Oh my!Awesomeness
Hey, that aint too bad! What's with the concentric circles?
I'm definitely learning a lot about analog signal processing from this thread. : O
I can watch it for hours. But my girlfriend won't even for a second.
Have a question for the devs here.
I follow a lot of Kickstarters, and many have high stretch goals to bring their game to various consoles. One of the recent campaigns like this is Hover: Revolt of Gamers. The game is already coming to PC, PS4, and Xbox One, but has the Wii U version at an 100K stretch goal
From a developer's perspective, why would a port to Wii U need such a high price tag? Is the programming language different than the one used on the other platforms? Is it because the devs would have to craft new features that work wth a touch screen? I'm curious about the possible reasons
Different Question for anyone who has published on iOS
What do you know about D-U-N-S numbers? I just learned about them and it seems batshit cray cray.
https://developer.apple.com/support/ios/D-U-N-S.html
Ooo! Liking this a lot. The tug-of-war aspect of VS looks really cool. Kind reminds me of TF2's control points. Graphics and effects are pretty slick too. Nice job!Introducing Capsule Force!
Ooo! Liking this a lot. The tug-of-war aspect of VS looks really cool. Kind reminds me of TF2's control points. Graphics and effects are pretty slick too. Nice job!
No clue. I have never had to furnish such a thing for iOS Apps I've published on the store. Now mind you, all of mine were done as an individual ($99/year). Never as enterprise or anything of that level. Didn't need to pay for the more expensive license.Different Question for anyone who has published on iOS
What do you know about D-U-N-S numbers? I just learned about them and it seems batshit cray cray.
https://developer.apple.com/support/ios/D-U-N-S.html
Thanks for the tutorial link. I also started watching Shaun Spalding's stuff.
No clue. I have never had to furnish such a thing for iOS Apps I've published on the store. Now mind you, all of mine were done as an individual ($99/year). Never as enterprise or anything of that level. Didn't need to pay for the more expensive license.
Different Question for anyone who has published on iOS
What do you know about D-U-N-S numbers? I just learned about them and it seems batshit cray cray.
https://developer.apple.com/support/ios/D-U-N-S.html
I've been experimenting a whole lot with how to generate the stage borders procedurally for my game, Quark Storm. I've got nearly everything in place thanks to my cousin's help, but we've kind of hit a brick wall with getting one final issue out of the way. Since I've seen time and time again that several IndieGAFfers are really great at math and geometry, I thought I'd ask you guys for help as well.
Here's a picture of a stage with procedurally-generated borders (click to enlarge):
As you can see, several borders are protuding out of the geometry when they should actually stay on the other side of the collider (with one such example circled in red), and they all happen to be what my cousin and I call "peaks", as opposed to "valleys", which all work fine.
We've deduced that we could probably solve the problem by identifying the peaks them and flipping the angles they're extruded in by 180 degrees, but so far we haven't found a reliable way to actually detect which vertexes form peaks and which form valleys.
Here's a link to my code (commented logs galore!): http://pastebin.com/gSdMqzu3
Vector3 average = ((edgeCollider.points[indiceVerticeSiguiente] - edgeCollider.points[i]).normalized + (edgeCollider.points[i] - edgeCollider.points[indiceVerticeAnterior]).normalized).normalized;
Vector2 delta = new Vector2(-average.y, average.x);
float length = 1.0f; // defines how thick border is
vertices[i*2+1] = (Vector3)(edgeCollider.points[i] + delta * length);
The following code should fix the issue:
First the average direction of both edges is calculated, then we rotate the result by 90 degrees (might have to multiply by -1 depending on the loop orientation) and scale it with the factor length.Code:Vector3 average = ((edgeCollider.points[indiceVerticeSiguiente] - edgeCollider.points[i]).normalized + (edgeCollider.points[i] - edgeCollider.points[indiceVerticeAnterior]).normalized).normalized; Vector2 delta = new Vector2(-average.y, average.x); float length = 1.0f; // defines how thick border is vertices[i*2+1] = (Vector3)(edgeCollider.points[i] + delta * length);
There's a problem there: While the diagonals all have the same length, that means the border polygons don't run perfectly parallel to the collider's edges, which results in the border not having uniform thickness thorough the whole collider. Here's an image for reference where I swapped the signs for the "-average.y, average.x" part, since that achieved a border on the wrong side of the collider:
// get line equations for p1 = o1 + t1 * d1, p2 = o2 + t2 * d2
Vector2 o1 = edgeCollider.points[indiceVerticeAnterior]; // perhaps you have to cast from Vector3 to Vector2..
Vector2 d1 = (edgeCollider.points[i] - edgeCollider.points[indiceVerticeAnterior]).normalized;
Vector2 o2 = edgeCollider.points[i];
Vector2 d2 = (edgeCollider.points[indiceVerticeSiguiente] - edgeCollider.points[i]).normalized;
// offset origins
float length = 1.0f;
o1 += new Vector2(d1.y, -d1.x) * length;
o2 += new Vector2(d2.y, -d2.x) * length;
// calculate intersection (o1 + t1 * d1 = o2 + t2 * d2)
float t2 = (o1.x*d1.y - o1.y*d1.x - o2.x*d1.y + o2.y*d1.x) / (d2.x*d1.y - d2.y*d1.x);
Vector2 newPoint = o2 + d2 * t2;
Hmm do you need perfectly constant thickness? Cause sadly that's not trivial - the link has a few (general) solutions. If it's OK when the solution breaks at extreme cases, there should be a relatively easy strategy:
- create two lines, one going through the previous vertex in direction of the current, the second through the current vertex in direction of the next
- offset the origin of each of the lines by the vector perpendicular to the corresponding line's direction (scaled by collider thickness)
- intersect those lines -> this point is correct
Sorry too late to do the math for you, have fun figuring the formula out
Thinking a bit more about it, I saw that your method gets the angle perfectly, which is one of the things we couldn't get working properly. Combining your method to get the normal with mine to get the desired length of each individual segment, I've finally done it!
What's even better, this spares me using sine and cosine, since you chose to deal with vertexes rather than angles and lengths like we did! I guess I could adapt the algorithm some more to drop angles altogether in order to avoid using atan twice per vertex, but I probably won't do so anytime soon since it's a process that will only be run in-editor every now and then, and only after making changes to the level geometry, anyway.
Yeah, it does. Later the engine behind will give one an option to adjust theNow I'm curious 8)
We have a base 640x360 resolution with integer multipliers (2x for 720p and 3x for 1080p). Glad an odd size can be helpful
I see. The softer look seems a bit more natural imho.
You had a vacation?You spend a couple of days away and it all kicks off!! ...
With a real game behind, possibly 3d, it should look pretty cool in motion.Love, love, love! ...
Really nice. Looks ace!
Heh... yeah, s'nice ;D
Like eot said, it's a moiré pattern. I didn't drew these circles, they are theHey, that aint too bad! What's with the concentric circles?
I'm definitely learning a lot about analog signal processing from this thread. : O
I have some ideas using positional tracking. :+Wonderful work, I can almost feel my fingertips tickle from the electrically charged screen - gotta wonder how I survived childhood having an electron cannon pointed right at my face for a good amount of the time
Of course! Guess you play a game where you have to degauss the (in-gameYou really need to degauss that monitor. =p
Is there a good, free 3D level editor?
Depends on what you want to do.
Create something like a 3D Mario platformer or adventure game like Zelda..
With your own custom engine?
I think so? Like Unity, I guess?
Uhm, you are going to have to be a bit more specific.
Do you need only a level editor or an entire engine? Most of the time you use the level editor of the engine you are using. I don't know about standalone 3D level editors although I am sure they exist.
Unity is a game engine, you can also use it as a level editor and I'd recommend doing so if you are using Unity. But if you are using a different engine or custom engine, you cannot use Unity as a level editor.
Yeah, sorry I'm trying to figure this out myself.
I was originally just planning on using Unity 3D, but there was a thread a while back and someone in there said that it didn't have a level editor. So now I'm confused. Does it or does it not have a level editor?
Yeah, sorry I'm trying to figure this out myself.
I was originally just planning on using Unity 3D, but there was a thread a while back and someone in there said that it didn't have a level editor. So now I'm confused. Does it or does it not have a level editor?
Is there a good, free 3D level editor?
Oh, I think I remember now.
It is no modlling tool. You create the assets in you want in a modelling program, such as Blender. So you model a wall for example.
In the level editor you can duplicate that wall, rearrange them as such so that you get a level, place spawn points, level triggers, things like that.
In UDK (which is free, but a bit tedious to use) and Unreal Engine 4 you have brushes. Things like boxes, cylinders, spheres, things like that, and with the help of intersecting and merging those you can create some basic geometry and could possibly also use that to create your level with.
Unity does have some default geometry as boxes and such, but you can't make more complex shapes with them. For example in UDK you can put a cylinder in a box and then exclude the cylinder so that you end up with a box that has a hole in it. Unity does not support things like that.
If you only need boxes, cylinders and other basic shapes like that, you can use Unity and don't need a modeling program for your level editing, or find assets of somebody else.
I'm ignorant of most things due to my being new to the scene but what's wrong with creating a level in blender, making all the revisions there and importing?
Yeah,That is a man there. Problem is, muscle proportions are different on women. You can make it look more authentic by researching some fitness/muscular-type women online.
Otherwise, I would change the hair, it maches *exactly* with the clothing's color, and that exactness is pretty cheap, imho (and it is also a bit off-putting to me). Also, work on dat chin! You are not portraying Matt Smith!
1.2. Doesn't look cheap to me, quality is fine. Perhaps the muscle definition could be improved a bit (anatomy books help there).On first glimpse, I thought it was a man - shoulders are a bit broad, muscle definition is also rather male-like, plus waist is rather slim for a woman.
3. The thighs are too long for a "normal" human being, but that may be a choice of style..
4. I would like to see some more details - the color palette seems a bit bland, perhaps some different shades of the colors already present could enhance the look.
5. I wonder what the belt / sheath thing is about, the character makes me think of a mixture of medieval adventurer & cyberpunk goth - could be helpful to define the character's background in detail, that makes it a lot easier to decide on equipment / details etc., since characters that "fit" into a given narrative / setting tend to appear more appealing / convincing.
Thanks for the repliesI had no idea it was a girl and I would have never guessed it to be. Now I can see it though and it'll be fine once the audio is in place. I thought it looks like The Crow. She looks like a character from Dive Kick which can be good or bad depending on what you are going for.
Everything else depends on what your plans are. I feel like the animation will be boned and rotate (like an action figure) instead of each frame being hand drawn. If that's the case, it looks fine. Everything is proportioned fine, imo.
And she's obviously on Cobra's side
I can't speak to how it's changed since I published my first App, but at the time, it asked me to specify what name I'd like my Apps to be published under. It explicitly told me once I picked something, it couldn't be changed. At the time I didn't feel like making up some ridiculous "company" when in all reality it's just me. So the App I put up lists my name as the publisher.Were you able to publish under a company name? It reads like after 2012 you need a D-U-N-S to to that, which seems weird.
Hello guys. I'm currently learning Java and am also planning on learning C++ as I reach a very competent level in the former. Would you recommend to finish Java before I start meddling with Unity or other engines? What are the direct benefits of having competent (and above) levels of coding when it comes to using some of these engines?
Thanks in advance. Excellent thread.
Of course! Guess you play a game where you have to degauss the (in-game
fullscreen) monitor at times, sick or not? xD The degauss feature will
definitely be in, since many people know about it and it breaks the illusion
if it isn't there, right? I mean, I've pressed degauss multiple times just for
the fun of it back in the days where CRTs have ruled the planet.
When we signed up for the developer program as a company we had to provide a DUNS number. Pretty effortless process.
I think this is a new requirement. You initially could only register for the Company program as a Corporation. They seem to have relaxed that somewhat and now require a DUNS number. We are not a corporation but a friend who registered about a year before I did had to do some sweet talking to let him in as a non-corporation.
http://www.dnb.ca/contact-us/duns-number-registration-process.html
I can't speak to how it's changed since I published my first App, but at the time, it asked me to specify what name I'd like my Apps to be published under. It explicitly told me once I picked something, it couldn't be changed. At the time I didn't feel like making up some ridiculous "company" when in all reality it's just me. So the App I put up lists my name as the publisher.
Quick pitch: the video signal degrades further and further over time, and by killing enemies/going through checkpoints/doing whatever you're supposed to do, you degauss the monitor and clean up the signal. The faster you are, the more you can see. The slower you are, well... good luckOf course! Guess you play a game where you have to degauss the (in-game
fullscreen) monitor at times, sick or not?
There is a Ludum Dare this weekend. I'm tempted to try it again. Voting still up for round 4 if anyone is interested (http://www.ludumdare.com/compo/).
The last time I think I tried using Flash with a free IDE since that's easy for people to play online.
Check! :+You need that meaty WHOMFKRK sound too then
Sounds great! :+ I had a similar idea in mind for the game I am making. I.e.Quick pitch: the video signal degrades further and further over time, and by killing enemies/going through checkpoints/doing whatever you're supposed to do, you degauss the monitor and clean up the signal. The faster you are, the more you can see. The slower you are, well... good luck
Well the theme will presumably be announced right before it starts. You can also see the three other rounds of voting without logging in. They seem to be mostly or completely different so I guess they're combining all the results once all the rounds finish?It's kinda annoying you need to log in to even be able to see the options.
(Probably wouldn't be a 'legit' attempt, and I don't really want to create yet another account just to see if I might want to even try)
Cause and Effect
Day One
End of the Universe
Failure Is Sometimes An Option
Glitch
Into the Dark
It Never Ends
Manipulation
Memory
Plant Life
Regeneration
Sabotage
Sacrifice to Proceed
Strength In Numbers
Surveillance
The Game of Lies
The Wild
Traveller
Two Worlds
Unusual Powers
You Are Your Own Enemy
Thanks.Round 4 voting options are as follows:
Ok, for the fun of it...
Some first experiments in simulating an TV's deflecting yoke and its distortion:
Thanks for the reminder. I might do it if I like the theme.There is a Ludum Dare this weekend. I'm tempted to try it again. Voting still up for round 4 if anyone is interested (http://www.ludumdare.com/compo/).
The last time I think I tried using Flash with a free IDE since that's easy for people to play online.