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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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Exuro

Member
Can anyone explain why this is happening? Newbie with unity and am trying to do some basic raycasting. The detection looks off and I'm not sure where I'm going wrong.

H0FVcjT.png

Ach0L32.png

Code:
using UnityEngine;
using System.Collections;

public class Raycast : MonoBehaviour {

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
        RaycastHit hit;

        Vector3 fwd = transform.TransformDirection(Vector3.forward);
        
        if (Physics.Raycast(transform.position, transform.forward, out hit, 20.0f))
        {
            if (hit.collider.gameObject.tag.Equals("EditorOnly"))
            {
                Debug.DrawLine(transform.position, fwd * 10, Color.green, 20, true);
                print(hit.collider.gameObject.name);
                print(hit.point);
            }
        }
            
    }
}


So I have two objects on a plane tagged EditorOnly(I just chose a random default tag). The script(attached to the fps camera controller) draws a line in the scene view if it detects an object with that tag. For some reason its detecting the objects at an offset or something. Not sure what I'm doing wrong for this to occur.

edit: did more debugging and it looks like the raycasting is working, but the visible debug rays are incorrect. I added display red line if no object is detected, and for some reason I'm seeing this large gap between nothing and the cube. So the green line is not representive of the raycast. hmm

 

Popstar

Member
Yeah, I did that. But I don't have the json file yet to actually implement it, so I'm just trying to figure out what to expect once I do get it.

Can I put event flags in the animations? I can't find information on that anywhere. And can I update the json file with new animations later?
I'm not familiar with exactly how the Spine-Unity integration works (I use the C++ runtime). But on the Spine side yes, you can set events in the animation.
 

_machine

Member
Just realized that we haven't the deckbuilder for #screenshotsaturday, probably since the older version, so here it is:
Struggling a bit with UMG text centering and other small things so there's still work left to do and I would like to hear your thoughts on how to make it "better" (even if I have a few ideas already)?

Also, we've started creating some more desert levels, but what do you think of the atmospheric fog/sand at the moment when viewed at this height?

Big news coming next week with a "piece" that I'm really proud of... ;)
 

Unain

Member
Can anyone explain why this is happening? Newbie with unity and am trying to do some basic raycasting. The detection looks off and I'm not sure where I'm going wrong.

// code - snip

So I have two objects on a plane tagged EditorOnly(I just chose a random default tag). The script(attached to the fps camera controller) draws a line in the scene view if it detects an object with that tag. For some reason its detecting the objects at an offset or something. Not sure what I'm doing wrong for this to occur.

edit: did more debugging and it looks like the raycasting is working, but the visible debug rays are incorrect. I added display red line if no object is detected, and for some reason I'm seeing this large gap between nothing and the cube. So the green line is not representive of the raycast. hmm


Try this for your Debug Line:
Code:
Debug.DrawLine(transform.position, hit.point, Color.green, 20, true);

//Edit: Sorry, forgot that it was hit.point for Unity... been a while

You get a lot of info from the hit variable (http://docs.unity3d.com/ScriptReference/RaycastHit.html).
 

Blizzard

Banned
I was going to leave this page as a pure code poetry continuity, but since we have a motorbike breaking the combo already (very cool motorbike too! Maybe just add a scarf to it? :v)...
I wonder what the Indie GAF consensus is on scarves. I naturally feel a primal urge to include a scarf in my next game. But how much scarf is enough?

I'm thinking ascot, though it has the downside of only slightly blowing in the wind.
 
I broke a bit of new ground today, experimenting with meshes in Spine. Really, it's something I should have figured out a long time ago, but there was never a design that necessitated it until now (because rotating, scaling and translating articulations of the translucent ghost would have had very apparent overdraw).

I'm sure future animations will be higher quality and more interesting than this, but I'm very happy with it for my first weighted-mesh animation.

CQ7qSvW.gif



I was going to leave this page as a pure code poetry continuity, but since we have a motorbike breaking the combo already (very cool motorbike too! Maybe just add a scarf to it? :v)... then have another combo breaker. Or just combo.

http://gfycat.com/BlissfulConsiderateCoral

Long story short: adding in the audience. I wanted to try for more cameos, but as you can see, it's a bit tiny... we won't really see the characters. Next time, though!

Whoa, that looks so good!
 

Five

Banned
Sorry for the long post, but I'd like to have some game design feedback regarding my level types / reward system in Roll Playing Game.

I have two level types: "Campaign" levels and bonus (or "B-roll") levels.

There are 20 campaign levels that represent the core of the game. They focus on trap patterns, rhythm and smaller puzzles, but not speed (except for a few sections). Your score depends on the amount of orbs you've collected and how often you respawned at checkpoints. You can earn up to 8 "Tokens" (GAF-chosen name) per level. With these Tokens, you unlock B-roll levels (as well as other bonus contents).

There will be around 10-20 unlockable B-roll levels. Here, the score simply depends on the time you needed to finish the level, with an entry in the online leaderboard for skilled players. Community levels (created with the level editor I'll release with the game) are also essentially B-roll levels.

I thought of adding leaderboards to the campaign levels as well, but couldn't find a way, as these levels simply aren't build with speedrunning (speedrolling?) in mind. They often contain sections that simply can't be completed faster than the rhythm allows, which would result in most of the players having nearly the same time (e.g. because they all have to wait for a certain laser beam to stop blocking the path). My idea was creating "speedroller" versions of the Campaign levels (skipping the sections that hinder the speed flow) and adding them to the B-roll levels. The other B-roll levels would also have to be created with speedrolling in mind. Maybe I should rename this level type to "Rush" or something then.

Sadly, this focus on speed could limit the creativity and diversity of the community levels. Of course, they could just build whatever slow/rhythmic level they want, even if it doesn't really make sense in regard to the time-based leaderboard at the end. So maybe that's not a problem at all? I tend to overthink these kinds of things...

What do you think? Is it weird that the core levels of the game don't have leaderboards, but the other ones do? Is there maybe another way to calculate a highscore without using time as a factor that doesn't result in everybody getting the same score?

B-roll is a great name. I'm a big fan of good puns, and that's a great one!

Why don't you just have two leaderboards? One for time attack and one for score attack? Or, since that might create a finite score cap, why don't you add time to the scoring algorithm? Make getting orbs and not dying be rewarded with large score amounts so that they're the primary objective, and then some small function of time as a bonus score for people who can 100% the level to still have something to whittle away at.
 

mStudios

Member
I was going to leave this page as a pure code poetry continuity, but since we have a motorbike breaking the combo already (very cool motorbike too! Maybe just add a scarf to it? :v)... then have another combo breaker. Or just combo.

http://gfycat.com/BlissfulConsiderateCoral

Long story short: adding in the audience. I wanted to try for more cameos, but as you can see, it's a bit tiny... we won't really see the characters. Next time, though!

The only thing I'd suggest is that the "flash" is too strong. Does that happen often or not?
 

Turfster

Member
Anyone have suggestions for a rapid 3D level creation tool (preferably with BSP) that can export to FBX (or OBj in a pinch) without needing 50 billion extra converters?

I've been trying a couple of things, but have run into problems with all of them.

The "best" I'd gotten so far was Dota2's Source2 Hammer, but their FBX exporter generates broken files, and their OBJ exporter doesn't actually output materials.
 

Aki-at

Member
Due to some issues, I fell out of indie game development but I'm readying myself jumping back onto the horse (Not that I posted much in the first place heh)

I wonder what the Indie GAF consensus is on scarves. I naturally feel a primal urge to include a scarf in my next game. But how much scarf is enough?


I'm thinking ascot, though it has the downside of only slightly blowing in the wind.

Shinobi still has my favourite scarf in gaming, so long and red, with rips at the end:

9rx7Fvv.gif


I guess it depends on the type of character your aiming for too though? Ascots seem pretty high class!
 

Pehesse

Member
I broke a bit of new ground today, experimenting with meshes in Spine. Really, it's something I should have figured out a long time ago, but there was never a design that necessitated it until now (because rotating, scaling and translating articulations of the translucent ghost would have had very apparent overdraw).

I'm sure future animations will be higher quality and more interesting than this, but I'm very happy with it for my first weighted-mesh animation.

CQ7qSvW.gif





Whoa, that looks so good!

Thanks :-D Good luck with Spine, too! I tried Spriter for a minute, but didn't get much of anything working. Will need to go back to it for the trailer, though, or at least that's the current plan...

Your ghost's already looking pretty nice! Wonder what you'll manage to do when you'll have spent more time with it, looking forward to it!

The only thing I'd suggest is that the "flash" is too strong. Does that happen often or not?

You think? Hmm. Maybe the gif accentuates it somehow? Or maybe it is indeed! It doesn't happen often, though - it's the critical hit feedback flash, to inform you when they occur (they can occur at random based on your stats+if you have seen your opponent's matches in vn mode beforehand, depending on the difficulty mode). So actually they might not happen at all for some, or a bit more often for players with unusually high stats/who can block+counter like mad, since that does an auto-crit :-D
 

anteevy

Member
B-roll is a great name. I'm a big fan of good puns, and that's a great one!

Why don't you just have two leaderboards? One for time attack and one for score attack? Or, since that might create a finite score cap, why don't you add time to the scoring algorithm? Make getting orbs and not dying be rewarded with large score amounts so that they're the primary objective, and then some small function of time as a bonus score for people who can 100% the level to still have something to whittle away at.
Thanks, that goes in the same direction I'm currently thinking: The total highscore for B-roll levels is calculated using a weighted mix of collected orbs, respawns and time. For a high total score you'll have to find the right balance between rushing through the level and collecting or skipping remote orbs, while staying alive - instead of simply collecting all orbs as fast as possible without dying.

You can also sort the highscore table by just one of these three factors. If you want, you can simply focus on one of them while playing, e.g. just try to get the best time possible and get to the top of the time highscore list, even if it means sacrificing your total score that will be lower because you skipped many orbs. Alternatively, completing the level flawlessly without respawning would get you to the top of the respawn highscore list (until the next player does the same, but until that happens you'll be long gone). This should be more rewarding than being placed somewhere at the bottom of a total highscore list because you're not good at time attacks.

What do you think? Sounds good on paper to me, but I know for sure that I'll encounter plenty of problematic situations I didn't think of before when implementing it.
 

Five

Banned
Thanks, that goes in the same direction I'm currently thinking: The total highscore for B-roll levels is calculated using a weighted mix of collected orbs, respawns and time. For a high total score you'll have to find the right balance between rushing through the level and collecting or skipping remote orbs, while staying alive - instead of simply collecting all orbs as fast as possible without dying.

You can also sort the highscore table by just one of these three factors. If you want, you can simply focus on one of them while playing, e.g. just try to get the best time possible and get to the top of the time highscore list, even if it means sacrificing your total score that will be lower because you skipped many orbs. Alternatively, completing the level flawlessly without respawning would get you to the top of the respawn highscore list (until the next player does the same, but until that happens you'll be long gone). This should be more rewarding than being placed somewhere at the bottom of a total highscore list because you're not good at time attacks.

What do you think? Sounds good on paper to me, but I know for sure that I'll encounter plenty of problematic situations I didn't think of before when implementing it.

Yeah, sounds fine to me. Letting the players sort the high scores has been received pretty well everywhere I've seen it.
 

Kalentan

Member
Menu Test Video:

https://www.youtube.com/watch?v=oEQZQlmO2bY

Criticism welcomed....

And some more lore tidbit on my game. :D

Tu4b.gif
"Sir, I've recieved another dossier, do you wish for me..?"
Uu4b.png
"Yes, give me the quick run down."
Tu4b.gif
"Yes, Sir."

rw5b.png
"Svevoth Myrigath, age thirty-one. Born into the long running Myrigath lineage, one that excels at being healers, Svevoth had a cool demeanor, a polar opposite to his twin sister whom we couldn't find anything on. Svevoth like many in his family, was part of a group of priests in the Lon'thua Desert. Through the years he managed to move through the ranks of the priesthood until the war between the Vanklor and Corles began. As it was the priests goals to heal the sick and injuried, they tried to stay neutral in the conflict. Svevoth wasn't able to let this happen and began to help those on the side of Corles as it was evident the Vanklor were the aggressors. This wound between him and priests would never heal as even after the war ended and he returned to the Lon'thua Desert, the priests and his family disavowed him. He told us that after that, he began to travel the areas hit most by the Vanklor and tried to fix them. In some ways it's evident he has been worn down by all of the destruction. He wants the Vanklor out. Sir, he's got the drive. I say we get him. Healers are typically a fickle bunch and I doubt we will find someone as good as him for a while."
 

KevinCow

Banned
Got the complete animations for my new character from my artist. He sent it to me as a Spine animation (.json file) and it took a little bit to figure it out, but I got it implemented into my Unity game and it looks pretty great.

Here's a gif:

HpGs4Op.gif


And here's a video: https://youtu.be/rOy0XAye_So

Also my music guy sent me a short clip of what he was working on, and it sounds AWESOME. It's not really worth uploading anywhere to share since it's only like 12 seconds long, but it's exactly what I was looking for.


Edit: Oh, and I finally came up with a name - Zendion: Frozen Fury
 
I wonder what the Indie GAF consensus is on scarves. I naturally feel a primal urge to include a scarf in my next game. But how much scarf is enough?


I'm thinking ascot, though it has the downside of only slightly blowing in the wind.

Scarves are awesome. I just hope it doesn't get to a point where everyone starts to notice just how many indie characters have scarves that it becomes some kind of running joke before I get a chance to make a character for my own game in the future (which will probably have a scarf)
 

Blizzard

Banned
Scarves are awesome. I just hope it doesn't get to a point where everyone starts to notice just how many indie characters have scarves that it becomes some kind of running joke before I get a chance to make a character for my own game in the future (which will probably have a scarf)
I thought it was already to that point which would be the only reason I'd use one. :p I'm part of the problem, apparently.
 

Jobbs

Banned
I like scarves, but, really, I like anything that trails behind the character. It just makes motion look cooler.. That's why you see it so much. It could be a pancho, a cape, some strands of something or other, whatever. It "completes" the shape of a character and makes often a more interesting silhouette than just the humanoid by itself.
 
Capes and scarves were common comic book character designs because they helped demonstrate motion, so you could more easily see which way characters were going. But, like Edna Mode points out in The Incredibles, they're super impractical. I prefer to indulge in hair, wings, tentacles and the like.


Got the complete animations for my new character from my artist. He sent it to me as a Spine animation (.json file) and it took a little bit to figure it out, but I got it implemented into my Unity game and it looks pretty great.

Here's a gif:

HpGs4Op.gif


And here's a video: https://youtu.be/rOy0XAye_So

Also my music guy sent me a short clip of what he was working on, and it sounds AWESOME. It's not really worth uploading anywhere to share since it's only like 12 seconds long, but it's exactly what I was looking for.


Edit: Oh, and I finally came up with a name - Zendion: Frozen Fury

Hey, that looks pretty good!
 
I thought it was already to that point which would be the only reason I'd use one. :p I'm part of the problem, apparently.

I don't see the general gaming community point that out. Actually I don't think I've seen it mentioned at all really. So in my mind it's not at that point yet.
 
I don't like flailing scarves much, tbh. I'd rather see a trailing detail as a sash of some kind. I'd also like to see it add to gameplay a touch.

Take Raziel from Soul Reaver - he has a scarf which serves the purpose of hiding his disfigurement but his trailing feature are his broken wings. They still serve a purpose in gameplay, as well as look nice flowing about. That's a nice place between form and function, IMO.
 

Peltz

Member
I like scarves, but, really, I like anything that trails behind the character. It just makes motion look cooler.. That's why you see it so much. It could be a pancho, a cape, some strands of something or other, whatever. It "completes" the shape of a character and makes often a more interesting silhouette than just the humanoid by itself.

I like Viewtiful Joe's scarf. It's flamboyant and stylish for a bad-ass man to have a long pink scarf.
 

Kalentan

Member
The menu looks like it has some nice organization, but that's a lot of items on the front list. Maybe split some off into sub menus?

I could see somethings like Inventory/Crafting becoming one, same with Character Sheets and Converse, and maybe Mission List and World Map. Though I'm unsure what I would call the Mission List/World Map option.

If I did this, do you think the main menu bar should change or do you think a new menu bar should appear next to it?

Also your maps feel inverted. brown seems like it should be land, not water.

I think I see what you mean.

I quickly changed it, what do you think:

http://i.picpar.com/d15b.png

Love all the world building you're doing!

I honestly find it one of the best parts. :) I love creating a world and populating it with characters. Though I will admit, sometimes I think of character backgrounds and build lore around that. Like the idea of the priest group didn't come until after I made him.

---------------

I need to also think about Persistant objects/rooms in my game. I just realized I may need to change somethings completely to fit everything.
Like, should the menu room be persistant or if I have the variables that it interacts with be part of persistant objects, that it will take care of everything?

I know that I will no doubt need objects that carry stats/equipment to be persistant...
 

Nezzhil

Member
Between the hours that we're spending with our game and the crowdfunding campaign, we haven't a lot of time to do other things, but my friends and co-workers have made a new trailer for the game.
We already have an informative video so this new trailer is a less serious one. We hope you like it!

Tankr Xplosive Trailer
 
It has been a while since I have worked with Unity, so I have a question about importing.

Normally we would make all our 3D models in one Maya file and export either that or a layer at the time and we would sort out the objects in the game engine. I know that is bad for a couple of reasons, but it works okay for us.

In Unity we do that and it gives one combined prefab, and under that more prefabs with joints and objects. However, there is only one animation that works for the combined asset.

Also when dragging one of those prefabs into the scene, it uses the whole combined prefab anyway. Which is weird, considering it shows normally in the preview window. The only way we can move them separately is when we create a new prefeb out of the mesh and joints. But we can't animate them anyway with the one combined animation.

Is there anything I'm missing? I don't care a whole lot if we have to reimport the things separately, but I was wondering whether I'm doing something wrong. It seems weird that it does not work when it shows properly in the preview window in Unity.
 

_machine

Member
More #MeetTheMinions from us, fixed the hyphenation and tried to get the wording a bit better, what do you think?

Just realized we can't set pre-orders for the game, but we'll have some cool stuff coming tomorrow ;)
 
Logic related question. I have some road junctions in my game. I want the cars to always turn left, right or continue forwards. Never backwards.

As a car approaches the junction I want to acquire a newDestination from that object (I have each possible destination attached to each junction). But I want to make sure the new random destination is not the place a car has just come from (causing the awkward 180).

I have set up a to and from variable, as car approaches to it will say choose random destination from the junction. However I want to say, if newDestination = from, reroll. This re rolling part is what is causing me confusion. Would it be some sort of recursive function or can I exclude a result from a random selection easier?

Once I get a suitable response I will say from = to; to = newDestination;
 
Logic related question. I have some road junctions in my game. I want the cars to always turn left, right or continue forwards. Never backwards.

As a car approaches the junction I want to acquire a newDestination from that object (I have each possible destination attached to each junction). But I want to make sure the new random destination is not the place a car has just come from (causing the awkward 180).

I have set up a to and from variable, as car approaches to it will say choose random destination from the junction. However I want to say, if newDestination = from, reroll. This re rolling part is what is causing me confusion. Would it be some sort of recursive function or can I exclude a result from a random selection easier?

Once I get a suitable response I will say from = to; to = newDestination;
I can tell you how to turn left or right but I need more info on the "destination". Is it a defined space on a map? Do these vehicles serve a gameplay purpose? Are they just for show to drive around aimlessly?

If they need to hit specific points for various reasons you'd be better off pathfinding. If they just drive around aimlessly that's really easy to just make them turn or go straight without flipping a U.
 
cars are enemies that wander around the map randomly currently. to get started they choose a random destination on the map from an array. these are all pre-defined by the level geometry. they do use path finding to get to their destination. i'm updating the path "destination" every time they get to a new junction.
 
More #MeetTheMinions from us, fixed the hyphenation and tried to get the wording a bit better, what do you think?


Just realized we can't set pre-orders for the game, but we'll have some cool stuff coming tomorrow ;)

Is there a reason the lower case n is a small upper case N?
 
Logic related question. I have some road junctions in my game. I want the cars to always turn left, right or continue forwards. Never backwards.

As a car approaches the junction I want to acquire a newDestination from that object (I have each possible destination attached to each junction). But I want to make sure the new random destination is not the place a car has just come from (causing the awkward 180).

I have set up a to and from variable, as car approaches to it will say choose random destination from the junction. However I want to say, if newDestination = from, reroll. This re rolling part is what is causing me confusion. Would it be some sort of recursive function or can I exclude a result from a random selection easier?

Once I get a suitable response I will say from = to; to = newDestination;

Normally when I have something like this I would create a list of the directions that you can go. So if you come from the bottom you make a list with the directions top, right and left and then pick a random index out of those directions.

It is more efficient though when doing something like in a scenario where you need to pick a lot of non-duplicating items.

It could also be a simple do while. Do reroll until the result is not the same as the destination. But then it is an inconsistent amount of times.
 

Unain

Member
Logic related question. I have some road junctions in my game. I want the cars to always turn left, right or continue forwards. Never backwards.

As a car approaches the junction I want to acquire a newDestination from that object (I have each possible destination attached to each junction). But I want to make sure the new random destination is not the place a car has just come from (causing the awkward 180).

I have set up a to and from variable, as car approaches to it will say choose random destination from the junction. However I want to say, if newDestination = from, reroll. This re rolling part is what is causing me confusion. Would it be some sort of recursive function or can I exclude a result from a random selection easier?

Once I get a suitable response I will say from = to; to = newDestination;

Make your random search exclude the From-part.
For instance (pseudo code):

Code:
GetRandomDestination(var excluded)
{
 var temp_array = destinations;
 temp_array.remove(excluded);
 return temp_array.Get( Random.Get(0, temp_array.Count-1) );
}

I think that this is the safest way without having to use a recursive function.

Edit: What Prophet Steve said above me, just make sure your destination array has all the items you want it to go (excluding the From destination)
 
cars are enemies that wander around the map randomly currently. to get started they choose a random destination on the map from an array. these are all pre-defined by the level geometry. they do use path finding to get to their destination. i'm updating the path "destination" every time they get to a new junction.
So if they just wander randomly, do they need a destination? Or would it be easier to just give them 3 options of turning left, right or straight?

If they have no need for a defined ending point then would you think simply ditching pathfinding and making a quick call for a possible direction change at an intersection trim some bloat from their routine?

Just asking, you state they choose a random destination - technically they can just drive aimlessly for the same effect. At least that's how I understand your routine. Driving around to a random destination with pathfining can be simplified.

Or - you can group destinations in quadrants. Never choosing the quadrant you are in.

Or, there is no need to re-roll. If you roll the same quadrant or destination, simply move up or down 1 in the array. If you exceed the array length in either direction, move to the highest or lowest placement in the array. So if you cap at 5 and add 1 to make 6, there is no 6, so we just move back to the bottom of the array with 0. Same with -1 now becomes 5.

This ensures we don't keep re-rolling if we have the same number over and over on a re-roll. Highly unlikely but hey - you never know.
 
temp_array.remove(excluded); sounds what i'm looking for. i'll give that a go.

AbsintheGames, i'm probably explaining myself poorly. I have 19 destinations, located at junctions. Cars choose one of these destinations (randomly), when they arrive they need to choose where to go next, I want to say go anywhere but from where you came. Each destination has an array of potential routes (2-4, depending on whether it's a cross road, T junction or a cul de sac). By doing temp_array.remove(from) i can then roll my next destination (left, right, forward, whatever) without worrying that cars do a 180 and go backwards.
 
temp_array.remove(excluded); sounds what i'm looking for. i'll give that a go.

AbsintheGames, i'm probably explaining myself poorly. I have 19 destinations, located at junctions. Cars choose one of these destinations (randomly), when they arrive they need to choose where to go next, I want to say go anywhere but from where you came. Each destination has an array of potential routes (2-4, depending on whether it's a cross road, T junction or a cul de sac). By doing temp_array.remove(from) i can then roll my next destination (left, right, forward, whatever) without worrying that cars do a 180 and go backwards.
OK. Anywhere but from where you came. You want to limit a U turn AND prevent the vehicle from going to the same "area" or exact destination?

You could simply separate your destinations into quadrants. Pick a quadrant that isn't one you are in or came from and pick a destination inside that quadrant. Now you won't be in the same area as your most recent start or finish.

Same rules of not needing a re-roll apply. Wrap the array length in both directions. Same for turning and avoiding a U.

Edit: this is what wrapping will do. I prevent my alt fire impact shrapnel snakes from moving backwards. They can only turn left or right from their current FACING direction: http://gfycat.com/ThunderousSlimyCopperbutterfly

Excluding works the same with an array. I didn't use one for here, tho. No need for simple direction swaps, IMO.
 
I could see somethings like Inventory/Crafting becoming one, same with Character Sheets and Converse, and maybe Mission List and World Map. Though I'm unsure what I would call the Mission List/World Map option.

If I did this, do you think the main menu bar should change or do you think a new menu bar should appear next to it?
I'm not sure what you mean by new menu bar.
I think I see what you mean.

I quickly changed it, what do you think:

http://i.picpar.com/d15b.png
Yeah I think that looks less confusing. Do you think the lakes should be the same color as the oceans?
I honestly find it one of the best parts. :) I love creating a world and populating it with characters. Though I will admit, sometimes I think of character backgrounds and build lore around that. Like the idea of the priest group didn't come until after I made him.

---------------

I need to also think about Persistant objects/rooms in my game. I just realized I may need to change somethings completely to fit everything.
Like, should the menu room be persistant or if I have the variables that it interacts with be part of persistant objects, that it will take care of everything?

I know that I will no doubt need objects that carry stats/equipment to be persistant...
 

Kalentan

Member
I'm not sure what you mean by new menu bar.

Well like this:

625b.png


I assume that's what you meant by making sub menus?

Yeah I think that looks less confusing. Do you think the lakes should be the same color as the oceans?

Hm... I'm unsure. The map isn't supposed to be too detailed. Hence why I literally have a spot on the map for "Southern Forest" as an icon rather than as a large cricle to show the forest.

Edit:

K25b.png


Made my first tileset... Though I'm wondering if the doors/windows should be shorter.

Also this very bad first attempt at an attack animation:
M25b.gif
and
R25b.gif
.

This made me realized that I'm going to figure out how to make animations connect with their targets. After all, every sprite and map tile is 58 x 77. The animation is going to have to disconnect from this grid briefly.
 
Well like this:

625b.png


I assume that's what you meant by making sub menus?

Yeah. Plus that gives you an opportunity to animate the menu, juice it up.

____________________________________

EDT: Solved my shader issues!

Shader "Custom/Texture" {
Properties
{

_ReflectionTex ("", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM

#pragma vertex vert
#pragma fragment frag
#pragma target 3.0

#include "UnityCG.cginc"

float4 vert(appdata_base v) : POSITION {
return mul (UNITY_MATRIX_MVP, v.vertex);
}

sampler2D _ReflectionTex;
fixed4 frag(float4 sp:VPOS) : SV_Target {

return tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(float4(sp.x/1920, sp.y/1080, 0, 1)));

}

ENDCG
}
}
}

sp:VPOS is not calculated the same by every camera on every system. IE in the editor 0,0 is bottom left while in camera view it's top left. That's pretty straightforward to accommodate for though.

Can't believe such a simple shader was giving me so much trouble.

I'm trying to access screen/window position in a Unity 5 fragment shader. Does anyone have experience with that?

So far on Google I've only been able to find solutions relative to the camera's viewport rect, not the window as a whole.


The backstory for this is I'm working on portals for my game. A site recommended modifying the Unity Pro mirror reflection to do this, and so far it's worked out great. The portal's script is called OnWillRenderObject and renders the portal's view to a 1080p render texture. Then the portal's shader renders the undistorted texture to the screen, so that all pixels line up perfectly. Problems happen when the camera isn't full screen though, so that's what I'm trying to fix.
 

mStudios

Member
The backgrounds from both you and Pehesse make me really want to learn to draw something even vaguely similar in style. Thanks for the continued inspiration!

https://www.youtube.com/watch?v=ZXsQAXx_ao0

Really cool. Do you plan to animate the transitions? Between viewpoints, between object states, etc?

I'm doing the transitions like the previous GIF I posted before.
For the animations: I plan on not animating a few things, like the projector screen. It'll be a waste of time animating it when it slides down. But I'm going to animate things like Fire, Smoke, Lighting, etc. Things that makes scene looks "alive."
I'm going to animate a few objects also, but those that are requires animations only.
 
I agree about the door blast off effect and I'd love to see more smoke inside so the enemy inside takes a second to be revealed as the smoke clears. Great look so far!

That looks great! How are you handling the possible collision with the player character or with enemies/props since those "doors" are pretty massive?

Thanks! Yeah these are just some temporary effects til our Tech artist makes some new fancy particles.

In regards to the collision, we haven't yet got a concrete solution as of yet, they'll either 'fizzle' out after a few seconds or sink into the ground. Though that may look awkward as hell.

We did update them to do fatal damage if you are silly enough to stand right under them though :D

 
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