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After lot and lot of months of hard work, we're done with all the content in Immortal Redneck and now we're on the final phase of polishing...
Thanks. The pyramids are made with separate blocks yes. We made a few of them and then a tool to randomize the positions, scale, rotation (within...
We're on Greenlight! [IMG] http://steamcommunity.com/sharedfiles/filedetails/?id=834223670 Also, we've remade the OP with our new shiny trailer...
Judging by the demos of CTAA they don't have the problem
We were thinking about buying this, even with the bad reputation of Livenda we're in need of a TAA solution for our game and Unity's TAA is not...
Hey! The next devlog is going to be delayed for a bit, so while you're waiting we want to show you one of the weapons in Immortal Redneck we're...
The difference in the jump system is mainly with the animation. In the old one the warrior keeps "running" in the air with the same animation and...
Hi there! We are back with new improvements on Immortal Redneck, more precisely, on our enemies movement. We had some problems concerning how...
Yeah, probably. But making documentation, supporting the users and polishing it enough for end users it's a consuming and boring task ha! Maybe we...
I think we all consider Editor Tools a great and really useful aspect of Unity. Working with it has allowed us to create prototypes really fast...
Hello, I'm having some problems in our current project, we don't know why or when it started but the titles in all of our inspectors have a huge...
Thanks man :rolleyes:
Yeah, that's the idea behind classes. For example we will have a class which has an extra permanent jump or another class which can heal himself....
Classes on Immortal Redneck Hi, there. This week I'm showing you two of the first classes of Immortal Redneck. We have a very clear idea about...
We use both zbrush and 3ds max retopology tools to retopo our props, zbrush one is better for organic stuff such as monsters, rocks, walls etc......
Last week, I showed you some new art and concepts that will be into the game in a near future as enemies, new structures and more. This week, I...
When developing, sometimes it's hard to display the new content you have in your hands. It’s not about keeping something secret for the sake of...
Today, we are getting a bit technical. Actually, most of the stuff in this Immortal Redneck devlog is only interesting if you make games or you...
Hey, thanks for replying and for the kind words :3 We will have a lot of weapons and some of them do have visual projectiles (you will see some...
Hi, friends. This week, I’m writing about how the rooms are built in our game. I won’t go much into technical features or detail, I’d rather show...