Expect late April at the absolute earliest if you weren't a backer.Someone got any news on the delivery state of the Oculus Rift development kit?
I guess the high-backers get their kit first, for sure, but I would like to
know if the ordering number tells anything about when anybody else will get
theirs, i.e. has any non-backer got the kit already? I don't know. Anyhow, I
can't wait getting it.
Am intending to support the Rift for my first game, since the game perfectly
fits into VR space. With respect to my game, I worked a lil on the background
story for the last few days and did some programming as well. I'm currently in
the process of trying out some surface adaptation/refinement strategies.
Ported the There Came an Echo prototype to MonoGame 3.0 tonight. All native XNA calls worked perfectly, though the lack of an inherent Content Pipeline is super annoying. Apparently, they're going to fix that, though.
Does anyone know how Mono itself works? Like, if I wanted to use Microsoft .NET libraries regarding speech synthesis and speech recognition, could those be made to work in Mono?
Does anyone know how Mono itself works? Like, if I wanted to use Microsoft .NET libraries regarding speech synthesis and speech recognition, could those be made to work in Mono?
How important do you guys think it is to have a Facebook page for your game in addition to a regular website? I don't know if I want to spend time making one
I don't think it's overly important. Although, given that I have a £0 ad budget, I think getting friends and family to share the links has been a success. The trailers for Chopper have been viewed around 7,000 times.
In other news, Chopper Mike has been added to a touch arcade poll: http://forums.toucharcade.com/showthread.php?t=182942&page=7 I've totally hit the big time now. No votes, but totally big time
So what is the difference between developing for PSN and PSMobile? Obviously PSM has more hardware you have to dev for, but why go for one over the other? Is it just easier?
So what is the difference between developing for PSN and PSMobile? Obviously PSM has more hardware you have to dev for, but why go for one over the other? Is it just easier?
she also had sharp knees.The art style is nice, but the writing leaves something to be desired. I recommend hiring Hollywood-tier script writers. 7/10.
I paid for drawn artwork and for the OST but the rest is my own, I doubt that I will show much for a while now as i'm in the middle of sorting it out and it doesn't look any different to the older screens from before, I also need to re-enable all the lights and stuff to this new scale while making it still run on older iOS hardware...You working on that by yourself, Diablohead? Looks impressive.
Looks really great. Sucks you have to change the design a bit, but hopefully you'll revisit that in the future.
PSM requires no fees to develop for and no special hardware, then £65 to publish or test on devices, whereas actual Vita development requires you to set up an official company, sign NDAs and fork out somewhere in the region of £1500 for a devkit from what I've read. I might be a little off on some of these points (the devkit price, for example, is based on an old presentation from the SCEE website I think) but it's massively more complicated to be an official PS developer. Essentially PSM is aimed at hobbyists and small indie devs, whereas actual PSN development is for larger companies. I think you also have to submit design docs to Sony and get approval before you can be a registered developer, but I might be wrong.
If you mean differences between the two that are unrelated to the setup and business side, then registered developers get full hardware access, whereas PSM is very basic, everything runs on a (slow) VM and you can't use the rear touch, or even use buttons and touch at the same time (as smartphone users have to use virtual controls, which prevents touch inputs from being registered for the game I believe).
EDIT: In short, if you're an individual or a very small indie group then you don't really have any choice but to use PSM. If you're a full company with reasonable resources then you'd be barmy to pick PSM over the full devkit route (unless it was as a (very) small side project while developing for another platform or something).
There were a few different ordering schemes. People with 40k order numbers might actually get say, the 20k'th unit. I don't know the exact numbers though.^ Heard some people have order numbers in the 90k+. Pfewww. Am in the 40k+.
PSM requires no fees to develop for and no special hardware, then £65 to publish or test on devices, whereas actual Vita development requires you to set up an official company, sign NDAs and fork out somewhere in the region of £1500 for a devkit from what I've read.
Is the 1500£ devkit for Vita or PS3? Or both?
So Unity is going to support easy Ps3/Vita integration soon? If so could development be theoretically done on similar system specs then ported with easy? I'm not sure I understand what the Unity integration is.
Totally agree! Thanks for your help! Ill be back hahaI really appreciate your feedback! That makes perfect sense.
Has anyone used 'Adventure Game Studio' before?
Oh damn, that's it!I know they where porting some speech libraries to mono, but I'm not sure if the current version has it. I'll take a look.
EDIT: Here, do you use any of those namespaces? http://go-mono.com/status/status.aspx?reference=4.0&profile=4.5&assembly=System.Speech
It seems complete, or at least mostly complete, on 4.0.
Would this not work on Mac/Linux for some reason?My undersanding is tht Mono is meant to be completely compatable with the .NET runtime, so in theory it should work with any .NET stuff. (Assuming you're only interested in Mono on Windows...)
Oh damn, that's it!
Awesome.
I opened Unity and it scared me. So MonoGame it is. = D
Would this not work on Mac/Linux for some reason?
I played around with it some years ago. Seemed geared more for point and click games, and people made some interesting things with it, but I didn't stick with it for too long.
Would this not work on Mac/Linux for some reason?
Stuff.
As mentioned in the Oculus thread, Unity also (unless they change their minds) is apparently going to require a $1500 pro license if you want to even distribute any Oculus Rift stuff. Someone correct me if you can distribute things during the 4-month trial period, but legally I'm not even sure if you can do that, so you'd just be making stuff for yourself for 4 months?Unity keeps punching itself in the dick. I can't even get to merge two boxes in the editor before it crashes. Using 4.1.1 and the latest version of Probuilder.
That said, I just checked the website, and they appear to have downgraded to 4.1.0, so I'm going to give that a try.
For the next eight weeks, I'm going to dedicate myself to Unity. The goal is to have one working level for a game concept by the time I'm done so I can graduate.
Chopper Mike is live!! Enjoy!
Click for App Store...
Click for Google Play...
It says it's compatible with the iPhone 3GS, which is worrying. I added a thing to require a front facing camera, so it should be impossible to download. If anyone has a 3GS and is willing to try downloading it, I'll be your friend forever! Will reimburse if it does let you buy it!
Congrats on the release! Been following this for awhile now. Just bought on Android (great excuse to spend money with my new S3!) and will post back with impressions once I get a chance to try it out.
^ Heard some people have order numbers in the 90k+. Pfewww. Am in the 40k+.
Anyone who uses Unity have any tips on external version control? Apparently there's a way to do it since 3.5 but I haven't looked too much into it. I really want to use Unity but lack of any proper versioning is worrisome to me. Forking out for asset server or that team one isn't an option.
Apparently you can change metadata and scene storage to text and ignore /Temp and /Library and version that way but I haven't seen much to support this. Its between Unity, MonoGame and possibly Loom.
I'd like to use git or mercurial.
I used DPSF for Sequence. Worked pretty well, though performance wasn't *SUPER* great.Tried to look for 2D particle engines for XNA today, and I couldn't find something worthwile. That Mercury Particle Engine looked quite good but there's a problem when trying to render with a projection matrix and the current codebase is all broken.
Writing things that are already done is a pain in the ass when you know that you'll end up having something kind of half-assed (unless you want to spend a significant amount of time), but I guess I'll end up writing my own particle system.
But just in case, does anyone know if there's a good solution?
Tried to look for 2D particle engines for XNA today, and I couldn't find something worthwile. That Mercury Particle Engine looked quite good but there's a problem when trying to render with a projection matrix and the current codebase is all broken.
Writing things that are already done is a pain in the ass when you know that you'll end up having something kind of half-assed (unless you want to spend a significant amount of time), but I guess I'll end up writing my own particle system.
But just in case, does anyone know if there's a good solution?
I've just started using BitBucket to host a Git repo for a Unity project. I didn't set it up but I believe it's free. We've only made a handful of commits overall, and our project is very small in terms of assets etc. so I can't really say if it will suit you but so far it's been fine. Unity doesn't seem so bad compared to my last project which used 2 different code generation tools, neither with any kind of team integration, which lead to mad merging headaches. We used Assembla to host a Git repo for that. One tip for Assembla is when creating a repo you have to scroll down a page or so to see the free options.
I've previously used git and it didn't work out too well lol. Mostly from me not knowing about text metadata and not knowing what to ignore. I use BitBucket For other projects in the past and it is indeed completely free with pay options. What does your .gitignore contain?
Anyone who uses Unity have any tips on external version control? Apparently there's a way to do it since 3.5 but I haven't looked too much into it. I really want to use Unity but lack of any proper versioning is worrisome to me. Forking out for asset server or that team one isn't an option.
Apparently you can change metadata and scene storage to text and ignore /Temp and /Library and version that way but I haven't seen much to support this. Its between Unity, MonoGame and possibly Loom.
I'd like to use git or mercurial.
Paying to get a fish-eye projection on the screen ... ouhh ... that'sAs mentioned in the Oculus thread, Unity also (unless they change their minds) is apparently going to require a $1500 pro license if you want to even distribute any Oculus Rift stuff. ...
That's cool! Am in a similar situation as the Freescape developers back in theoh geez! I feel much better about being #3300 then.
going to have to brush up on the "new" (ie. not so old) openGL though, my knowledge is still all pre-shaders stuff. I do have something I'm working on that I'm hoping to get going with the Rift, and maybe even in a couple of weeks from now I can start posting some screenshots here. It's kind of a revival of the old Freescape games but with some modern touches, like a framerate >12fps. It's all done in regular old C/OpenGL which has been really fun tbh. ...
Would be cool to have it right now, but on the other hand I have enough work... However, the latest info supposedly from Oculus support suggests that people who backed after the Kickstarter might get their units in June, or starting in June? It's probably safest just to hope for a devkit in 2013 barring delays.