
Just a roly-poly #IndieDev dinosaur, part of @BounderGames working on #StardustSurvivors. I also teach people things @FifeCollege. She/They.
Dundee, Scotland
Joined March 2009
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Found a great quick reference video for writing custom inspectors in Unity: youtube.com/watch?v=J_Q6Bpk4…
#gamedev #indiedev
We've released an updated demo build of Stardust Survivors, our reverse bullet hell game starring magical girls in space! Check out the free demo here: boundergames.itch.io/stardus… #gamedev #indiedev
Replying to @CodingDino @Rhys510
I think if you wanted to do really fancy things like reactive music where different instruments come in and out, it would definitely be better than rolling your own solution.
Replying to @CodingDino @Rhys510
Honestly, where I am right now, it's not a huge saver to use it because I have a lot of code already. BUT, I want to learn the tool anyway for future collaboration, and it will be useful in future projects.
Replying to @CodingDino @Rhys510
Specific example: I do a lot of pitch shifting and randomising from a set of clips. I wrote code to do that. FMOD does that out of the box with no code in Unity, all done in the FMOD tool, and more flexibility with the randomisation than what I had done.
Replying to @Rhys510
So, my current system that I coded manually does most of what FMOD does. You can absolutely roll your own system. But FMOD does loads of stuff that you'd have to do yourself.
It also lets your audio people do that stuff outside of Unity.












