Posted our first screenshots today of Air Dash Online's early build.
Our programmers, animators, and designers will be working hard this week to prep the game to show at EVO. After retooling our foundation a few weeks ago, it might be a little more along the lines of a proof of concept than a full fledged fighter at this point, but we'll bring it regardless.
For those of you catching up, the game is built in Unity3d. I'm responsible for the all the dynamic lighting, shader programming, and now this environment. There's also a second character I built, but we'll see if he makes it in time for our EVO.
Attn: Unity Pros
I posted a question on UnityAnswers a day or two ago, doesn't seem to have been answered by any of the pros there yet: http://answers.unity3d.com/questions/484746/sendmessage-within-a-sendmessage-receiver.html
It has to deal with a SendMessage issue (if you couldn't tell by the URL), I would post the question here but it's kind of lengthy. If any Unity wizards here have some time I would appreciate some insight.
Thanks! I've put a lot of work into both the art and our graphics tech.Wow, that looks pretty amazing. Is like something like smash bros with platforms but with complete 3D movement?
That really reminds me of Prince of Persia for some reason
Same perspective I suppose.
Hey, look, I made my very first .GIF! Yay! (56k warning: It's like 3.4 MB)
This is a demonstration of basic lighting in There Came an Echo. Both the ground texture and the little wall thingy are *completely flat images*. We emulate collision, lighting, and shadows with "invisible" approximating 3D geometry. In this case it's not approximate, it's pretty exact, but you get the point.
One issue is that the invisible walls are taking light, but not the color of the light...it's always white (the nodes should be giving off a yellow hue). But I'll figure it out, I'm sure. = D
I'm not quite sure how they're doing it...their little peak into the Unity editor is different than what ours looks like...but I imagine it's something similar.Looks dope, man! Seems like you're doing the same tech that Obsidian is doing with their Project Eternity. Or something VERY similar to make me think of it.
Hey, look, I made my very first .GIF! Yay! (56k warning: It's like 3.4 MB)
This is a demonstration of basic lighting in There Came an Echo. Both the ground texture and the little wall thingy are *completely flat images*. We emulate collision, lighting, and shadows with "invisible" approximating 3D geometry. In this case it's not approximate, it's pretty exact, but you get the point.
One issue is that the invisible walls are taking light, but not the color of the light...it's always white (the nodes should be giving off a yellow hue). But I'll figure it out, I'm sure. = D
I'm not quite sure how they're doing it...their little peak into the Unity editor is different than what ours looks like...but I imagine it's something similar.
I'm just one guy programming, and I've never used Unity before. If I can get something even 40% of the way to what Obsidian's got, I'll be real happy. = D
Just be careful if you are planning to sell it, because some of the sprites do look pretty similar to the Gameboy version:Thought I would dig out an older screenshot of my current iOS project Loot Legends
I have been working alot on more tiles to give the maps lots of variety, and also different dungeon types like lava, water e.t.c
Some of the current features which I'm hoping to turn into a very casual roguelike nd put in a few unique twists
- randomised dungeons layouts
- lots of loot, currently it plays similar to a mario style game with lots of coins to collect
- a few different enemy varieties such as skeletons, snakes with different attack patterns
- some maps having more traditional mario style platforming such as moving platforms, falling floors e.t.c
- some rpg elements like hp, shield and xl levelling
- random player, a new type of warrior every time you play
-random dungeons themes each time you play (which get progressively harder as you go deeper). For example one minute you might be playing the stone level which is more focused on dodging spikes and basic skeletons, the next time you might reach the lava levels which has more platforming elements
Some of the things I'm considering adding
- lots of randomness, beside random maps, random player (with perhaps random stats) but also random enemy types depending on your current xl level
- add some meaning to coin collection ( I like the idea of dishing out coins for everything and anything ) , but at the same time it needs some purpose
- I like the idea of resetting your player each turn so xp e.t.c would all be reset (however loot would remain)
Would love to get people's opinions on how to give some meaning to loot, like mario I want a levels purpose to be not only to survive but collect as much loot as possible, I also don't want permanent upgrades and like the idea of new super mario bros 2 million coins achievement . Basically I want to give users to keep returning and boosting there coins, dishing out weekly rewards of coins for continually returning and playing.
Posted our first screenshots today...
Well, maybe, but if that's the case, why is even white showing up? It does receive light, it just isn't colored properly. I may post the shader code here in a week or two if I can't figure it out.Looks awesome, are the character models 3D?
My guess is that the lighting in unity is based on the typical old opengl implementation. Since your wall are invisible, the alpha value is 0 and therefore you don't se the color of the lighting. Try using a textured white wall and see if you can see the light color.
On photoshop change the animation speed to 0 or 0.03 on all frames. Save for web and it should lower the size a bit. Also resize image if too big.
Well, maybe, but if that's the case, why is even white showing up? It does receive light, it just isn't colored properly. I may post the shader code here in a week or two if I can't figure it out.
Posted our first screenshots today of Air Dash Online's early build.
Our programmers, animators, and designers will be working hard this week to prep the game to show at EVO. After retooling our foundation a few weeks ago, it might be a little more along the lines of a proof of concept than a full fledged fighter at this point, but we'll bring it regardless.
For those of you catching up, the game is built in Unity3d. I'm responsible for the all the dynamic lighting, shader programming, and now this environment. There's also a second character I built, but we'll see if he makes it in time for our EVO.
Well, maybe, but if that's the case, why is even white showing up? It does receive light, it just isn't colored properly. I may post the shader code here in a week or two if I can't figure it out.
Also, charsace, what way is that?
The character models are in fact 3-D. Our 3-D guys are just getting started, so I've been using that placeholder.
Pretty good! Can't wait seeing some non-stationary images. Btw; I once......
For the most part, yeah. Had to use some custom shaders on the geometry to make it invisible but still catch light and shadows.Your game is 2d, but for the lighting you generate geometry to calculate the light? And the geometry you generate has width height and length so you have 3 dimensions. Alundra 1 was a 2d game that uses 3 dimensions.
Our 3-D animator starts on Monday, so we're gonna suss out how the rigging and animation systems work inside of Unity and how to handle those elements. In between those I'm gonna be working a little more on squad AI behaviors and maybe throw together a placeholder "energy shield" effect, though heck if I know how I'm gonna do that.@Feep: Glad you made it going! Am really curious how it all turns out. Shadows done, what's next?
that looks really slick. nice work.
Thanks, you two!Looking nice.
I'd like to see how the movement trail would look if it was a bit more transparent.
Yep! The game has a strong focus on platforming with shooting elements added in. Like Mega Man but more platformy I guess!Lots of jumping confirmed! Looks cool though.
You seem to be working on it quite for a while. How is it going in general?
Thanks! Me too, Mega Man is my top favorite video game franchise, so the inspiration here is clear. (You might notice some Sonic inspiration when you play it)Looks really nice. I'm always up to try out a new megaman-ish game.
Thanks! The physics have been tweaked many times during the development of the game. I made sure the controls feels tight and I'm really proud of how it turned out.Looks great. Good looking assets and what seems to be very good character physics.
PC only. Vita release is sounding possible since MMF2 is going to support that system in the future but 2 problems:This looks rad. Where are you releasing it?
I'm working on the GUI for my current project today. Our photoshop guru is busy working on character portraits and such so I have learned a lot in the process.
^ Can't help, but energy shields are way cool.
Who here uses NeoGAF's dark theme?
I do. Pictures, gifs, etc. look much better due to the gain in contrast.
Hey there,
I've been thinking about working on a programming project to make sure I keep up on what I learned while I was in college (I'm currently working with PL/SQL at an internship so I'm a little divorced from it right now). I was wondering what tool/engine/framework offers the most actual coding rather than just using built in tools?
The only real game "thing" I've done was a very simple OOP Gradius clone done in C# with GDI+ in Visual Studio so Ive got a decent understanding of good programming practices to use that Id like to expland on/put into practice. I'd like something with more documentation/resources than GDI though.
I'd say Unity is a good choice. Unity requires as much programming and OOP as you want, and it's well documented.
90% of the work I do in Unity is C# coding, so that's a good place to start.
Torque 2D or 3D are both scripting intensive as well, and available as MIT open source software.
Hey there,
I've been thinking about working on a programming project to make sure I keep up on what I learned while I was in college (I'm currently working with PL/SQL at an internship so I'm a little divorced from it right now). I was wondering what tool/engine/framework offers the most actual coding rather than just using built in tools?
The only real game "thing" I've done was a very simple OOP Gradius clone done in C# with GDI+ in Visual Studio so Ive got a decent understanding of good programming practices to use that Id like to expland on/put into practice. I'd like something with more documentation/resources than GDI though.
At least you are right one track. How long do you expect until, well, finish?... Yep! The game has a strong focus on platforming with shooting elements added in. Like Mega Man but more platformy I guess!
I've been actually working on this game since 2005... many months before the 360 came out in fact. It has gone through many changes. Lately the game has been getting on and off with progress. I've made 3 levels in 30 days, so that's 11 out of 35ish levels (including boss fights) down now. I've hired someone to do sound effects so the content of the game will no longer have ripped stuff. The SFX will sound like it came from the Sega Genesis (or Mega Drive, whichever you prefer). ...
Yeah, certain games look better! Now imagine a theme colored fully black! xD... I was wondering why certain games looks more pleasing than previously before. ...
Interwoven in the environment are occasional networks (big or small) of "bug tunnels", where zerg like creatures live and nest. Going through them can be risky, as visibility is low and you might be rushed at any moment.
In this case, we find a mysterious mechanical door that seems to be looking back at us. Hopefully the player makes a mental note to check back here when he has more abilities.
I don't quite understand what you are asking here. Just find the package folder and delete it?Anyone know how to delete a unity package? I want to completely delete it from my computer not just a project.
I don't quite understand what you are asking here. Just find the package folder and delete it?
Our 3-D animator starts on Monday, so we're gonna suss out how the rigging and animation systems work inside of Unity and how to handle those elements.
There has to be a better way than that. The game package also adds character models and other things that are outside of the exe for the game. I don't want to have to go through a bunch of folders just to get rid of one package.
I'm still trying to find a good solution for secure user account leaderboards, if anyone has a suggestion or war stories please shout! Third party services like Scoreoid are interesting but seem geared towards things I don't have any intention of dealing with (micro transactions, user acquisition stuff), I'm happy to roll my own mysql db and php scripts for the actual data but I really don't want to handle account authentication. Using google/facebook/twitter login seems interesting but also seems to be a major pain in the butt to implement inside the application.
Hmmm...
Me too!! I have exactly the same problem...
Posted our first screenshots today of Air Dash Online's early build.
Our programmers, animators, and designers will be working hard this week to prep the game to show at EVO. After retooling our foundation a few weeks ago, it might be a little more along the lines of a proof of concept than a full fledged fighter at this point, but we'll bring it regardless.
For those of you catching up, the game is built in Unity3d. I'm responsible for the all the dynamic lighting, shader programming, and now this environment. There's also a second character I built, but we'll see if he makes it in time for our EVO.
As I've been following this thread for a while now, a certain ponder has continually been lingering in the back of my noodle..
For the fellow ladies and gents who are working on these wonderous creations on your "free time", do you also have a full time job?
If yes, how do you find the time and motivation to work on your projects in between the constant daily living/work/social routine?
It's HARD! That's why it takes so long to finish. I usually get in the dev hours after GF goes to bed/I have a day off. I make sure I solve one piece of programming puzzle before I end the dev session...As I've been following this thread for a while now, a certain ponder has continually been lingering in the back of my noodle..
For the fellow ladies and gents who are working on these wonderous creations on your "free time", do you also have a full time job?
If yes, how do you find the time and motivation to work on your projects in between the constant daily living/work/social routine?
That looks incredible! Any news on when you might finish it and where you'll publish it? Im a rookie at coding myself (it's frustrating wanting to do so much but only being able to accomplish so little), but seeing stuff like this, and all of you other guys work in this thread, makes me want to try even harder. What program are you coding in?
As I've been following this thread for a while now, a certain ponder has continually been lingering in the back of my noodle..
For the fellow ladies and gents who are working on these wonderous creations on your "free time", do you also have a full time job?
If yes, how do you find the time and motivation to work on your projects in between the constant daily living/work/social routine?