Hilarious seeing the people up close. Would never have noticed.
I like it more than the original, to be honest I didn´t like the original much with the blood and that, I thought the blood was making the game look more violent or horror-like than what it really is...but changing it to purple makes it more interesting and you get extra points for the reference to the main character´s colors
A GIF showing some of the basic movement: run, jump, crouch and stomp, along with breakable blocks, moving platforms and the save statue:
For posterity, here's how things turned out for me.After a lot of experimentation and education, it seems my best bet is to call glFinish() at the start of my game loop. This means I can essentially guarantee the blocking happens there, and the game loop starts once swapping is complete rather than multiple frames being buffered up.
Then, before requesting a buffer swap at the end of the game loop, I attempt to calculate and sleep until near vsync. Even a plain sleep of 14ms saves a ton of CPU and lowers the CPU temperature by 8-10 degrees C.
Of course, sleeping accurately involves its own challenges.
Perhaps I should spent my one to the folks of
Gimp. But who does color quantization, retro graphics etc. with Gimp, anyways?
There are better tools, I guess.
ive been working in a simple shoot'em up game for 2 months now. the levels are basically finished and im working in the final graphics.
Alright, I have babby's first Unity programming question:
Is it possible to lerp a box collider in C#? I want to move an object's collider over time by X units, but not the object itself.
Collider col = getcomponent(typeof(BoxCollider))();
col.transform.position.x = gameobject.transform.position.x + 1.0f;
Alright, I have babby's first Unity programming question:
Is it possible to lerp a box collider in C#? I want to move an object's collider over time by X units, but not the object itself.
This gives me Fantasy Zone vibes
Nice find! :+For posterity, here's how things turned out for me.
1. It may be more general than this, but at least in my case, NVIDIA OpenGL drivers for GTX 770 on Windows do busy spin loops if you wait on vsync.
2. To avoid this, the only solution seemed to be adding a sleep. The idea is to do input / update / rendering processing, calculate remaining time to vsync, and sleep most of it with some arbitrary error margin (e.g. 3ms).
3. To get a semi-accurate sleep, the standard Windows solution seems to be timeBeginPeriod() and timeEndPeriod(). This allows you to adjust periodic timer minimum resolution. It turns out SFML already does this. If you call the SFML sleep function, it uses the best resolution possible, then immediately restores the resolution.
4. On my system the lowest resolution is 1ms, but the actual sleep may take say, 0.05 to 1.5 ms. So I don't try to sleep less than 2ms with this system.
5. OpenGL can end up blocking at weird times like calling glGetError() after a few frames buffer up. To avoid this, and possibly improve responsiveness, I call glFinish() just before checking input at the start of my game loop. This means I (hopefully) know where the vsync delay is, and the rest of the loop will run quickly.
6. Result: If I process for roughly 3ms and have 13ms remaining in a frame, I would do a nice non-cpu-burning sleep for 10ms. Then I let OpenGL vsync, causing a brief busy wait.
After all of this, my CPU usage went from 50% to 11-15%. The core 1 temperature was maybe 8-10 degrees cooler. For a desktop this is just a fan usage annoyance, but for a laptop I'm hoping it's a battery and heat savings. Just in case it causes issues on some systems, I made it an optional feature, "vsync CPU saver" or whatever.
It's not so much the gif format. What's missing in almost all animated-gifUE4 materials & lighting are amazing.
Some of my tests:
.gif crushing blacks like no tomorrow:
...
Pfeww, I thought PS would offer much more options for the money. They don'tNo problem
So it was literally just called "Pattern" which doesn't really help you much with figuring out exactly what they use I suppose :/
You can see the other two types in that image above if that helps you decipher the difference at all
Would be a nice add-on, indeed.Gimp is FLOSS, so I'd assume its just a question of creating a fork with your changes then being peer reviewed for that fork to be rolled into main...?
Pfeww, I thought PS would offer much more options for the money. They don't
even let you choose a known pattern nor even saying which one is actually
used. What? xD Perhaps they don't want to give away the technique used.
Yeah you'd think so, but I guess it's like you said and they want to keep it a secret!Pfeww, I thought PS would offer much more options for the money. They don't
even let you choose a known pattern nor even saying which one is actually
used. What? xD Perhaps they don't want to give away the technique used.
Sure, no problem, I switched off the "Black and White" option and here are the resultsWell, can you do me one more favor in doing the same as last time with the
image below? But switch off the "Black and White" option (it uses two slots
in the color table even if not used at all).
Thx. But I really don't want to look into these patents. They will influenceYour knowledge on this subject vastly exceeds my own, so I'm not sure where to really begin, but you can browse through Adobes patents online and see specifically the methods they use in abstract (and which ones you should avoid using even if arrived at independently because they own that, such is the nature of software patents (sigh))
Thx. But I really don't want to look into these patents. They will influence
me with me then trying to circumvent their stuff.
Am still analysing....Yeah ...
I think it started in the US by patenting the sh!t out of everything, andYeah, I get that completely - as an indie, I'm just glad things like marching squares or perlin noise weren't patented. Software patents are broken
I would do something like this
(I assume you have a singleton object that is set to not be destroyed. This class/object should do all your level loading)
Code:Have you encounter defined public class Encounter : MonoBehaviour { public string[] enemiesPrefabPathAndFileName; public string battleScene; private GameManager _gameManager = null; void Start() { _gameManager = GameObject.Find("GameManager").GetComponent<GameManager>(); // Better ways to do this } . . . public void DoBattle() { _gameManager.StartUpBattle(this); } On your game manager side. private Encounter _currentBattleDetails = null; private bool loading = false; public void StartUpBattle(Encounter newBattleDetails) { loading = true; _currentBattleDetails = newBattleDetails; SceneManager.LoadScene(_currentBattleDetails.battleScene); // I Use the DPLoadScreen Asset here // Now wait till the level is loaded and place all the objects } public void OnLevelWasLoaded() { for(int i=0;_currentBattleDetails.enemiesPrefabPathAndFileName.Length;i++) { GameObject dude = Resources.Load<GameObject>(_currentBattleDetails.enemiesPrefabPathAndFileName[I]); PlaceObject(dude); } loading = false; } public void PlaceObject(GameObject thing) { // place object here // do a lookup for an empty game object and use its position to place thing. // or // Random pick x,z and do a raycast straight down to find terrain // or something else }
It would have been reasonably smooth in Unity, except we had to trash and subsequently rebuild an exceptionally complex voice recognition engine using Sony's internal API's.^ No way!
Congrats!
Edit:
May tell how the conversion process went?
A GIF showing some of the basic movement: run, jump, crouch and stomp, along with breakable blocks, moving platforms and the save statue:
Grats . Looks fun and it's awesome you hired Ronald jenkees, great music.
I like it.I feel a bit bad for spamming this thread, but today I created something which i quite like, by accident.
I set up depth-based fog for the game and I blend it with the base color.
It used to be white, but I accidentally changed the color value to (1, 0, 1) (red+blue = violet), which should be nonsensical, but it turned out to look really lovely.
I quickly set up another NdotL diffuse light for my basic shader which basically adds some purple as well, with L being the camera vector with inverted z-value (aka like a reflection from the ground plane).
I think I am going to use these kind of fog colors for sun rise and sunset.
What do you guys think?
https://www.youtube.com/watch?v=ZfbBqBOSXlUI feel a bit bad for spamming this thread, but today I created something which i quite like, by accident.
I set up depth-based fog for the game and I blend it with the base color.
It used to be white, but I accidentally changed the color value to (1, 0, 1) (red+blue = violet), which should be nonsensical, but it turned out to look really lovely.
I quickly set up another NdotL diffuse light for my basic shader which basically adds some purple as well, with L being the camera vector with inverted z-value (aka like a reflection from the ground plane).
I think I am going to use these kind of fog colors for sun rise and sunset.
What do you guys think?
Good job! Given the time invested, are you guys 'n gals going to use it forIt would have been reasonably smooth in Unity, except we had to trash and subsequently rebuild an exceptionally complex voice recognition engine using Sony's internal API's.
So, not smooth.
But we did it. = D
Hey man, still up there? Am still analyzing. xD But something is odd here.Yeah you'd think ...
Congrats guys!
Thanks, glad you like it!
I´ll search for it, thanks for letting me know! Getting an acceptable camera behaviour took me some time and lot of study, so it´s always great to find more information on the topicA while back, there was posts about Lilith's project, and her camera, that talked about how the camera came off as "stiff" and all that jazz. Your camera, while fine, I think could be tuned using those same discussion points to "feel" better. Just an opinion
Hey man, still up there? Am still analyzing. xD But something is odd here.
I'm convinced you've made an error. Or I still have a problem on my end. Well,
I thought PS's dithering would be superior, but given the image with the
highlights it turns out PS now uses a Bayer pattern (eh?), which leads me to
the conclusion that the initial picture (24-bit -> 256 colors) you've sent
has not used this option unless PS changes pattern at runtime resp. upon
making some prior image analysis which I don't assume. I can't believe that
the difference with and without highlights is so huge. There must be an error
somewhere.
Can you please quantize the following image again?
Options: 256 colors, Black and White off, Dither: Pattern
Hey, yeah I'm still around Ah right well it may be that the original version I did for you had the Black and White option on. Would that make much of a difference?
Either way here's the image again using those settings
Quantized without dithering:
Quantized with dithering:
Hope that clears it up for you
I'm butting in so I can learn a bit, but I don't see a difference between these two. Does this have something to do with HSV coloring scales?
I'm butting in so I can learn a bit, but I don't see a difference between these two. Does this have something to do with HSV coloring scales?
I'm butting in so I can learn a bit, but I don't see a difference between these two. Does this have something to do with HSV coloring scales?
ive been working in a simple shoot'em up game for 2 months now. the levels are basically finished and im working in the final graphics. i captured a gameplay video (i couldnt capture in 60fps/HD, which gave it a vintage look lol). the sfx/music are not mine... i want to compose when im done with the graphics
https://www.youtube.com/watch?v=lj_7akQcv2k
Hey guys i would like to know your opinion about this:
It's just a attempt to make a sort of knight, the shield is not finished and many lines are still dirty, but in general do you think that sprites like this would be decent enough for a game?
Yeah, looks really good so far
Much better. Now the Bayer dither pattern is visible! Thx a lot!Hey, yeah I'm still around Ah right well it may be that the original version I did for you had the Black and White option on. Would that make much of a difference?
Either way here's the image again using those settings ...
In Unity, is it possible to skip a GUI animation or make it jump to the last frame immediately?
Assuming you're using an animator you can just tell it to play again from later in the animation using the technique described here: http://www.unityrealm.com/play-animation-from-frame-unity-5-animator/In Unity, is it possible to skip a GUI animation or make it jump to the last frame immediately? I've made a "fancy" looking main menu that fades in over time, and while it looks good when you first start the game, it's really annoying having to sit through it every time I start the game during development xD Or when going from our lobby back to the main menu. I made a splash screen screen with text animations today that I can skip with the spacebar ahead of time but that just loads a new scene and that's not what I want here I couldn't find any obvious functions like Animation.JumpToLastFrame(). Stop() would probably just freeze the animation instantly I assume (which would lock out the button functionality of the text I'm animating).
Heh, probably xD I doubt my programmers would allow it thoughCould you just set the animation speed really high?
Thanks, that should probably do the trick You're awesome!Assuming you're using an animator you can just tell it to play again from later in the animation using the technique described here: http://www.unityrealm.com/play-animation-from-frame-unity-5-animator/
If you just wanted to skip to the end, for example you could do something like _animator.Play ("Awesomeanimationclip",0,1f);
Why refinery?
Too often we've seen developers adopt an early access program as a way of collecting playtesting feedback and starting a source of revenue. There are a few problems with this approach:
Your game is publicly available — You've launched something you know isn’t perfect, and not everyone who plays it will be understanding. You may be swamped with negative feedback and bad reviews that may damage the future success of the game.
You've officially launched your game — The day you launch your game is one of the most important days in your game’s lifespan: it’s typically when you'll have the most people watching, talking, and buying. Very rarely do we see games leaving early access getting attention comparable to their initial launch.
For some developers, these may not be an issue, but it’s an awfully big risk to take. Launching something incomplete may jeopardize the success of the entire project.
You're proud of what you built, so you owe it to yourself to launch with something polished in order to optimize the happiness of your players and the amount of copies you can sell.
refinery is for polishing games. We've built refinery to give developers a staging area for their launch. refinery enables you to create your own distribution model: Limited keys, closed and open playtesting environments, tiered purchases and digital rewards are all possible.
As you said. But yeah, I really like it! Make a full game with such characters!Hey guys i would like to know your opinion about this:
It's just a attempt to make a sort of knight, the shield is not finished and many lines are still dirty, but in general do you think that sprites like this would be decent enough for a game?
Much better. Now the Bayer dither pattern is visible! Thx a lot!
Analyzing...
As you said. But yeah, I really like it! Make a full game with such characters!