Welp, anyone have a best way or tips on converting an xna/C# game to unity?
Welp, anyone have a best way or tips on converting an xna/C# game to unity?
It's been a bit since I've played it, but it looks like it is.
Can I get some more input on here? I think it'd be beneficial to have more voices.
This is how my penis plant ended up, to anyone who was in my caffiene fueled bizarre 3am stream last night. I started out cranked out of my head, and after an hour I was crashing hard.
So, yea, I did finish the penis after I got up.
I think you copied that penis from shovel knight
Still working on my animation skills on spine, my friends tell me the walking is wrong but cannot explain me what is wrong about it =_=
There is no real way to convert. You can re-use the assets.
Then you need to learn what the base Unity does and how it works. Then take the sections of logic from your XNA app and implement them in appropriate places in Unity.
Try do embrace component based design; don't try to cram OO stuff into Unity when it's not needed.
Still working on my animation skills on spine, my friends tell me the walking is wrong but cannot explain me what is wrong about it =_=
It looks as if his legs were dangling off a central pivot point. Maybe add a bone to warm the bottom of his cape as he walks? Say, off the left leg when it rises.
Try do embrace component based design; don't try to cram OO stuff into Unity when it's not needed.
When the leg is directly beneath, that is the highest point as the body and legs form a straight line. Right now you have the highest point of the body bounce when both legs are extended, by default would be the lowest point of the body bounce.Still working on my animation skills on spine, my friends tell me the walking is wrong but cannot explain me what is wrong about it =_=
As it turns out twune might be the hero I need to get a game down for the competition, can't tell if you can sell twine games or not but that doesn't matter for now.
The trailer looks good and has a cute ending. I think something that would help me get more of a handle on the experience of playing it would be shots of other screens, or maybe maps that are more different from each other. Or maybe different play modes. Basically put more of a sense of variation and it will be more compelling.
I'd definitely play the demo if you hit me up, or if y'all have a newsletter or something to know for sure when you release it.
Use distribute()Haha I'm having a lot of fun answering e-mails of scammers trying to get some keys, they think they are sneaky but using an account named as [big_youtuber_name]@gmail.com is not enough if you can most of the time check the real e-mail in their channel. They usually dissappear when I ask them for a direct message using their supposed youtube accounts.
Meanwhile, I'm working in content for the first content patch, I hope I can get it ready soon:
Haha I'm having a lot of fun answering e-mails of scammers trying to get some keys, they think they are sneaky but using an account named as [big_youtuber_name]@gmail.com is not enough if you can most of the time check the real e-mail in their channel. They usually dissappear when I ask them for a direct message using their supposed youtube accounts.
Meanwhile, I'm working in content for the first content patch, I hope I can get it ready soon:
Whoa. Had our first "inspired by" style fanart today
https://twitter.com/Basrin2015/status/619599199538184192
Super cool to see that happening to something you created. Brings a tear to my one good eye.
Nice.
I was thinking about fanart.
Should it be encouraged/solicited in some way, or what? I've had a few but not a great many.
When the leg is directly beneath, that is the highest point as the body and legs form a straight line. Right now you have the highest point of the body bounce when both legs are extended, by default would be the lowest point of the body bounce.
Just my .02
Thanks! I remade it from scratch and it definitely looks better now.
Okay, I put in my destructable barriers. I will still tweak some FX and stuff, but this is the jist of it:
http://www.gfycat.com/EasyPrestigiousAnura
The pause of the near arm when it comes forward is a bit jarring, I'd also look for a way to imply a bit of shoulder movement if possible. The legs look better than before.
looks great! at first it looked like it was deteriorating and I was "wow! that's some detai...oh lol"
Really? I tough it was nice and gave a bit of weight :/
Duly noted, I'll see if I can improve it
Okay, I put in my destructable barriers. I will still tweak some FX and stuff, but this is the jist of it:
http://www.gfycat.com/EasyPrestigiousAnura
Really? I tough it was nice and gave a bit of weight :/
Duly noted, I'll see if I can improve it
Hey, that looks great! Good work, as usual.
Sliding the shoulders back and forth a bit adds a lot of depth to an animation like this. Often you can give this illusion just by sliding the entire arm, but in particular, where it connects to the body.
It would look okay if the shoulder moved more during that moment. Best bet with shoulders on puppets like this is to bring them in on the turn away from the camera and out on the turn towards the camera.
Oh! I like your artstyle! and great improvement from old walk cycle to the new one.
*destructible
Thanks. I was trying to think the easiest way to do it, out loud, on stream -- This is what I ended up doing. Pretty simple -- Probably of little use to most of you, but maybe interesting to some who are curious about Stencyl stuff.
So whenever it changes sizes (animation frames), it calls that event to shake screen/spawn particles/etc...
Not sure how it'd look with two joints on his right arm, but try overlapping action. When the top part of his arm reaches the furthest back position, or slows down as it reaches that position and begins to move forward again, the lower arm should continue moving back for a couple frames. That is, the arm should straighten out some. Likewise, when it's near it's furthest forward position and starting to slow down to move backwards again, the arm should bend more, before straightening back.Thanks! I remade it from scratch and it definitely looks better now.
Am I wrong, or does Spriter not have a runtime? i.e. you have to export the animation strips rather than just the texture atlas and json file? I know that at least used to be the case, and was what made Spine more appealing to me.
Runtime support for Spine is way more comprehensive.
There are community created runtimes for Spriter but most (all?) of them aren't complete.
If Spriter doesn't have much/any runtime support then it's really undesirable and missing one of the main things you'd use an app like this for.
*destructible
Thanks. I was trying to think the easiest way to do it, out loud, on stream -- This is what I ended up doing. Pretty simple -- Probably of little use to most of you, but maybe interesting to some who are curious about Stencyl stuff.
So whenever it changes sizes (animation frames), it calls that event to shake screen/spawn particles/etc...
Damn, Stencyl looks exactly like Scratch! My brother used to play around with that, before he started programming.
Doesn't Spriter predate Spine? Spine just seems older because of how much further along they are.Spriter runtime support is a bit mixed for certain things, what with being younger than Spine, but I believe it does have native C2 and Unity support, the latter to some degree at least.
So jelly.Bitsummit was /isreallycool. Got my hands on galak-z and a bunch of different other Indies will go back tomorrow
been working on sound effects tonight. still some missing ones, but I like to at least have afew to help me get a feel for things.
https://www.youtube.com/watch?v=m0hMWqAReRg
chrnkkk is my favorite.
yep, it's more advanced than scratch, (I think) but it was based on it.
Not sure how it'd look with two joints on his right arm, but try overlapping action. When the top part of his arm reaches the furthest back position, or slows down as it reaches that position and begins to move forward again, the lower arm should continue moving back for a couple frames. That is, the arm should straighten out some. Likewise, when it's near it's furthest forward position and starting to slow down to move backwards again, the arm should bend more, before straightening back.
Not sure if that makes any sense.
Speaking of animation, any one have any thoughts on Spriter versus Spine? I have a copy of Spine from years back that I haven't really used, but I wonder if I should jump on Spriter in the Humble Bundle... just in case...
AXE GIRL
been working on sound effects tonight. still some missing ones, but I like to at least have afew to help me get a feel for things.
https://www.youtube.com/watch?v=m0hMWqAReRg
chrnkkk is my favorite.
Also, unrelated but I have just done some fan animation for Indivisible, I'll post it here since we were on the topic of walk cycles just above. That, and I'm just itching to start working on a 2D platformer with that kind of animation, now, so I need to vent it however I can :-D
I'm going to freak out playing at night if one of those little green things comes out of an peaceful area.
Hello Indie Game Dev GAF,
I'm looking to create a small puzzle based educational game for a school for my final year project. I only have 6 months to do it.
Doesn't Spriter predate Spine? Spine just seems older because of how much further along they are.
That looks fantastic, she looks so driven and strong; great design!Been so long since I had anything new to show. And after that it's probably going to be quite a while again!
Gfycat version here, as usual: http://gfycat.com/ReliableFearlessHousefly
Sound design is quite difficult to get right, I find. I like that yours is overally pretty subdued, making for a quiet atmosphere, goes pretty well with the visuals.
I've been adding SFX to Honey in the beginning, but lately I've just been rushing through scenes, and I'm planning to go back over everything to sound it all at once... but I wonder if that's the best plan, or if I should tackle it as I go, making for slower individual scene progress, but no need to go back eventually. Any experience in the process? Might going back to sound everything in one go cause potential unforeseen problems/could cause everything to break? Do y'all usually sound your stuff as you go?
As for SFX, we've pretty much done them as we go, but then again one of guys is focusing just on sound and vfx. It's only been a problem with our outside VOs as we'd like to iterate on sounds and add some more lines, but it's a pain to organize now. We couldn't really have left it this far into the development as we still needed to try out the VO tech and how it fit the game, but aside from some announcer stuff we will probably have to make do with what have.
The Spriter versus Spine backstory is sort of amusing and pretty convoluted, but tl;dr and IIRC boils down to spriter being announced as a kickstarter, looking great and getting backed, taking forever to actually get developed and Spine being made by people sick of waiting for Spriter to appear.
So conceptually Spriter is older, but in release date terms Spine was on the market first.