Chris Murphy
Member
This looks genuinely amazing. I want to play this game.
You using Unity?
Thanks
Yeah I'm using Unity.
This looks genuinely amazing. I want to play this game.
You using Unity?
Yeah, the sphere has better shades, too. Well, I think I can improve on itI would say yes, the new one also looks more pleasing.
Fits the game quite nicely!......
old
new
Fits the game quite nicely!
Btw; are you dreaming of such things? xD
Been playing with a stealth mechanic
Nearly invisible if player is stationary, depending on what's behind the player relative to other players
But trails and dust still show up, so if they want to stay hidden they'll need to be sneaky.
Do you find you have a stuttering issue when you strafe around objects while looking at them in Unity? I have played with a bunch of first person stuff and it seems the default first person controller is flawed.
If you circle strafe around a stationary object you can visibly see it stutter and not be smooth. If you have any fixes for this I'd appreciate it!
I built a custom character controller so I'm not sure. Have you noticed it in published games or just in the editor?
Awesome--that's the way to go. Good job!
I don't have any examples, but games that use the default controller have this issue. I'm really sensitive to this stuff, so it bugged the heck out of me. To test if it was just the editor I made executable and ran it outside of the Unity editor environment and it still did it.
Regardless I'm wanting to take a similar path as you and build a custom one. Any specific references you learned from to build it?
And btw, I like the look of your game so far. The GIF probably makes the enemy far harder to see when cloaked. I can't even see it lol
I think I looked at q3 sourcecode to see how they did it, but I had very particular needs for my movement so I basically made it all custom. In Arms of Telos, ground movement is sort of a hybrid between racing and FPS controls. Unlike most FPS games, you keep your momentum while on the ground -- no need to bunny hop/strafe jump like Quake, and you're still in full control, unlike Tribes skiing. You can keep your speed if you take gradual turns, but if you turn too fast you lose traction sort of like a car and lose speed as you skid. But unlike a car, you can swivel without penalty so you can maintain movement while turning around to shoot at people (like in most FPS games). To make all that work in a way that feels natural but is also fun and balanced, it's basically custom physics. Had to do similar stuff to make the zero g movement compelling. AoT also supports gravity areas where gravity goes in arbitrary directions -- Unity's character controller was just too limited.
For collisions, I found a hacky way to still use Unity's rigidbody with my custom physics -- it's not perfect, but good enough. Tried rolling my own but felt limited with the collision tests available from Unity (made it difficult to reconcile simultaneous collisions with multiple objects). Might revisit later if I feel like I have a better understanding of all that.
Yeah I like stealth elements, yet I think seeing the trail that way is a bit... Been playing with a stealth mechanic ...
But trails and dust still show up, so if they want to stay hidden they'll need to be sneaky.
G.O.D I think I got it!
pixelized defocus + pixelized motion blur in one scene;
fixed focus
auto focus
If these two effects could't go together on a pixelized level I would have
thrown it all out of the window! Damn! I'm still not there, yet, for there are
some new issues but I think they aren't deal breaking. Anyhow, I know now
that it is at least possible to have both, which makes me very satisfied
having spent all the time into these fukking pixels. xD Increasing the
resolution makes the effect even more stunning.
G.O.D I think I got it!
pixelized defocus + pixelized motion blur in one scene;
fixed focus
auto focus
If these two effects could't go together on a pixelized level I would have
thrown it all out of the window! Damn! I'm still not there, yet, for there are
some new issues but I think they aren't deal breaking. Anyhow, I know now
that it is at least possible to have both, which makes me very satisfied
having spent all the time into these fukking pixels. xD Increasing the
resolution makes the effect even more stunning.
Yeah I like stealth elements, yet I think seeing the trail that way is a bit
too much, like no stealth, but may depend on how the game is meant to be
played. Would be interested to see the trails just refracting.
For a couple of weeks I got an idea running in my head to perhaps develop a 3DThats excellent - well worth the effort!
The scattering is built from a modified variant of the algorithm to computeWhat is the colored pixel scatter/noise from? Seems to reflect splotches of color from the surrounding object?
Sounds good.Speed is a huge part of the game -- base move speed is like 100, skilled players will be flying through the map at around 350-500 spd. Color trails only show up at 250+ so if they want to be sneaky, they need to stay at a modest pace.
Indoors where there's gravity, there's still that dust. You emit less dust at slower speeds, but the idea is you'd want to be smart about moving around while people are watching; be sneaky.
In zero g, you have a bit more freedom -- no dust, but your thrusters will be visible. So there, you'd want to get going in the direction you want and then let go of the controls so you remain hidden as you drift to your destination -- limit course correction as much as possible.
Haven't playtested with others yet, but at least on paper I really like how that fits in with the rest of the game.
wtf? xD
Lighting errors go horribly right. Looks sorta like somebody's animal brawler game from here.`
Looks clean and stylish! Well done!Finally released my first android game today.
It's called Vectapulse and it's a rhythm game with a few new ideas.
Its free to download, with more songs unlocked and the ability to play your own tracks in the full version.
Please try it out, leave a rating or feedback.
download from the play store
Thanks all, hope you enjoy
It's called Sitcom Valley
This is really great! I love the Paul Robertson-esq pixel art style, and the premise is sharp.
Taking advantage of a long weekend to work some more on my "Micro Italy" section of CnW's swamp level. Things are far more lively when these guys are blasting their tomatoes at you!
Oh and as it turns out, environmental animation like bunting blowing in the breeze and crazy taxi drivers help too!
https://twitter.com/ClassicGJ/status/854027302543523841
I was curious what it would look like if you could see the entire gameworld running, in a single screen. I love all the twinkling and micromovements, makes the whole place feel very alive.
Hi guys, long time no see!
During the last year we had a bunch of problem with programmers (super long story about the last ones, but cutting it short, they didnt want to test anything, and only wanted to work if the things were final, something ive never seen a programmer do), but we finally are working with two programmers that are amazing and are giving it all and working as a team
So we can finally show some stuff about the game we are working.
It's called Sitcom Valley, and is an RPG and time management game were you play as the main character of a TV sitcom. Before going in and making the whole game we want to create a little version of it so people can test it that i hope we can finish soon, and showing the central mechanics of the game.
We just showed on twitter the concept art and final version of the main and playable character (your Seinfeld type of guy) and a little animated gif showing some pixelart of the character in his bedroom.
Jules (the main character) has trouble keeping neighbours and other weirdos out of his flat, so basically you need to "fight" against with an RPG ATB battle system them to keep them out.
Try running it from a command line and see if there's any output. If there's not, try googling and/or checking any documentation that might mention a log file. There should hopefully be one or the other.If anyone here has any experience exporting from GameMaker Studio to Ubuntu, I'd like to pick your brains!
I'm able to compile and export (to Ubuntu running on a Mac virtual machine) but trying to run the game pops up a window for a second before it closes again. I don't know if this is what a crash looks like in Linux. I'm pretty sure I have all the required libraries installed through Terminal.
Basically, is there anyone with an actual dedicated Linux machine that can test my app?
Love the look of this!We back and drawing lot's and lot's of ROCKS, also moss n stuff for caves
The game looks really fun. As for the trailer, my main piece of advice would be cutting some of the shots shorter. It seems to linger on scenes a little too long, when it should be cutting to the next gameplay feature you're trying to sell. Looks cool, though!Just finished the trailer for my game Planetes. Whew! Trailer making is not really my thing. :-/
Tell me what you think?
Well, for an image of the situation where the framerate is the worst (using PC version obviously):Could you post a pic or video of the game? Sounds like something is seriously wrong for sure. Did you try all those improvements one at a time or did you combine them? How and where did you create the geometry? What kind of coding improvements have you done? You should ask your question on the unity forums as well, and maybe at stack overflow or similar? Some Wii U dev board? Maybe even the programming OT here on gaf.
Maybe Unity for Wii U simply sucks :lol It sounds like you ought to have waaay higher frames than 60, right? I mean, if Bayonetta 2 can have 60 fps, why can't you?