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RoboCicero posted:Just a brief demo of fighting effects + poorly kerned VICTORY effect. This looks kickass! Videos count for Screenshot Saturday, right? Tried a bit of a real world test with my scripting engine and remade part of the opening to SMT1. I'm stoked to see this slowly transform from a tech demo into a game: https://www.youtube.com/watch?v=780eZKRYDrg
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# ? Jan 11, 2014 23:38 |
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# ? May 26, 2024 08:47 |
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Peewi posted:How so? I assume you need something more advanced than directions, accept and cancel? Not really it just wasn't part of the plan back when I made all of these menus so there's a lot of rewriting to make it work. Just time consuming and tedious. But anyhow, Screenshot Saturday! One of our bosses and the Indy car's special ability. Go check out Drive to Hell on Steam Greenlight if you haven't! http://steamcommunity.com/sharedfiles/filedetails/?id=214613514
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# ? Jan 12, 2014 00:26 |
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What started out as a joke on IRC, turned into me actually getting something on the Unity Asset Store. There were no good assets that handled ONLY jump physics since everything is tied into character controllers and completed projects. So I took my jump physics and polished it up then submitted it. It contains jumping, double jumping, and variable height jumping for both 2D and 3D. I also wrote a blog post about jump physics in general since there's all kinds of information out there but nothing that just sorta explains what's going on for all the typical jump types. http://poemdexter.com/blog/jump-physics-games/ Here's my appropriately named asset store page for Jump Physics: http://u3d.as/content/poemdexter/jump-physics/ #SAGameDev on IRC continues to deliver.
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# ? Jan 12, 2014 01:29 |
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Hey I made a palette replacement shader! I need to figure out how to better blend hard shifts in the palette strip. Unormal fucked around with this message at 02:52 on Jan 12, 2014 |
# ? Jan 12, 2014 02:43 |
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Well, after not doing as much as I wanted thanks to an exceptionally busy semester, I got back to this game programming thing. I just laid the groundwork down for an inventory system with enough terrible placeholder images to participate in another fine installment of Screenshot Saturday. Oh yeah! For whatever reason I decided the test items should mostly smell bad.
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# ? Jan 12, 2014 03:08 |
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DStecks posted:I've asked a bit about this in this thread, but only about the tertiary issues, and never really about the core issue. Java with libGDX is pretty drat straightforward and pretty powerful too. I love it. I think XNA is in a bad state of affairs, so I'm not sure what the go-to C# is right now other than Unity stuff.
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# ? Jan 12, 2014 03:56 |
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(Vine video) Spent a few hours today to get something done in time for Screenshot Saturday. The first new system is the camera system, which is a very simple, trigger based system that allows me to specify cinematic angles of the game world depending on the player's position in the world. The only game-specific feature here is that additional cameras can be set for when the player is hugging a wall, which can be useful for giving the player a wider view of the world. Instead of going with the more recent MGS games' behind-the-shoulder camera, I've opted for the classic top-down camera, which gives the player a clearer overview of the level, which is important for Merry Gear's more puzzley gameplay style. The second is the ingame minimap, which was a bit more challenging. Previous entries in the Merry Gear Solid series were 2D and grid-based, allowing me to generate the minimap display by scanning the level tile by tile and drawing lines at wall edges. Having made the jump to 3D with Merry Gear Solid 3, obviously that wasn't an option anymore. After evaluating all of my options (and without having to resort to any paid, third party solutions) the solution I came up with was to take data I already had -- that is, the recast generated navmesh that Unity can bake into the level at edit-time, and to generate a 2D representation of the level layout from that. Of course, due to agent size being factored into navmesh generation, this means that walls will appear "thicker" in the minimap than in the game world, but by playing around with the scale of the minimap display, I was able to mask the discrepancy as part of the low resolution display. Once the AI scheduling system is complete, I should be in a good place to get this thing done for 2014 (...but no promises). Mr. Podunkian fucked around with this message at 04:13 on Jan 12, 2014 |
# ? Jan 12, 2014 04:10 |
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Mr. Podunkian posted:Of course, due to agent size being factored into navmesh generation, this means that walls will appear "thicker" in the minimap than in the game world, but by playing around with the scale of the minimap display, I was able to mask the discrepancy as part of the low resolution display.
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# ? Jan 12, 2014 04:23 |
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I've been slaving over a new Logo interpreter for an educational programming game I'm building. Today I implemented the first turtle graphics primitives: Believe me when I say there's a hell of a lot more going on here than is readily apparent.
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# ? Jan 12, 2014 04:36 |
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Hello everyone. I've been lurking this thread for a couple of weeks. There's some really awesome looking stuff here! For screenshot Saturday I wanted to show off the project I'm doing the music and sound for called Witchmarsh. It's a RPG with some light platforming stuff. You can find out more about it on our tumblr. We're going to be doing a Kickstarter "soon."
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# ? Jan 12, 2014 04:48 |
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Hey, what was that tool for making animated .gif files easily? Playing with crazy shaders although you can't really get the effect from my random screenshot Whoo its screenshot saturday Stolen art all over the place because my artist is a bum and has only done concept work so far. Edit: Now with animation! EPILEPSY WARNING? Rainbow nuke? Zaphod42 fucked around with this message at 06:02 on Jan 12, 2014 |
# ? Jan 12, 2014 05:21 |
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Zaphod42 posted:Hey, what was that tool for making animated .gif files easily? I personally use LICEcap for free, no frills gif capture. ^^^ You linked a PNG Mr. Podunkian fucked around with this message at 05:34 on Jan 12, 2014 |
# ? Jan 12, 2014 05:23 |
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D_W posted:
Goddamn that's some nice depth. Keep us updated.
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# ? Jan 12, 2014 05:32 |
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D_W posted:Hello everyone. I've been lurking this thread for a couple of weeks. There's some really awesome looking stuff here! This looks incredible. But it would look way more incredible if you got your programmer to quantise and pixellate the bloom and water and other graphical effects.
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# ? Jan 12, 2014 05:32 |
it's a platformer weekend! First, ladders! and then moving platforms and updated another tileset
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# ? Jan 12, 2014 06:25 |
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D_W posted:Hello everyone. I've been lurking this thread for a couple of weeks. There's some really awesome looking stuff here! Gorgeous! Also liking what I see on the tumblr. Will be keeping a close eye on this one...
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# ? Jan 12, 2014 08:01 |
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Coldrice posted:it's a platformer weekend! Have you considered making the bullets bigger? The pistol looks like a peashooter and doesn't really convey "I kill badguys".
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# ? Jan 12, 2014 09:36 |
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I finally got that sign stuff sort of working, from a few pages ago. Thanks for the help guys. Here's a gif of what I've got so far. Ignore the horrible programmer art. I of course come with yet another question though. How do I refer to other objects from a script? With the sign stuff I have going on, it's all controlled through script that is attached to the message (not the sign itself) and it simply becomes visible and plays an animation on the trigger when the player presses 'E'. I originally was trying to have the sign sprite have all the code, and then refer to the message sprite to make it visible and all that, and I couldn't work out how to do it. e: The jump physics in the actual game is more generous than shown in the gif. Just saying. Forseeable Fuchsia fucked around with this message at 10:54 on Jan 12, 2014 |
# ? Jan 12, 2014 10:52 |
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What do you do when you get sick and have to stay inside all weekend? Why you start working on your Android game of course! 1600 lines of code later and this is what I have to show for it:
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# ? Jan 12, 2014 19:07 |
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D_W posted:For screenshot Saturday I wanted to show off the project I'm doing the music and sound for called Witchmarsh. Shalinor posted:I'm entirely too lazy for screenshots... so here are some Hot Tin Roof dev videos! More work so that this isn't 3 separate games but all the bits actually working together.
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# ? Jan 12, 2014 19:42 |
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Finally all art is original - removed the last of the 8bit placeholder sprites for monsters & treasures!
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# ? Jan 12, 2014 20:08 |
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retro sexual posted:Finally all art is original - removed the last of the 8bit placeholder sprites for monsters & treasures! That looks awesome, but the 'play or discard' text is hard to read.
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# ? Jan 12, 2014 20:12 |
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TomR posted:That looks awesome, but the 'play or discard' text is hard to read. Seconding this. Also, the text on the card seems weird for some reason. Some sort of scaling thing? e: To be clear, seconding the 'looks awesome' as well, only slightly put off by the two things.
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# ? Jan 12, 2014 20:18 |
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Red Mike posted:Seconding this. Also, the text on the card seems weird for some reason. Some sort of scaling thing? It looks like it's a hand-written sort of font, which probably doesn't scale too well.
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# ? Jan 12, 2014 20:27 |
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KiddieGrinder posted:It looks like it's a hand-written sort of font, which probably doesn't scale too well. I don't think it's the shape though, it looks like it isn't filled with a solid colour but a pattern. Maybe that, I don't know?
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# ? Jan 12, 2014 21:33 |
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Thanks guys. Yep the font used in 'play or discard' will be changed (probably will also have a white scroll behind it, like in the logo). The font used on the cards is a bit illegible - going to have rework that. It's the bold version of Cabin Sketch, so it's got a pattern in it that isn't looking great scaled down..
retro sexual fucked around with this message at 00:39 on Jan 13, 2014 |
# ? Jan 13, 2014 00:25 |
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Mock and Droll posted:I finally got that sign stuff sort of working, from a few pages ago. Thanks for the help guys. Here's a gif of what I've got so far. Ignore the horrible programmer art.
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# ? Jan 13, 2014 02:19 |
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KiddieGrinder posted:It looks like it's a hand-written sort of font, which probably doesn't scale too well. retro sexual posted:It's the bold version of Cabin Sketch, so it's got a pattern in it that isn't looking great scaled down.. tl;dr get a solid font, you can even write it yourself if you like. Fur20 fucked around with this message at 03:26 on Jan 13, 2014 |
# ? Jan 13, 2014 03:24 |
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SupSuper posted:The more flexible approach is using public variables in your script (eg. public GameObject sign;) that you then associate in the Unity editor. But if you want something completely hardcoded in script you can use GameObject.Find("ObjectName"). Just a note, GameObject.Find() is slower than GameObject.FindWithTag() and you should try to use the tag version as much as possible.
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# ? Jan 13, 2014 03:31 |
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SupSuper posted:The more flexible approach is using public variables in your script (eg. public GameObject sign;) that you then associate in the Unity editor. But if you want something completely hardcoded in script you can use GameObject.Find("ObjectName"). Oh I see. Stupid question, what do you mean use a public variable and associate it in the editor? Sorry, but I'm an idiot with Unity. D: In that sense, what exactly is "ObjectName"? The name of the asset in the asset browser bit?
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# ? Jan 13, 2014 05:46 |
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So this week we finally worked out the kinks in our lighting engine- which was quite nice, and so to celebrate we decided to indulge ourselves and make a little one-off game for fun over the weekend. I began to design it on Friday night, and we used the rest of the weekend to play-test, tweak, and make assets for it. This was the result: Funnily enough this game wound up being almost the polar opposite of We Need to go Deeper. It's single player, you're going up instead of down, and finally, this isn't even a video game; it's a card game. Here are a few examples: Not sure what we're gonna do with it yet - maybe make it a free print-and-play on our website or something. Either way, it was fun to make, so I figured I'd share it with ya'll!
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# ? Jan 13, 2014 06:37 |
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Mock and Droll posted:Oh I see. Stupid question, what do you mean use a public variable and associate it in the editor? Sorry, but I'm an idiot with Unity. D: For any script that extends MonoBehaviour, any public member (except for properties) are viewable in the inspector when attached to a GameObject. For example, I wrote a JumpPhysics.cs script and attached it to a GameObject. Now this is what I see when I click the game object and look at the inspector: To answer your second question, "ObjectName" is the name of the GameObject in the Hierarchy tab.
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# ? Jan 13, 2014 07:06 |
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Someone on IRC mentioned how their game looked so much different from a year ago. I had to look through my puu.sh account to see what I had for Western. then: now:
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# ? Jan 13, 2014 08:19 |
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Was going to do a thing for MiniLD this weekend but didn't have enough free time. Completely jacked Podunkian's steez, I later realised.
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# ? Jan 13, 2014 11:31 |
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The weekend was very productive. The pages below are all displayed in the browser. Only a handful of mock ups left to go through and put to code. Everything is very much a work in progress of course. Still lots of work to do, but we should be play testing soon.
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# ? Jan 13, 2014 17:17 |
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That woman's hands are horrifying. She's gonna climb out of a mirror and claw my eyes out when I go to sleep, isn't she?
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# ? Jan 13, 2014 17:21 |
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She isn't staying. That's programmer art.
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# ? Jan 13, 2014 17:22 |
You should add an easter egg where you can breed the trainer with other trainers/horses. Just sayin. Centaur hybrids could take Horse World Online in an exciting direction.
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# ? Jan 13, 2014 17:24 |
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poemdexter posted:For any script that extends MonoBehaviour, any public member (except for properties) are viewable in the inspector when attached to a GameObject. For example, I wrote a JumpPhysics.cs script and attached it to a GameObject. Now this is what I see when I click the game object and look at the inspector: You can also use private members and mark them with the [SerializeField] attribute, if you don't like littering that objects public scope with a bunch of variables.
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# ? Jan 13, 2014 18:19 |
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# ? May 26, 2024 08:47 |
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Oh her hands ARE super creepy. haha. But you know what they say about programmer art. Make look awful so the artists get more motivated to replace it. haha. I like the site's layout though. I have a bit of a Witchmarsh music update. I completed a rough sketch of the title theme. Check it out. The instruments are very much not final. This version is just a dump from Sibelius. The instruments are basically a step above general midi. My process tends to be: Compose in Sibelius. Export MIDI. Import that in FL Studio. Expand on composition there, then export tracks separately. Then mix and master in Protools. So this piece still has a long way to go before completed. I might add some more to it later.
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# ? Jan 13, 2014 18:42 |