AusRoachman
Member
Already added a few twitter peeps but my twitter handle is
@Ausroachman
@Ausroachman
Doh, I was last post on the last page. Quoted for new page.
I am gonna join this Twitter party as well if that is okay!
Already started adding most of the people in here.
We aren't actually developers but some of you may have heard of Playism.
The core of the project is to localize indie games, especially into/from Japanese.
Here is my personal account: @BuokdaiMR2
And here is the Official English Playism twitter: @PlayismEN
which is usually handled by @thetrin
Screenshot Sunday? Testing some stuff out
I don't know what this is, but it looks fun.
I don't know if anyone else was doing it, but I just put together a simple spreadsheet for our twitter accounts. Tell me if there are any mistakes.
https://docs.google.com/spreadsheet/ccc?key=0AhEAFyTM9GLvdDhlTEw0MDFueDY0dmRIa1dnemVzZHc&usp=sharing
So if you want to, you can follow other gaffers, or you can check there if you see someone follow you and you don't know who they are. I'm following a few on there now, and I'll follow the others when I get around to it.
Some work in progress of one of the problems we had. After the beta demo we had many people saying that "selecting" objects (that means coming near an object and a comic balloon appears if you can interact with it), was difficult depending the position, and when two objects where near each other, it was more even more difficult.
At first we made that Cherry cast a ray where she was facing, and that what gave problems when people played (we where accustomed to the controls so we didn't have much problems interacting with the object we wanted), so this week we finally found a solution and we tested it with some people.
Instead of casting a ray Cherry casts 3 different rays, that work in this way.
1. If any of the three rays is intersecting with an object, it will work without Cherry being directly facing it.
2. If 3 rays are interacting with two different things, the object Cherry will interact is the one where 2 rays are touching it.
3. If 3 objects are in range of the 3 rays, the middle ray will have preference above the rest.
The people tested don't have any problem now interacting with the object they want, and every time they want, so it works wonders. Here is an image in Unity of Cherry casting the 3 rays.
As you can see even if Cherry is touching also the helium, the rays decide that Cherry interacts only with the clown.
First test flight of a wing!
Since the rigid body integrator is now ready to go, I've now started to work
on the wings for the aircraft(s) of ★ Superstall ★.
Wow, that's pretty cool! What game is it?
There are actually two of them, can't remember their names, battling forI would pay good money for a full, flexible, flight-oriented physics plugin for Unity.
There is something on the asset store, but it doesn't look very good or flexible to me.
What's the bloody deal with blender rotation when imported into unity?
Yay Twitter!
My personal is @FraynkWash , representing @SuppressFGames , Suppressive Fire Games LLC.
Blood Alloy is a 2D scifi urban Metroidvania. I'm applying the stamina-based combat mechanics of Demon's/Dark Souls and applying them to 2D gunplay. The game is heavily inspired by the vicious gunplay of Hotline Miami, the environmental storytelling of Metroid, and the fast and dynamic character movement of Vanquish.
Our Facebook page is here .
We're prepping everything for a Kickstarter launch around Sept 9th - stay tuned!
Can be funny. Where to play?I made something for Ludum Dare.
Terminal 10 ...
Can be funny. Where to play?
Heh, you know you're indie when you have to record gameplay footage on a friends computer, as fraps would make my own computer slow as hell..
But seriously, I'm pretty amazed that, with all the high resolution textures and normal mapped + parallax mapping it still runs pretty smooth with constant 60 fps.
Then again... it's not really a game where a lot of stuff is on the screen.
Heck, my computer cannot even run Battlefield 3 on Low settings with 800x600 resolution, but it's kinda unfair comparison.
Still it's pretty cool to see something you made yourself look and perform really well on an older machine.
Anyway, trailer releasing later this week. I'm pretty excited right now, but then again kinda worried.
We'll see how it turns out.
Yay Twitter!
My personal is @FraynkWash , representing @SuppressFGames , Suppressive Fire Games LLC.
Blood Alloy is a 2D scifi urban Metroidvania. I'm applying the stamina-based combat mechanics of Demon's/Dark Souls and applying them to 2D gunplay. The game is heavily inspired by the vicious gunplay of Hotline Miami, the environmental storytelling of Metroid, and the fast and dynamic character movement of Vanquish.
Our Facebook page is here .
We're prepping everything for a Kickstarter launch around Sept 9th - stay tuned!
Yay Twitter!
My personal is @FraynkWash , representing @SuppressFGames , Suppressive Fire Games LLC.
Blood Alloy is a 2D scifi urban Metroidvania. I'm applying the stamina-based combat mechanics of Demon's/Dark Souls and applying them to 2D gunplay. The game is heavily inspired by the vicious gunplay of Hotline Miami, the environmental storytelling of Metroid, and the fast and dynamic character movement of Vanquish.
Our Facebook page is here .
We're prepping everything for a Kickstarter launch around Sept 9th - stay tuned!
The deal is: bullshit.
If you ever venture into the world of 3ds max, you can rotate the pivot, and this is happy days!
I've never figured out how to get blender models in without either having a rotation in the model, or modelling the object pointing up or some such bollocks in Blender..
I'm sure you can do it, but I've never found out how.
I just create a non-rotated parent GameObject, then create physics and render GameObjets to sit beneath the parent. Works fine, but sometimes.. I'd like a non-rotated, single GameObject.
Post if you figure out how to do it!!
This is inspiring and pretty motivational.
I've been fiddling about with C++ and Unity recently, thinking about how easily I could put something 3D together myself. Touched GameMaker too, but I'd like to jump straight in with 3D.
Disheartened to hear Blender and Unity aren't flawlessly inter-operable. I am hoping to do it all without spending any money.
I have a 2D art background, so this will be a challenge to say the least. But I have fiddled with 3D programs before. Looking forward to getting to a programming point.
Cheers all, will keep up to date with this thread.
Anyone here use NGUI in Unity3D?
http://www.tasharen.com/?page_id=140
For a very minimal coder should I look into it... I might barely be making menus in my next project but want to hear if anyone on this thread has input on it? thanks ahead of time
After messing with the idea of using the NavMeshAgent to feed in speed/angular speed to the Mecanim animator, and letting THAT drive motion, I've decided that while it might be theoretically a good idea, it's way more trouble than its worth. You need to have an extremely large variety of extremely accurate animations, all set up perfectly, to make a character easily capable of any arbitrary motion without ending up with weird loops or figure 8's or wobbly motion. It's also very difficult to debug.
I'm gonna leave root motion on, technically, but bake the root motion into the poses for everything that doesn't need it (90%+) so the combined translation and rotation for those poses end up being zero. What a pain = P
No, but I feel like you'd either have to use Any State or make a new layer that overwrites all body parts and trigger the animation from Empty to Death when he dies. Guess you figured it out, though! = DI've been using it for about a year now. Super good and easy to use. Last project I did I used OnGui and it was a pain. Buy it.
Yeah man, moving the characters using the animations was a pain. I gave up on it. I had a difficult time setting up the state machine. Have you set up your death state yet? I had to get creative using 'Any State'. It would just loop the death state over and over and over...
Anyone here use NGUI in Unity3D?
http://www.tasharen.com/?page_id=140
For a very minimal coder should I look into it... I might barely be making menus in my next project but want to hear if anyone on this thread has input on it? thanks ahead of time
Anyone here use NGUI in Unity3D?
http://www.tasharen.com/?page_id=140
For a very minimal coder should I look into it... I might barely be making menus in my next project but want to hear if anyone on this thread has input on it? thanks ahead of time
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27179
Participated in Ludum Dare this time and I'm pretty glad I did! Came out with a complete product and managed to put aside my perfectionism for a weekend. There are a million things I'd want to do differently or change in the game, but I'm trying to let myself settle down and just let it be. It might not be up to my usual standards, but it's my usual standards that keeps me working on games forever and never completing them. Now that I have one (albeit short) game under my belt, I feel capable that I can do more.
I made something for Ludum Dare.
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=18267
Terminal 10
Primary inspirations were Incredible Crisis and Point Break. You fall out of an airplane (that I didn't have time to create), and have 10 seconds to grab and deploy a parachute before you hit the ground.
Fun fact: at the speed that human beings fall in freefall, 10 seconds really only represents a fall from about 1500ft.
I was involved in one of the Ludum Dare games. I composed the music and engineered the sounds. First time I make music for a game, exciting to see the dream become reality.
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=10889
My forever inactive Twitter;
@geistbox