One of the challenging issues with in-game explosions - is to decide how you'll deal damage to the player. First, it should be an area damage and regardless of the player's position he should receive damage (if he stays close enough).
Lately I finished the "Designing Games", by Tynan Sylvester, lead developer of Rimworld. Highly recommend to everyone who is interested in game design. This book is not about the code, but about experience that your game will create.
If you used tiles in your game, you know what Iām talking about. Usually its white lines, but they can be of any color, and it can drive you crazy. It looks like that the problem is related to how unity allocates tiles from your sprites.
Do not relay on colliders for fast moving objects. You need to use "Physics.Raycast" to determine when a collision took place.
I started experimenting with game development. For now, it's a hobby, we'll see how it will go :)
I decided to add diversity in everyday developers' life and last month I started to learn a new thing - pixel art. It was long waiting goal, but finally I found time to invest in it (thanks you to all lockdowns, I guess).
Today is an important milestone - I create favicon for my website (the one you're viewing right now) š
Recently I had a task, that included creating simple templates. Nothing special, just using JavaScript replace placeholders with provided values. Obviously it's better to have some general solution in place, so next time any change wouldn't be painful.
I started to experiment with react-snap - a nice tool for creating pre rendered html of your SPA. The reason is fairly simple - I want to increase visibility of ImgReview by search engines.
For my ImgReview app I wanted to use custom shapes with a hand-drawn, sketchy, appearance.