I googled that with no relevant results. What is it exactly? Some sort of framework on top of unity?
Doh, playmaker Visual scripting tool for Unity.
I googled that with no relevant results. What is it exactly? Some sort of framework on top of unity?
Doh, playmaker Visual scripting tool for Unity.
Another Sprite test.
Interesting, I would have thought unity would handle draw call optimization internally. I didn't realize it was up to the user.
The only things that stand out as odd are the hair (it's a bit too straight), and the left arm (it stretches in an odd way).
Still, those are minor issues, and the sprite overall looks great. You could make do with four colors, though (orange + shadow, skin and blue-ish).
I think Unity Pro does that, but the thing is by manually changing each tile's offset values Unity recognizes each othe them as an individual object to be rendered, therefore clogging up the rendering pipeline with hundreds of draw calls at once where there should've been a couple at worst (one per tile type), and a single one at best.
Completed another version of the sprite before I read this. I will take your advice though. Here it is:
The thing with the Hair is that when add more of it, it looks weird. And when I'm zoomed in, colors look different. I guess it isn't noticeable when it isn't zoomed in.
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Start() {
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
Vector2[] uvs = new Vector2[vertices.Length];
int i = 0;
while (i < uvs.Length) {
uvs[i] = new Vector2(vertices[i].x, vertices[i].z);
i++;
}
mesh.uv = uvs;
}
}
public class PruebaAtlas : MonoBehaviour {
[SerializeField] private int indiceX; //A tile instance's column valur
[SerializeField] private int indiceY; //A tile instance's row value
// public bool logs = false;
private void Start() {
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
Vector2[] uvs = new Vector2[vertices.Length];
for (i = 0; i < uvs.Length; i++) {
uvs[i] = new Vector2(vertices[i].x + indiceX + 0.49f,vertices[i].y + indiceY + 0.5f);
// if (logs) {
// Debug.Log("UVs[" + i + "] = " + uvs[i]);
// }
}
mesh.uv = uvs;
}
}
A few things I noticed were:
- Unity handling everything in floating-point values means pixel-perfect stuff tended to break down way too often. Notice the +0.49f instead of 0.5f? It's because Unity would mistakenly draw a white line instead of the last pixel when 0.5f was used.
- Material tiling was similarily broken. Splitting the texture into sixteen 8x8 tiles pero row and column meant setting the material's texture scale 0.0625... except it broke horizontal lines! The fix was replacing that number with 0.6249 (I mean, seriously).
The following might help:
-Try point filtering instead of billinear - this may cause some jitter depending on how you're moving the world/camera
-Try adding a 2 pixel border to the atlas texture itself around each tile that extends the final color if you're not using point filtering
-Remove mip maps if you're doing pixel perfect textures
It depends. I'm really unexperienced with modelling and animation, which is why I went with Quark Storm's simplistic graphical style (spheres, particles and bordered levels). You could also try making games that use machinery or vehicles while you're getting used to modelling, and later on move onto organic characters, since something like a tank is a lot easier to model and animate than a lowly ant, for example.I have a lot of programming knowledge in C#, C++ and Python. I know a little of 3D modelling and Animation.
So, basically I'm new to Indie game development and I've just installed UDK and Blender (3D Modelling program).
I'm wondering how much 3d modelling and Animation knowledge is needed to make an indie game?
Bear in mind that this game will be 3D and not 2D.
I am willing to learn 3D Modelling and Animation.
I've always loved 3D Modelling and Animation, but strangely I learned to program instead (Which I also like).
I have a lot of programming knowledge in C#, C++ and Python. I know a little of 3D modelling and Animation.
So, basically I'm new to Indie game development and I've just installed UDK and Blender (3D Modelling program).
I'm wondering how much 3d modelling and Animation knowledge is needed to make an indie game?
Bear in mind that this game will be 3D and not 2D.
I am willing to learn 3D Modelling and Animation.
I've always loved 3D Modelling and Animation, but strangely I learned to program instead (Which I also like).
I think Unity Pro does that, but the thing is by manually changing each tile's offset values Unity recognizes each othe them as an individual object to be rendered, therefore clogging up the rendering pipeline with hundreds of draw calls at once where there should've been a couple at worst (one per tile type), and a single one at best.
I need a good starting point with Unity 4.x. I have tried some tutorials and some examples, but even the first option of, "start a project with default parameters" or "do this/that/the other" are impossible to follow since some things have changed between 3.x and 4. Any good suggestions on how to get started? I was originally going to dive into GML for a project, but Unity is a FAR more superior environment for my new plan.
I used BurgZurg's Hack n Slash tutorial, have you watched that? It moves on to Unity 4 at some point.
Yeah, I'm going to be using blender to keyframe objects really.It depends on the scope of the game and what kind of animations you want: Keyframe, IK,..
You can get a keyframed object in no time. In fact I used my knowledge of 3D Studio Max to keyframe an object in Blender, it works the same basically.
Also any particular reason why you installed UDK? I would opt for Unity instead.
Can you post an image of [part of] your font texture? You probably don't won't want to be using sub-pixel / cleartype anyways. An image will help diagnose what's going on. It's possible you're hitting a gamma problem.After some digging around, my current best guess is that my jagged 128-point font issue is due to subpixel rendering being involved with software patents by Microsoft.
If anyone happens to have expert advice regarding whether it's legal to use this (say, on Windows only, but not on Linux), that'd be appreciated. Supposedly you might also be able to use a different color filter, but I'm not an expert on the topic.
@AlexM: It depends on what you want to do. The only things Unity resricts from the free version is plug-in support and some things related to image quality: occlussion, dynamic shadows (you can still use basic blob ones or baked lighting), audio and video postprocessing effects. You can still make awesome games without using any of that.
The game will be a fairly simple turret shooter. I have more experience in Java but I can also work with C++. Does anyone have any experience with PSVita development?? I downloaded the SDK, but never got around to using it. I feel the game could get lost on the Android app store, I'd rather it had at least some chance on the Ouya or PSVita.
I have a lot of programming knowledge in C#, C++ and Python. I know a little of 3D modelling and Animation.
So, basically I'm new to Indie game development and I've just installed UDK and Blender (3D Modelling program).
I'm wondering how much 3d modelling and Animation knowledge is needed to make an indie game?
Bear in mind that this game will be 3D and not 2D.
I am willing to learn 3D Modelling and Animation.
I've always loved 3D Modelling and Animation, but strangely I learned to program instead (Which I also like).
yah AGS seemsright up your alley
Had an idea for a game whilst i was asleep last night (2d or 3d platformer), not sure if it's been done before though?
You play as a book who's pages have been ripped out and scattered across the lands. Your goal is to obviously collect the missing pages that make up your book (which is a collection of fairy tales), upon regaining pages from the book you gain new abilities from characters from within the fairy tales (either that or i am thinking that each level has an element from a fairy tale and you need to get the page to complete the 'puzzle' enabling you to progress). Could even do something with the thinness/thickness of the book when you regain pages.
Anyway, only a rough idea...thinking unity as that seems to be the indie darling at the moment (though im currently learning xna)
Been looking at old screenshots of my game from about 8~ ish months back and wow there is a huge change in visuals even though the character sprite work was mostly done back then, all the little touches add up when seen side by side:
Been looking at old screenshots of my game from about 8~ ish months back and wow there is a huge change in visuals even though the character sprite work was mostly done back then, all the little touches add up when seen side by side:
Been looking at old screenshots of my game from about 8~ ish months back and wow there is a huge change in visuals even though the character sprite work was mostly done back then, all the little touches add up when seen side by side:
MMF2 developer with the iOS expansion, it's unbelievable how good that exporter is and the only code I know is basic HTML and how to make a calculator in C#.Wow - that looks fantastic! What are you working in?
Sprite size is on average 64x96 with some frames using more or less, the original sprite was based on a 3D model I designed and made at university, captured in poses then completely sprited over, some frames are just made up such as my avatar animation without a 3D base.Beautiful. What are you coding in and what size are those sprites?
Guess whatLooks remarkably like a game from a user from a forum I used to frequent called Nikita or Nakiti or something. Really nice stuff
In the last 8 months I rebuilt the game from scratch to refine it, added in a lot of extra features and better methods for adding in enemies and other things, I have an even older version on an old newgrounds account running in flash somewhere...Game looks great, and it is fun looking back at old builds. My helicopter didn't even tilt to begin with
Today's Chopper Mike progress report..
damn, that looks excellent! love the blue lighting effect on the sides of the tiles.
MMF2 developer with the iOS expansion, it's unbelievable how good that exporter is and the only code I know is basic HTML and how to make a calculator in C#.