #godot signals)
December 22, 2024 at 6:32 PM
Here is all the components we have for the system.

I have a tendency to (almost) always follow the Single Responsability Principle, especially for systems like this one.
So...
The manger, for instance, only deals with storing data and making the logic to loop through it.
December 22, 2024 at 6:32 PM
On the left you can take a peek at how the manager works.
It's in there we store the lists for each parts the player has available. At left an example of scriptable object of a body part.
December 22, 2024 at 6:00 PM
A Demo of the Customization System I've made for this semester project of my Digital Games degree.

All of the player settings to be used in the combat of the game, including the graphics, are imported from a Scriptable Object.
This menu let's you loop through all of them.
#gamedev #unity
December 22, 2024 at 5:47 PM
Programmers are evil, guys.

Here I am in the middle of the night torturing a Kirby model just for testing how Unity handles SkinnedMesh from .FBX models.
#gamedev #unity #kirby #3dmodelling
December 22, 2024 at 12:20 AM
Also,

The amazing character art in this thread is made by my friend
@vervilha.bsky.social
December 21, 2024 at 8:26 PM
Here is a little snippet of the JSON for the dialogue shown in the video above.
In the 2nd picture an example of how I deal with things like options, also implemented just not shown in that video.
#gamedev #unity
December 21, 2024 at 8:12 PM
The system also updates the character expression for each line, which is a different sprite for each one. And for making it easy to acess and update this library of expressions, I'm storing it with a Dictionary inside a Sciptable Object (equivalent to Resources in Godot).
#gamedev #Unity
December 21, 2024 at 8:12 PM
Demonstration of a Dialogue System I've made for this semester project of my Digital Games degree.

It works by importing all the dialogue lines from a JSON file. The data is then loaded and drawn in the components of our UI Canvas.
#gamedev #unity
December 21, 2024 at 8:12 PM
An experiment implementing the BOID algorithm (used a lot for crowd simulation in games) with ComputeShaders, thus passing the load to the gpu which is much more optimized to do something like this.
Got great performance even with my very weak notebook GPU. Easy 60fps with 500 boids. #gamedev
December 16, 2024 at 11:21 PM
It ended up a little clumsy but if you're interested in this kind of stuff try it out. I've leaved some example files for all the 12 AIs so you can know what functions where externalized to Lua.
December 16, 2024 at 12:19 PM
#gamedev #scripting #unity
Proof of concept I did with some friends for our "AI Applied to Games" class last year.
All players are controlled by simple AI written in the Lua scripting language externally.
December 16, 2024 at 12:19 PM