Have black screen after build game on web gl
Game Development Stack Exchange
by Kozyr
18h ago
Good day. Everything works fine for me on the unity stage, but as soon as I start the game, after the unity screensaver I get a black screen with an interface, what to do, please help. My console Uncaught (in promise) Error: No parent to post message at f.postToParent (v2:sourcemap:1:9214) at ra (v2:sourcemap:1:96881) at v2:sourcemap:1:110441 v2:sourcemap:1 Uncaught (in promise) Error: No parent to post message at f.postToParent (v2:sourcemap:1:9214) at window.loadEnvironmentPromise.window.loadEnvironmentPromise.Promise.then.t (v2:sourcemap:1:110561) at new Promise ..read more
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Making games for yourself with a story?
Game Development Stack Exchange
by user8600
18h ago
I want to develop games for myself. Sadly, I'm limited to making text-based things (though this does have some practical benefits). The biggest limitation though is none of my games can really have a 'story'. What's the point in putting any story in a game you intend to play yourself? You obviously can't surprise yourself. Yeah, you technically could, but that would be like piling up blocks just so you can knock them over. What kind of adult seriously enjoys that? Of course, you could have this in a from. Games like The Sims Series and Dwarf Fortress for xample are pretty good at procedurally ..read more
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How can I distance camera according to player speed?
Game Development Stack Exchange
by jukvox
18h ago
How can I make the camera move further away from the player according to player's speed? So, the camera is at default distance, but when the player catches a boost (increases speed), the camera smoothly moves further back. When player gradually gets back to normal speed, the camera gradually comes back to default distance. I'm using UNITY; C# ; Game is at it's very beginning, very open to any suggestions ..read more
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Should I fully draw inside the canvas (e.g.: 32x32 aspect ratio) for pixel art games?
Game Development Stack Exchange
by NickNameNick
18h ago
When I draw art assets for a game, should I fill the whole tile/frame? Would it look good in a game if I use less than the 32 by 32 pixels of the canvas, like the picture below?: When I export this pixel art, it changes the width to 21px and height to 28px, like below. What is the standard practice that game developers go for? Should I change my drawings so they utilize all the canvas and stretches from the beginning to the end ..read more
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How can I change checkers pieces to move only horizontally and vertically?
Game Development Stack Exchange
by OneSec
18h ago
I am a beginner level programmer trying to learn Python. I could not figure out how to change the values so I can restrict the pieces of checkers from moving diagonally. I want them to be able to move only horizontally and vertically. My code is given and I think the problem is inside the _move_left where there are moves.update, but I have no idea how to fix it. I am watching a video about creating it but the guy didn't explain that well how the functions work (he is making pieces move diagonally). def get_valid_moves(self, piece): moves = {} left = piece.col - 1 right = piece.col ..read more
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SSAO Looks Like Depth Buffer
Game Development Stack Exchange
by Karim Hamdallah
18h ago
I have problem with ssao, i'm using vulkan and follow Sascha Willems vulkan ssao example here: https://github.com/SaschaWillems/Vulkan/blob/master/examples/ssao/ssao.cpp my ssao result looks exactly like depth buffer with some artifacts. #version 460 #extension GL_ARB_separate_shader_objects : enable #extension GL_KHR_vulkan_glsl : enable // in layout(location = 0) in vec3 aPosition; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec3 aTangent; layout(location = 3) in vec3 aBiTangent; layout(location = 4) in vec2 aTexCoords; // out layout(location = 0) out vec3 vFragPos; la ..read more
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Chain cutting swipe input skips over chains
Game Development Stack Exchange
by CheckerT
18h ago
I have a game where you need to cut chains, similar to Cut The Rope. I want to develop it for Android, so I need mobile controls. For detecting swipes I used OnMouseEnter() and OnMouseDown() for when you just click and it works perfectly! The problem only occurs when you swipe too fast over the chain because, in this case, it doesn't get destroyed. The code I used is: using UnityEngine; public class DestroyOnDrag : MonoBehaviour { private void OnMouseEnter() { Destroy(gameObject); } private void OnMouseDown() { Destroy(gameObject); } } I think this i ..read more
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Why doesn't Coroutine work the way I want with if blocks?
Game Development Stack Exchange
by Volkan AKDAG
18h ago
I'm making a game and when the enemy dies I keep it in memory. I want the person playing to find the game just as they left it when they enter. I'm doing most of these, but there's one small problem left. The problem is, when I write the if block code line in Fixed update, I get the value true when the enemy dies and the true tick is activated in the inspector, but when I want to do this with the coroutine, I cannot activate it. In general, I had trouble using Coroutine with if blocks while making the game. If anyone knows where the problem is, I would be very happy if they could help. How sho ..read more
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Google Play Games integration issue: Returning an error code
Game Development Stack Exchange
by modernator
18h ago
I'm using Play Games for Unity plugin to work with GPGS. https://github.com/playgameservices/play-games-plugin-for-unity But every time I tried to authenticate, it failed with these error messages: 04-16 20:38:40.804: I/Unity(14315): UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 04-16 20:39:11.013: I/Unity(14315): Starting Auth with token client. 04-16 20:39:11.013: I/Unity(14315): GooglePlayGames.Android.AndroidClient:Authenticate(Boolean, Action1) 04-16 20:39:11.013: I/Unity(14315): ExtinctionGame.SocialManager:SignIn(SocialCallback, SocialCallback) 04-16 20:39:11.013: I/Un ..read more
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How to Prevent Fake Packets?
Game Development Stack Exchange
by EndermanPVP HK
18h ago
I am new to networking. I am currently using C# TCP/UDP for my multiplayer Unity game. I send player movement by sending a packet with a header containing clientid assigned by the server to the client. The clientid is not like a password/session id but just a integer to identify packets send by different client. How do I prevent someone sending a fake packet that the clientid doesn't belongs to him ..read more
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