Energy particles when you dispatch enemies.
are you aiming with the mouse? how will this work on wii u?
also re. explosion what about some more particles that move faster and further out and happen right when it dies? maybe as dark colored debris or light colored sparks. get more of a satisfying feedback that way, imo.
also re. explosion what about some more particles that move faster and further out and happen right when it dies? maybe as dark colored debris or light colored sparks. get more of a satisfying feedback that way, imo.
You should finish Notch's 0x10c game.
Thanks man, im a huge fan of the clean point filter on those textures, and the subtle colours yum!
Something like this?
I suggest more particles that fly further for more of a satisfying feedback when the enemy dies.
kaboom
You owe me a new keyboard! Meh! xD
Hey all,
Hot off the press, here's our screenshot Saturday update for Ashen
"Which way was home again?"
zoooooooooooooooom
Have the first story mural detailed out, the game's story will be introduced this way (along with boss battles) to give story exposition.
Ashen dev is a GAFfer, fantasticHey all,
Hot off the press, here's our screenshot Saturday update for Ashen
"Which way was home again?"
Also had a go at creating my first webm! process was surprisingly less painful than expected
http://www.aurora44games.com/images/combatMountain.webm
Question: Would a HL2 mod be worth posting here when I've got more work done on it? Been screwing with the ai to make it do more complex stuff, gonna also look into editing weapons and some other stuff. Basically gonna try to do a campaign that uses HL2's content but with a pretty different take on it. More open levels and ways to hide from enemies, etc.
Hey all,
Hot off the press, here's our screenshot Saturday update for Ashen
"Which way was home again?"
Also had a go at creating my first webm! process was surprisingly less painful than expected
http://www.aurora44games.com/images/combatMountain.webm
How much progress have you made since...?Ha! Thanks! Here's hoping I do, too
Indeed, the atmosphere reminds me of the remains of the 0x10c. :+ Odd thatashen is looking dope, vivin
A lot. Working on our first trailer now. Mechanics are 99% done with the exception of tweaking the feels. Need to finish 3 more enemies then off to developing complete levels and finishing the cutscenes. The rest is pretty much done. I'd say it won't be long but then again we all work day jobs and have families so it could take another 6 months, 2 months, a year... Its anyone's guess at this point haha :How much progress have you made since...?
That is what the game looks like while playing. You are an antivirus ninja inside a computer ridding an infection. For giggles we threw in netcode today for co-op. We had no plans for it but we were just mucking around with nothing serious and decided to relax our brains a bit from our actual work and slam our faces on our desks in frustration over never having written netcode. It works though, hahaha! We have a running playable server and super easy to use game menu to start/connect a game.^ Got it. The graphics resp. art style of the game is the one you posted, or is
it just a part of the game (sort of being in an in-game computer or something)?
Really nice!!
Amazing
That fog reminds of both Shadows of Colossus, Twin Peaks and perhaps even Golden Eye.
So it look very tempting to explore that world. That axe in his hand screams crafting tho...
Ashen dev is a GAFfer, fantastic
Your game looks so good, can't wait to see more!
I know this is ultra simple and the sort of thing that anyone else would probably be able to do in a weekend, but it makes me really happy to finally have things set up to show distances. The numbers in squares are just for debugging.
I -think- that YouTube has some HTML5 beta that can play 60 fps, but you may have to jump through hoops to encode at half speed or something where it will render properly.Youtube doesn't have official 60 fps support yet. I was wondering whether Vimeo does -- I'm having trouble getting a clear answer. Anyone know? I think it'd be really cool to do a gameplay video in 60fps.
I -think- that YouTube has some HTML5 beta that can play 60 fps, but you may have to jump through hoops to encode at half speed or something where it will render properly.
Dailymotion is the only site I know of that is supposed to support 60 fps.
We have several animations we are currently using with and without mecanim. Without means we just code sprite swaps and have better control over frames. There are also override options you can use with layered animations to blend or flat-out stop one dead and trigger another. You can set their importance much like sprite sorting layers.Wow, I'm a little surprised at how poor Unity's animation scripting implementation is (mecanim).
Basically you can't access the name of current animation, what frame you are playing, or get a list of all animations in use by your animation controller. I'm not sure if they expect people to do REALLY rudimentary stuff, and thankfully it seems they are adding some of these features in 5.0, but I can't believe what an oversight this is.
http://blogs.unity3d.com/2014/06/26/shiny-new-animation-features-in-unity-5-0/
I'm hoping it's just me overlooking something simple, but I've hit quite a roadblock here. There seem to be workarounds, but they only work in editor mode.
"Youtube doesn't have official 60 fps support yet. I was wondering whether Vimeo does -- I'm having trouble getting a clear answer. Anyone know? I think it'd be really cool to do a gameplay video in 60fps."
There's Gamersyde that does support 60fps.
Vimeo certainly supports 60fps on downloaded videos, not sure if I've ever seen 60fps via their player. Vimeo's kinda finnicky about game videos on their site (though, they do allow it if it's your game or something. Kind of.)
Revising lighting to be one of 'dem fancy "raycasting" things.
Cool, are you just sending out a 'line' of pixels from the center?
Looks like the attenuation is ~1/r^2 as well, pretty cool, good job
Really wish I was smart enough to say I made it myself : / Should've mentioned I used an existing plugin - http://gmc.yoyogames.com/index.php?showtopic=575264
Hmm interesting, and you are using this in a 2D game? This is meant for 2D?
Edit: Pretty awesome use of it after reading through that thread a bit.
I'm making a 2D System Shock-like and I think it's meant for 2D, it is a Game Maker extension which is primarily used for 2D (though does have 3D capabilities.)
I don't like sitting on the shoulders of giants, but when it comes to things like lighting systems, it's more productive to me to use open source solutions rather than spend weeks stumbling.
I absolutely feel you here. Unity 5.0 is going to let you attach scripts directly to animations, but currently, it's rough.Wow, I'm a little surprised at how poor Unity's animation scripting implementation is (mecanim).
Basically you can't access the name of current animation, what frame you are playing, or get a list of all animations in use by your animation controller. I'm not sure if they expect people to do REALLY rudimentary stuff, and thankfully it seems they are adding some of these features in 5.0, but I can't believe what an oversight this is.
http://blogs.unity3d.com/2014/06/26/shiny-new-animation-features-in-unity-5-0/
I'm hoping it's just me overlooking something simple, but I've hit quite a roadblock here. There seem to be workarounds, but they only work in editor mode.
Unsure with FF on Mac but I did do a small test for giggles using Chrome on PC and it works as expected.Has anyone here had any experience working with custom cursors in the Unity web player? I'm trying to have the cursor auto-hide during the game until a mouse-controlled weapon is collected by the player, at which point I want the cursor to become visible (with a custom texture).
It works when previewing the game in the Unity IDE with my current implementation (Screen.showCursor is either true or false), but not in the web player (the cursor stays hidden throughout).
Does the web player require a different method?
(I'm testing it on a mac in firefox)
Wow, I'm a little surprised at how poor Unity's animation scripting implementation is (mecanim).
Basically you can't access the name of current animation, what frame you are playing, or get a list of all animations in use by your animation controller. I'm not sure if they expect people to do REALLY rudimentary stuff, and thankfully it seems they are adding some of these features in 5.0, but I can't believe what an oversight this is.
http://blogs.unity3d.com/2014/06/26/shiny-new-animation-features-in-unity-5-0/
I'm hoping it's just me overlooking something simple, but I've hit quite a roadblock here. There seem to be workarounds, but they only work in editor mode.
If you're doing sprite-based 2-D animation, sure. Mecanim is primarily meant for full 3-D models.Not much of a unity expert, but Roger (my friend who IS a unity guy) says he uses 2D toolkit and has none of these problems.
"use 2dToolkit. it will give you access to each frame of animation . and the names of the animations. You have pretty much full control" -him
If you're doing sprite-based 2-D animation, sure. Mecanim is primarily meant for full 3-D models.