Nice, nice! :+http://www.youtube.com/watch?v=Uk6nyD50f24
An old test level we made for scrolling and framerate purposes as well as to test out the visual style we are going for. I'm pretty sure that this is the first level we made.
Nice, nice! :+http://www.youtube.com/watch?v=Uk6nyD50f24
An old test level we made for scrolling and framerate purposes as well as to test out the visual style we are going for. I'm pretty sure that this is the first level we made.
For the show...
If you see this in motion, you will run away screaming. No kidding! xD
Nice, nice! :+
About 2 weeks, give or take. There is a bit of a backlog now as a lot of games are trying to be submitted. But I've never seen it go beyond 3 weeks.
Boids? Waypoints? NavMeshes? Local collision?Got swarms of enemies working.
Swarrrrms
Boids? Waypoints? NavMeshes? Local collision?
They're extremely powerful. Still, the exact specifics of implementation remain very hard to find (without buying an academic book that focuses on them specifically), and you need to implement the "funnel algorithm", which is pretty tough. Unity has them built-in, luckily.Never heard of navmeshes... Gonna look that up.
They're extremely powerful. Still, the exact specifics of implementation remain very hard to find (without buying an academic book that focuses on them specifically), and you need to implement the "funnel algorithm", which is pretty tough. Unity has them built-in, luckily.
For details, read this!
Sorry, am a freak myself regarding this stuff, but I really can't show it inOM+G!!
Video, video, video!!!
Or executable!
I was lamenting how Visual Studio did not have cool autocomplete such as searching in the middle of a keyword ("hei" matching "_uRoofHeight" or similar).
Yep, I was confused about this, but apparently VS2010 for C# had the feature and VS2010 for C++ did not (or only had it in pro). VS2013 Express has it for both C# and C++.For which language, I suppose C++? Because C# already has that in VS2010 (dunno if express/higher tier version makes a difference).
Kind of annoying that UE4 requires VS2013, guess I have to go back to express version for that.
I don't know, but I love these coloring effects. Anyone? Basically, the image
(the video signal) contains no color information, it's a gray-scale image of
some concentric rings, yet (false) colors are introduced while the image is
reconstructed at the receiving end. Some of you have seen such an effects on
broadcast TV -- which is what I'm going to simulate here.
I don't know, but I love these coloring effects. Anyone? Basically, the image
(the video signal) contains no color information, it's a gray-scale image of
some concentric rings, yet (false) colors are introduced while the image is
reconstructed at the receiving end. Some of you have seen such an effects on
broadcast TV -- which is what I'm going to simulate here.
Hey guys!
I'm making VizionEck for PS4. Here's the link if you're interested in seeing what it is: https://www.youtube.com/watch?v=LjS3Y9U5lT8
Hey guys!
I've been reading this thread for a long time, but now that my game's been announced I can actually start participating.
I'm making VizionEck for PS4. Here's the link if you're interested in seeing what it is: https://www.youtube.com/watch?v=LjS3Y9U5lT8
Hey guys!
I've been reading this thread for a long time, but now that my game's been announced I can actually start participating.
I'm making VizionEck for PS4. Here's the link if you're interested in seeing what it is: https://www.youtube.com/watch?v=LjS3Y9U5lT8
Some dev info:
Started making the game back in August of last year for PC. Seeing all of your success stories made me say "why not?" so I got in contact with PlayStation. Now it's a PS4 game instead of a PC one.
I'm really not sure how much I can legally say about developing with PS4, so right now I'll stick to talking about the game's original development for PC. For the engine I used Unity and coded in C#. For modeling I was using Blender.
I don't want this to come off as a self promotion, so please let me know if I'm on the boarder of breaking any rules.
-Michael Armbrust
Hi Michael! Do you mind explaining what it is we're looking at? From what I can tell, it's just an art piece so far. Is it something along the lines of Unfinished Swan or Antichamber?
The primary function of the announcement trailer was to show off the art-style, but the final game is focused on gameplay.
It's an FPS at the core.
Also I laughed pretty hard at this:
That is literally what I was sayingI popped onto Twitch and Feep was on the frontpage saying "Make it so is literally in the game!"
Love the images you are posting. The coloring effects look awesome
You know I love it all!
Anyone else done any Unity AnimationCurve manipulation? Ever run into something like this?
(I guess the rest of the blog can count as a sort of entry for screenshot saturday, while I'm at it
Something I love about jamming is I get to experiment with new things in an abbreviated period. One of the experiments I had last weekend was working with super-exaggerated body proportions (picture here: http://abebly.com/files/devScreen02.png) and basically I'm in love.
Anyway, I'm bringing this up because it's made me contemplate redoing some of the art in my main game. So I've got my new mock-up on the left and the original design on the right and I'd love if I could get some input regarding the new style.
Thoughts?
I don't know anything about Unity, but what you're seeing in the second picture is an asymptotic curve. (http://en.wikipedia.org/wiki/Asymptote)
Anyone else done any Unity AnimationCurve manipulation? Ever run into something like this?
(I guess the rest of the blog can count as a sort of entry for screenshot saturday, while I'm at it
That looks really nice. What does the text to the right of her say?Here's a sort of screen shot saturday image, more like a photo taken in the evening under a dull lamp with a shit iphone camera:
I want to make it as authentic to real snes game boxes as possible, if I can work something cool out I might progress with the idea of a real box to house the game and manual, maybe.
Sorry for being late to this but I actually prefer the original more human looking proportions, but both work and look great IMO.
Right, which would make sense if the right tangent of the first keyframe pointed down... but according to the curve editor, it's pointing up at its neighbour, and its neighbour's is pointing down at it, so I really have no idea why this is happening.
Same for the other one. All the tangents are 'straight', but somehow, there's these random ducks and weaves in the graph. I wouldn't mind if the glitches didn't carry through to the actual animations, that sometimes have a few 'freak out' frames where the weirdness happens in the graphs.
That looks really nice. What does the text to the right of her say?
You're shipping your game?
Shipping? depends on something I plan to do next month if all the stars align.
As for that text, I had to go with a 90's description:
'An action adventure
game set in a fantasy
future in the depths
of space and beyond'
*edit* version 2 of the box, i'm happy with the design now, will end up tweaking it for the rest of the month i'm sure.
Shipping? depends on something I plan to do next month if all the stars align.
As for that text, I had to go with a 90's description:
'An action adventure
game set in a fantasy
future in the depths
of space and beyond'
*edit* version 2 of the box, i'm happy with the design now, will end up tweaking it for the rest of the month i'm sure.
Those are rad, man! I miss the days when the packaging had its own character and the game manuals were something to look forward to thumbing through. As a kid I remember that you could order replacement manuals directly from Nintendo for any game. I bought a SMB2 one even though I never owned the game; always borrowed it from a friend or rented it.Shipping? depends on something I plan to do next month if all the stars align.
As for that text, I had to go with a 90's description:
'An action adventure
game set in a fantasy
future in the depths
of space and beyond'
*edit* version 2 of the box, i'm happy with the design now, will end up tweaking it for the rest of the month i'm sure.
When importing a blender file, Unity always bakes the animation it seems.One fix might be to set bake animation to true, so every frame gets a key, but that's a bit more memory intensive depending on how complex your animations are..
Sorry for being late to this but I actually prefer the original more human looking proportions, but both work and look great IMO.