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Nition posted:You could just parent the camera to the actual character - rotate the camera X 90 degrees and put it right above them, then it'd follow them around. Hmmm, but it'd turn with the character too and you probably don't want that. Oh wow. That was quick, thanks! I'll give this a go when I get home. I appreciate the help!
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# ? Dec 4, 2012 12:08 |
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# ? May 31, 2024 14:32 |
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Hello game-dev thread! I'm at the point where I really need to test my game. I'm pretty sick of playing it after 4 months so some fresh eyes would be awesome! If anyone is keen to play/give feedback I'd appreciate it. It's for iOS, so iPhones/iPod touches at the moment (not sure how it would play on the iPad or if I can even build it for that yet.) If you do want to help out you can If you missed it previously in the thread check it out here - http://www.takemymachete.com Also, if anyone ever needs someone to test their game/give feedback, hit me up via the means above or twitter @ rhysdee. Always happy to help! RhysD fucked around with this message at 15:31 on Dec 4, 2012 |
# ? Dec 4, 2012 12:42 |
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Vankwish posted:Alright, here you go. Looks awesome. My only feedback so far would be to make the enemy ships some color that contrasts with the environment. Spotting black and red enemies in a black and red maze is tricky. At the moment the enemies' health bars pop out a lot more than the enemies themselves, which doesn't seem ideal. Otherwise, looks awesome.
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# ? Dec 4, 2012 15:27 |
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tehsid posted:Oh wow. That was quick, thanks! I'll give this a go when I get home. I appreciate the help! Haha, it's really only three lines of code. Oh and if you want the camera to stay at an exact height, instead of staying a certain amount above the player, just remove the + from: code:
Polo-Rican posted:Looks awesome. My only feedback so far would be to make the enemy ships some color that contrasts with the environment. Spotting black and red enemies in a black and red maze is tricky. At the moment the enemies' health bars pop out a lot more than the enemies themselves, which doesn't seem ideal. Otherwise, looks awesome. I agree with this also. I thought it might just be that I was watching a tiny YouTube video so I didn't mention it originally.
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# ? Dec 4, 2012 19:45 |
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Vankwish posted:Alright, here you go.
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# ? Dec 4, 2012 19:49 |
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That has been a common comment from many people and I do plan to look into it. I'm not at all happy with the look of enemies close up right now so when the time is right I will be doing some experimentation on how to make them look ... erm ... cool. Maybe after the redesign they will be more visible. If not, I will consider giving them an outline shader like in borderlands but obviously it would be a bright colour rather than black. I've been redesigning the upgrade interface today. I find GUI work can be very time consuming in Unity. On the one hand I like the way Unity only gives you the basic GUI building blocks so that you can do pretty much whatever you want with them, but creating complex GUI's is very time consuming. I've already got 600+ upgrade modules in the game and I expect that will rise to over 2000 so creating a slick uncluttered interface for them is my job for the next couple of days. I'm simply not happy with the layout of the existing interface. You can see pics of it here. http://steamcommunity.com/sharedfiles/filedetails/?id=111075014&tscn=1354635992 With as many as 80 upgrades for a single upgrade slot, the existing spreadsheet style wasn't working when the scrollview only let you see 3-4 at once. The new design is much better. It uses a grid system, allowing the player to see 30 at once, with a pop up window showing the statistics for each upgrade when the mouse hovers over them. I'm done with it for today though. Time for a bit of down time. Hopefully nobody minds me rambling on a bit. Orzo posted:Looks cool. Question, you said it's partially inspired by Quake....which part? Because immediately it reminded me of a mod, but I forgot what it was called. It had graphics similar to yours, lots of black cubes with bright neon edges, set in black space. Anyone remember that? The Quake part is the feel of the combat and the weapons. So like in Quake you run at 40 miles an hour and do instant flick aiming. Neon has that same speed of movement during combat, and instant aiming. Elite did the same thing, not many people remember that. It's not trying to be a spaceship simulator but a great fun game. The ship actually uses proper physics and momentum (zero gravity) but the thrusters create enough force that unless your flying something very heavy you can move around like in quake. You have strafing both sideways and up and down and can move in any direction at the same speed. It's not all forward momentum with slow turning. Even the heaviest ships can do instant turning. The other Quake part is the weapons. Neon's Main Guns are super fast projectiles. The Machine gun in Quake is a hit-scan weapon I know but they are very similar, especially damage wise. Then it has the classic rail gun. High damage, 1 second reload. Plasma gun : Big heavy slower projectiles doing the max damage per second but hard to hit the enemy with. Then it has the Lightning gun : that's a hit scan weapon in Neon just like in Quake with a similar damage per second. Those are the parts taken from Quake. Nothing else really. Oh, I have a missile that is dumb fire like the rocket launcher in quake and does splash damage too. I plan to have many more weapons but the idea is to balance them all so that no weapon is best but each weapon has a time and a place where it's effective. The same is true of the 30+ ships the player can fly. The plan is to have them balanced so your starting ship remains a perfectly viable choice of ship all the way to level 80. It has speed on its side to make up for lack of shields and energy. Vankwish fucked around with this message at 20:30 on Dec 4, 2012 |
# ? Dec 4, 2012 20:00 |
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Wow, thanks for the quick replies, everybody. I'll check out Futile when I do something 2D. As for now, I'm planning for an old mechwarrior/starsiege sort of stompy robot game.
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# ? Dec 5, 2012 04:27 |
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Whelp, this just landed in my inbox. Guess I better make a game now... edit: Now I have two spare 3 day tickets to PAX.
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# ? Dec 5, 2012 04:35 |
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Mug posted:Whelp, this just landed in my inbox. This is the Melbourne one yeah? If so I might see you there. Are tickets still available to buy?
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# ? Dec 5, 2012 04:44 |
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tehsid posted:This is the Melbourne one yeah? Three-day tickets sold out, unless you want a "BYO PC" one. I think all the 1 day tickets are still there.
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# ? Dec 5, 2012 04:48 |
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Hey, I didn't know there was an Australian PAX now. That's close enough that I might actually be able to go to it/show a game at it one day. I wonder if "Australian Indie Showcase" is strict about being only for actual Australian developers.
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# ? Dec 5, 2012 05:01 |
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Nition posted:Hey, I didn't know there was an Australian PAX now. That's close enough that I might actually be able to go to it/show a game at it one day. I wonder if "Australian Indie Showcase" is strict about being only for actual Australian developers. AIS is for Australia only, but the Indie Pavilion (which is subsidised but limited to a select group) is for Australia and New Zealand. I'll be applying for AIS as soon as it's open for applications, if I get accepted, I get a way bigger booth and don't have to pay anything.
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# ? Dec 5, 2012 05:17 |
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Sweet, thanks for that information.
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# ? Dec 5, 2012 05:38 |
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I didn't see anything in the OP, but is there an IRC channel or anything you guys hang in? I'd love to have a 'live' way to pick somebody brain or share my awful prototypes in.Nition posted:Haha, it's really only three lines of code. Oh and if you want the camera to stay at an exact height, instead of staying a certain amount above the player, just remove the + from: I'd love if you could. I've got a basic idea of Javascript but, yeah, I'm still a noob. Thank you though! tehsid fucked around with this message at 06:05 on Dec 5, 2012 |
# ? Dec 5, 2012 06:02 |
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Mug posted:Whelp, this just landed in my inbox. Congratulations yo!
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# ? Dec 5, 2012 06:07 |
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Mug posted:Whelp, this just landed in my inbox. Nice! I think my boss has a few tickets to that, might try and nudge one in my direction
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# ? Dec 5, 2012 06:20 |
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Tehsid, an explanation of the code. Here's the full code again:code:
Let's do it by parts. code:
code:
code:
HeightAbovePlayer is just how far the camera should be above the player. It's a float because positions in unity are floats. It's public so that you can change it in the inspector, but be warned, if you change it in the inspector and then change that default 15.0 in the code, it'll keep your inspector value! That's tripped me up a few times. Transform tr is a reference we'll assign in a moment. code:
code:
code:
code:
newPos.y = newPos.y + HeightAbovePlayer; code:
You could actually do all three lines in one super line: code:
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# ? Dec 5, 2012 06:56 |
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Jesus. Thank you for that! That makes far more sense then what I was making of it. Mostly because I was referencing it to javascript, which also explains why I had no luck getting it working last night. I'm going to try it tonight, and see what result I get, then I'll try and write it myself. Thank you again mate, I appreciate it a lot! What are the best books/website to study and learn more about c#? I think I could use some study in it rather then javascript as it looks far easier to understand for me.
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# ? Dec 5, 2012 07:30 |
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RhysD posted:Also, if anyone ever needs someone to test their game/give feedback, hit me I've got a Unity game if you want to give it a shot. http://bovinefury.com/LifeTaxesAndDeathFiles/ltd_unity/play.html
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# ? Dec 5, 2012 08:20 |
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Unity Javascript's not too bad. The one thing I really don't like is how they kind of hacked on type casting, so whereas in c# you write Vector3 newPos, in Javascript you write var newPos : Vector3 which is kind of weird.
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# ? Dec 5, 2012 09:14 |
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BovineFury posted:I've got a Unity game if you want to give it a shot. I'm going to be honest when I say the theme of the game didn't really interest me all that much, but I liked the general idea! There might be a bit much going on for the first time player however. Could you increase the speed the tiles appear and things such as the tax evasion and calculators as time increased? I was just matching colours (trying to put in a calculator one whenever I could) and pressing submit taxes when I saw a shaking question mark. Also, the "holding tile" part confused me in the tutorial, perhaps having the selected piece glow with an outline instead of placing it on that side UI element might be easier to see what's going on.
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# ? Dec 5, 2012 09:43 |
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Nition posted:Unity Javascript's not too bad. The one thing I really don't like is how they kind of hacked on type casting, so whereas in c# you write Vector3 newPos, in Javascript you write var newPos : Vector3 which is kind of weird. Javascript inherited this from ECMAScript. It's the same in other languages that sprung up from ECMAScript as well, like Actionscript. The C# method looks weird to me Also, grats Mug on getting into PAX! The UK could really do with a big event like that.
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# ? Dec 5, 2012 11:56 |
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Nition posted:Unity Javascript's not too bad. The one thing I really don't like is how they kind of hacked on type casting, so whereas in c# you write Vector3 newPos, in Javascript you write var newPos : Vector3 which is kind of weird. You'd have an aneurysm if you saw my source code, which is all stuff like var movieClip:MovieClip = Movieclip(root.movieclip) as MovieClip
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# ? Dec 5, 2012 15:10 |
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RhysD posted:I'm going to be honest when I say the theme of the game didn't really interest me all that much, but I liked the general idea! There might be a bit much going on for the first time player however. Could you increase the speed the tiles appear and things such as the tax evasion and calculators as time increased? I was just matching colours (trying to put in a calculator one whenever I could) and pressing submit taxes when I saw a shaking question mark. Speed and harmful piece rates do increase, just not in a linear manner. Do you remember which profile you played as? Did you notice the tabs that appear in the tab bar at the bottom of the screen? If so did you try clicking them? For the easy and simple profiles I added a bouncing arrow to try and highlight them more so the user would know they could be clicked. For holding in the tutorial, maybe bouncing arrow over the piece on the board, and then the arrow goes to the held piece when it is picked up? The theme was actually from a SA game dev challenge. Death and Taxes. BovineFury fucked around with this message at 17:52 on Dec 5, 2012 |
# ? Dec 5, 2012 17:40 |
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Polo-Rican posted:You'd have an aneurysm if you saw my source code, which is all stuff like var movieClip:MovieClip = Movieclip(root.movieclip) as MovieClip Interesting as3 tidbit, doing MovieClip(thing) runs slightly faster than thing as MovieClip for some stupid reason. Edit: Actually, here's a set of slides from a conference talk I went to a few years ago about performance tips in as3: http://gskinner.com/talks/quick/#1 Good info for anyone working in Flash. The slides are actually made in Flash so the performance results it displays are generated in realtime, like so: http://gskinner.com/talks/quick/#44 HelixFox fucked around with this message at 18:08 on Dec 5, 2012 |
# ? Dec 5, 2012 18:02 |
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BovineFury posted:I've got a Unity game if you want to give it a shot. The tutorial dumped me into super-fast-hard-omg-wtf-I-don't-know-what's-going-on mode once it was finished, so maybe it should go into easy mode instead. Also, picking up tiles (rather than swapping them) didn't really seem to have much use other than to confuse me as to what is going to happen when I click on a tile. I'm horribly sleep deprived at the moment, so that could account for part of it at least.
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# ? Dec 5, 2012 18:47 |
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Hi guys, stop me if this has already been answered, but I've been spending the last few years mostly unmotivated and churning out games using Flash and Flixel for the Ludum Dare 48 hour game dev jams. I've seen a lot of people recommending Futile for Unity, and I have been thinking how nice it would be to finally free myself from these shackles to Adobe I've been wearing for a little longer than I would have liked. For anyone familiar with Flixel and Futile, how do these frameworks measure up (if they can even be directly compared)?
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# ? Dec 5, 2012 19:07 |
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ZombieApostate posted:The tutorial dumped me into super-fast-hard-omg-wtf-I-don't-know-what's-going-on mode once it was finished, so maybe it should go into easy mode instead. That is apparently a new bug. It did dump you to the hardest one.
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# ? Dec 5, 2012 19:24 |
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Yesterday I rearranged the profile order to be based on piece drop speed. This meant what used to be at the easiest slot was now the hardest. I put up the fixed version. Nice catch.
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# ? Dec 5, 2012 19:45 |
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HelixFox posted:Interesting as3 tidbit, doing MovieClip(thing) runs slightly faster than thing as MovieClip for some stupid reason. Interesting C# tidbit, doing (MovieClip)thing is also slightly different than thing as MovieClip because the former throws an exception right away if it can't be cast, while the latter will silently cast it as null.
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# ? Dec 5, 2012 20:15 |
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Cirrial posted:Hi guys, stop me if this has already been answered, but I've been spending the last few years mostly unmotivated and churning out games using Flash and Flixel for the Ludum Dare 48 hour game dev jams. I've seen a lot of people recommending Futile for Unity, and I have been thinking how nice it would be to finally free myself from these shackles to Adobe I've been wearing for a little longer than I would have liked. For anyone familiar with Flixel and Futile, how do these frameworks measure up (if they can even be directly compared)? Don't even worry about how they measure up, just start learning Unity now. That's like saying "I've been eating cat poop but want to start eating beef, how do the two measure up?" Just upgrade!! Here's some motivation (look at point 3): http://www.gamasutra.com/view/feature/182380/postmortem_mcmillen_and_himsls_.php?page=3
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# ? Dec 5, 2012 20:24 |
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Polo-Rican posted:Don't even worry about how they measure up, just start learning Unity now. That's like saying "I've been eating cat poop but want to start eating beef, how do the two measure up?" Just upgrade!! Here's some motivation (look at point 3): Hey, that's not an entirely fair comparison! That's AS2 and Flash. My fault, I mentioned Flash, but I actually compiled everything through Flex, used a real IDE (because there are basically no IDEs out there worse than the one supplied with Flash) and never needed FLA files a single step of the way. Flixel with Flex is at least cat food. While I'm pretty sold on the idea of learning how to use Unity, I kind of have enjoyed the part of Flixel where I can throw together a prototype in a couple of hours. It's lead to this loop where because I only seem to make games for rapid development game jams, I only use things that I can make games fast in, and so I only use Flixel, so I get better at Flixel and therefore it becomes the fastest framework I can work with. I haven't really looked into Unity so far because I am absolutely abysmal at modelling and figuring out the UV wraps and the textures and the widgets and the gewgaws, and apparently my brain melts when trying to plan out basically anything in 3D. The last time I tried to make a simple character model it came out looking awful and took me a solid week. I know over a year ago I went through the basic Unity platformer tutorial offered with little issue, but 3D level design and assets and everything kind of terrify me. This is kind of why I wanted to know more about Futile, but I'm wondering if I'm better off just getting over myself and taking the plunge into actual 3D stuff. Thanks for the answer! Edit: just to be clear I'm looking into Unity and didn't just completely ignore what was said, Flash stuff still has a lot of issues Cirrial fucked around with this message at 20:50 on Dec 5, 2012 |
# ? Dec 5, 2012 20:44 |
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Cirrial posted:Hey, that's not an entirely fair comparison! That's AS2 and Flash. My fault, I mentioned Flash, but I actually compiled everything through Flex, used a real IDE (because there are basically no IDEs out there worse than the one supplied with Flash) and never needed FLA files a single step of the way. Flixel with Flex is at least cat food. I used to do a lot of stuff in AS2/3 before moving to cocos2d before moving to Unity3D/Futile. I'm prototyping and iterating faster in Futile than I ever have before.
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# ? Dec 5, 2012 21:45 |
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Is there a good set of tutorials or reference for Futile anywhere? I watched the videos on the main page and poked around its subreddit for a bit, but I'm trying to find a list of the different classes to go through. I found that my school is taking part in the Global Game Jam, so I'm hoping I can get a bit more comfortable using Unity by then, anyone ever take part in it before and have any advice?
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# ? Dec 5, 2012 22:09 |
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Polo-Rican posted:You'd have an aneurysm if you saw my source code, which is all stuff like var movieClip:MovieClip = Movieclip(root.movieclip) as MovieClip That caused me a genuine laugh out loud moment
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# ? Dec 5, 2012 23:59 |
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I have my own Line Of Doom (actually it's two lines now): draggedPartTrans.FindChild("Model").GetChild(0).GetComponent<MeshFilter>().mesh.bounds.size;
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# ? Dec 6, 2012 01:43 |
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Hello goons. Behold my weak attempt at a Minecraft clone! https://www.youtube.com/watch?v=A3etgRY5D5k
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# ? Dec 6, 2012 06:49 |
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That's more than just a Minecraft clone! Great start. Man, that's ambitious though. I can see that being one of those games where it'll be "six months away" for the next five years.
Nition fucked around with this message at 22:29 on Dec 6, 2012 |
# ? Dec 6, 2012 10:21 |
BovineFury posted:I've got a Unity game if you want to give it a shot. The orange/green/yellow were almost indistinguishable for me (mild red/green colourblindness). Perhaps consider adding some sort of clear distinction that's not colour-based, or ensure that hue/brightness varies along with colour.
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# ? Dec 6, 2012 15:30 |
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# ? May 31, 2024 14:32 |
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Vino posted:Hello goons. Behold my weak attempt at a Minecraft clone! This is a great start with some real potential. Good job! It strikes me more of an Infinity clone than a Minecraft one, however.
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# ? Dec 6, 2012 15:40 |