DXGI is what comes to mind but I'm not sure if you can get direct access.
My ass!...
@Popstar: Thx! Have skimmed through the docs. Should be possible, i.e.
IDXGISurface is the object used by DirectX underneath to gain access to the
framebuffer. IDXGISurface implements three methods, two of them are Map and
Unmap (DirectX: Lock and Unlock). Map fills a DXGI_MAPPED_RECT structure
containing the pointer to the framebuffer and its pitch. :+ ...
^^^
I like the pixelated look to it.
---
Spent last night working on fixing and cleaning up memory leaks in my game (ZaciSa's Last Stand). I fixed one of the major issues (doing a bunch of (new Date()).getTime() instead of just doing Date.now() which is now fixed). Still some issues left I hope to fix tonight.
I'm hopeful I can get the game submitted to Nintendo sometime next week.
Is anyone planning on making something for the Mini Ludum Dare this weekend? I might give it a shot if I'm feeling inspired, though I can't really think of a suitably simple idea at the moment. The themes are: facade, scheme, conspiracy, deceit.
The usual rad work by rad people. It's always cool being able to jump in here and see people just plugging away at making things!
Me and friend decided to make a small game in a day to test out how fast we could make something for a hypothetical jam; we settled on 3D Snake. We've actually worked on it for more then a day; we found it's actually really hard to work in a group, even in just a group of 2!
Here's where we are now, fleshing it out now with high scores and settling on a nice looking style.
I need help. Anyone used Aron Granbergs A* path finding?
I got the path finding up and running but I have no clue how to turn that into data I can use to control enemies. Game is 2d top down, movement on xy. All examples use a character controller which wont work in this scenario.
What would I need to do to create a controller for the AI that has 2 vector3's? (It's position, and it's target position, which are waypoints in this scenario).
//Get the direction in which the unit is moving
Vector3 pathDirection = (destinationVector - transform.position).normalized;
//Move towards the destination at the unit's speed (won't go past it due to the Mathf.Min())
GetComponent<CharacterController>().Move(pathDirection * Mathf.Min(speed * Time.deltaTime, Vector3.Distance(destinationVector, transform.position)));
The usual rad work by rad people. It's always cool being able to jump in here and see people just plugging away at making things!
Me and friend decided to make a small game in a day to test out how fast we could make something for a hypothetical jam; we settled on 3D Snake. We've actually worked on it for more then a day; we found it's actually really hard to work in a group, even in just a group of 2!
Here's where we are now, fleshing it out now with high scores and settling on a nice looking style.
We're talking Unity right? No need for a new controller. I had the exact same setup (top-down view, A* pathfinding, CharacterController) in my entry for LD28.
I used something like this to move the character towards his destination each update:
Code://Get the direction in which the unit is moving Vector3 pathDirection = (destinationVector - transform.position).normalized; //Move towards the destination at the unit's speed (won't go past it due to the Mathf.Min()) GetComponent<CharacterController>().Move(pathDirection * Mathf.Min(speed * Time.deltaTime, Vector3.Distance(destinationVector, transform.position)));
So, I'm a software dev for a small company and mostly develop software that's needed inhouse but this year I want to get a bit into game development. I've dabbled a bit in xna and unity a couple years back but I stopped for whatever reason. When I was using unity I bought some 2D toolkit from the asset store but now that unity has native 2D support I'm looking to try my hands on it again. Are there any good tutorials for unity's 2D stuff?
So, I'm a software dev for a small company and mostly develop software that's needed inhouse but this year I want to get a bit into game development. I've dabbled a bit in xna and unity a couple years back but I stopped for whatever reason. When I was using unity I bought some 2D toolkit from the asset store but now that unity has native 2D support I'm looking to try my hands on it again. Are there any good tutorials for unity's 2D stuff?
Hello all, Chad from StudioMDHR here.
We are currently working on Cuphead and I want to reach out to everyone to hopefully answer a Unity question: Has anybody experienced input lag (keyboard/gamepad) or any other responsive limitations with a 2D game in Unity? Currently we are using the XNA framework but have been making some early port tests to Unity. We are very crazy about response/reaction time being perfect (Street Fighter 3rd Strike perfect) - so before we really get into it I was hoping for a little feedback. Thanks in advance!
I can't reach my gameplay programmer ATM but we had this discussion. Input polling rates are equivalent to framerates in Unity, however, you might be able to grab input and shove it to a separate thread where you have more control over polling. I'd give you more info but I focus on UI/event/scenes for my part in coding since I multitask on our project. Wish I can help more. Great looking game, BTW.Hello all, Chad from StudioMDHR here.
We are currently working on Cuphead and I want to reach out to everyone to hopefully answer a Unity question: Has anybody experienced input lag (keyboard/gamepad) or any other responsive limitations with a 2D game in Unity? Currently we are using the XNA framework but have been making some early port tests to Unity. We are very crazy about response/reaction time being perfect (Street Fighter 3rd Strike perfect) - so before we really get into it I was hoping for a little feedback. Thanks in advance!
And here's a suicidal fireball:
http://i.imgur.com/2YF6TL6.gif
@ihateyouchris: that looks fucking awesome!
This stage's environment looks great hadn't seen it before.
Blog: Why the Unity subscription model isnt good foranyonemost people
(you may read the comments as well)
Anyone?
We're talking Unity right? No need for a new controller. I had the exact same setup (top-down view, A* pathfinding, CharacterController) in my entry for LD28.
I used something like this to move the character towards his destination each update:
Code://Get the direction in which the unit is moving Vector3 pathDirection = (destinationVector - transform.position).normalized; //Move towards the destination at the unit's speed (won't go past it due to the Mathf.Min()) GetComponent<CharacterController>().Move(pathDirection * Mathf.Min(speed * Time.deltaTime, Vector3.Distance(destinationVector, transform.position)));
That's the best you could have done!... long it took me ...
turning off things distracting you (internet, phone, girls, ..., don't move around)
Some girlfriends can be quite demanding.But, mathematics makes everyone horny!! ;D
Colors are nice!
What happens when it reaches the destination and destinationVector equals transform.position?
Some girlfriends can be quite demanding.
But at times it can be simple like this;
xD
Well yeah, you need to check if the destination is reached at some point too.
I believe you should put your input logic in FixedUpdate() since Update() is dependent on the current framerate..Hello all, Chad from StudioMDHR here.
We are currently working on Cuphead and I want to reach out to everyone to hopefully answer a Unity question: Has anybody experienced input lag (keyboard/gamepad) or any other responsive limitations with a 2D game in Unity? Currently we are using the XNA framework but have been making some early port tests to Unity. We are very crazy about response/reaction time being perfect (Street Fighter 3rd Strike perfect) - so before we really get into it I was hoping for a little feedback. Thanks in advance!
Hey GAF, a friend of mine is asking me for some guidance on Unity. I personally don't have much experience with it so I figured I'd ask here for some tutorials or books or something like that (a list of good practices for dealing with the engine architecture, such as object referencing, communication, etc.). Help would be much appreciated.
Thanks for the feedback. Loving the style of the cave, it's like a funky version of Yoshi's Island underground scenesI haven't ever really noticed any input lag, but it's honestly something I've never looked into deeply. When working I tend to just adjust to what feels good, and haven't had any problems.
I can't reach my gameplay programmer ATM but we had this discussion. Input polling rates are equivalent to framerates in Unity, however, you might be able to grab input and shove it to a separate thread where you have more control over polling. I'd give you more info but I focus on UI/event/scenes for my part in coding since I multitask on our project. Wish I can help more. Great looking game, BTW.
I believe you should put your input logic in FixedUpdate() since Update() is dependent on the current framerate..
I believe you should put your input logic in FixedUpdate() since Update() is dependent on the current framerate..