Thanks for the insight, man. I get what you're saying about something being called "dumb" or "silly" being based on people's own perspectives. I'm always torn between my desire to create something *I* like and creating something others would like. I don't tinker with game development as my job -- I work as a software engineer, though I have worked on a few non-game iPhone Apps -- but it would be cool to put something out there that resonates with people and sells well. ...
Yep. There is a drift away from big studios in going smaller and indie. Latest... Once upon a time it was my dream to become a game developer, and it really seems like the landscape has shifted so much; working for established developers burns people out and doesn't seem to offer much job security.
That seems like a bit of a contradiction, since I think major points of sniping are sitting still so your shot is clean, and possibly waiting in one spot for a while for the perfect opportunity.I don't know why but it occurred to me last night:
Sniper game where you constantly have to be on the move, you die if you stop.
Hi NeoGaf Indie developers! My name is Chris and I'm a 3D Character and Technical Artist that recently worked on Dance Central 3 at Backbone Entertainment. After Backbone closed its doors, I joined up with a team of new indie developers, JV5 Games. We're working on Air Dash Online, a platform fighter focused on creating fast paced, agile combat in a competitive setting. We certainly are inspired by Smash Brothers, but will be taking a different approach in a number of ways, first by moving away from the idea of a mascot fighter and building our own cast of characters:
(www.AirDashOnline.com)
Sounds interesting. Something about "online" in game titles makes my balls recede into my stomach though. It's synonymous with crap mmos and pay to play. It's ok for a game to be playable online or even online only without making "online" part of the title.Hi NeoGaf Indie developers! My name is Chris and I'm a 3D Character and Technical Artist that recently worked on Dance Central 3 at Backbone Entertainment. After Backbone closed its doors, I joined up with a team of new indie developers, JV5 Games. We're working on Air Dash Online, a platform fighter focused on creating fast paced, agile combat in a competitive setting. We certainly are inspired by Smash Brothers, but will be taking a different approach in a number of ways, first by moving away from the idea of a mascot fighter and building our own cast of characters:
(www.AirDashOnline.com)
Excited to mention that in the future I will be doing a series of casual live streams as I work, hosted by Clash Tournaments on twitchTV. I use a lot of my own custom built modeling tools in Maya, so even if you are a 3D pro, you might see a few new things.
Seeing a lot of familiar projects and talented developers in here, so I will definitely be contributing to this thread when I can. I'll keep an eye out for Unity3D shader programming questions as well, as that is also one of my responsibilities on the game.
Woo, my game Dungeon Hearts (you can find some development posts earlier in this thread) is in the Indie Royal bundle!
To celebrate, the iPad version is on sale for 99 cents.
Welcome! Good luck with your game and your Kickstarter campaign. I guess we will get to see more with tha actual Kickstarter campaign?
Sounds interesting. Something about "online" in game titles makes my balls recede into my stomach though. It's synonymous with crap mmos and pay to play.
Congrats!Woo, my game Dungeon Hearts (you can find some development posts earlier in this thread) is in the Indie Royal bundle!
To celebrate, the iPad version is on sale for 99 cents.
anyone entering LD?
Done.
Excessive use of color. Fail.
0/minimalism
Are you doing LD this weekend?
But that's like, EVERY Ludum Dare.Ludum Dare 26 is underway. Theme: Minimalism.
What do you guys use to make gifs of your games?
LOL Awesome! xD......
Woo, my game Dungeon Hearts (you can find some development posts earlier in this thread) is in the Indie Royal bundle!
To celebrate, the iPad version is on sale for 99 cents.
Didn't get a reply so I'll ask again. How does one go about making hills in a 2d game? I'm pretty new still and have no idea how to accomplish this in Unity with Orthello.
how much can you alter your course (direction and speed) while jumping or falling (not using any glide mechanics, like Clank's jetpack/rotor blades) in a typical 3D platformer, or R&C specifically, compared to how much you can move while on the ground? Is the answer different if you are starting from a standing jump?
If you jumped in a direction in real life you wouldn't be able to change direction until you hit the ground but in most platformers you can, he just seems to want to know how much damping goes on with most platformers when changing direction in mid air.i'm not sure exactly what you mean. in unity there's multiple ways of controlling your movement. you can do it via the physics engine and add force to a rigidbody (a ragdoll like object) or you can control it directly via a speed you set to modify yourself.
by default in the physics engine, you wouldn't be able to move at all in the air without building up momentum on the ground. if you control it directly via character controller you'd move exactly the same in the air as you would on the ground unless you specified it to act differently at the two separate times. you can create as many whacky styles of movement that you can dream of in unity, it does movement really well.
Hi NeoGaf Indie developers! My name is Chris and I'm a 3D Character and Technical Artist that recently worked on Dance Central 3 at Backbone Entertainment. After Backbone closed its doors, I joined up with a team of new indie developers, JV5 Games. We're working on Air Dash Online, a platform fighter focused on creating fast paced, agile combat in a competitive setting. We certainly are inspired by Smash Brothers, but will be taking a different approach in a number of ways, first by moving away from the idea of a mascot fighter and building our own cast of characters:
(www.AirDashOnline.com)
Excited to mention that in the future I will be doing a series of casual live streams as I work, hosted by Clash Tournaments on twitchTV. I use a lot of my own custom built modeling tools in Maya, so even if you are a 3D pro, you might see a few new things.
Seeing a lot of familiar projects and talented developers in here, so I will definitely be contributing to this thread when I can. I'll keep an eye out for Unity3D shader programming questions as well, as that is also one of my responsibilities on the game.
Hey, Unity bros
I'm instantiating some prefabs during runtime...little ghost sprites that pop up randomly. But I want some text to hover over their head. I figure the best way to do that is to create a child text sprite along with each ghost (and offset its transform by a few units up), but I don't know how to instantiate an object and then make it a child of another object.
Halp
Hey, Unity bros
I'm instantiating some prefabs during runtime...little ghost sprites that pop up randomly. But I want some text to hover over their head. I figure the best way to do that is to create a child text sprite along with each ghost (and offset its transform by a few units up), but I don't know how to instantiate an object and then make it a child of another object.
Halp
You could also just set up your ghost prefab with the text as a child (and offset correctly) and deactivated and simply activate/deactivate that text gameobject as needed, but all roads lead to rome.Hey, Unity bros
I'm instantiating some prefabs during runtime...little ghost sprites that pop up randomly. But I want some text to hover over their head. I figure the best way to do that is to create a child text sprite along with each ghost (and offset its transform by a few units up), but I don't know how to instantiate an object and then make it a child of another object.
Halp
"Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption"instantiate them both on different lines and then
textprefab.transform.parent = ghostprefab.transform;
?
Right, that's what I want to do. How?You could also just set up your ghost prefab with the text as a child (and offset correctly) and deactivated and simply activate/deactivate that text gameobject as needed, but all roads lead to rome.
"Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption"
Right, that's what I want to do. How?
In the editor just child your text gameobject under your ghost one and then you can probably just physically manipulate it in the scene so that it is offset as you want it from the ghost, make a prefab of that, and then wherever you want to script the text trigger stuff just use GameObject.SetActive() to activate/deactivate that text gameobject. Then you can just instantiate that prefab."Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption"
Right, that's what I want to do. How?
Okay, I understand that, now...prefabs are essentially plaster casts, they themselves don't get altered or messed with at runtime.Are you setting the instantiated object as parent, or setting the prefab as a parent? You'd want to set the instantiated object as the parent if you're getting that message from trying to alter the prefab.
public Transform ghost;
public Transform ghostText;
GameObject ghostClone, ghostTextClone;
// Use this for initialization
void Start () {
//rand = new Random();
}
// Update is called once per frame
void Update () {
Vector3 spherePoint;
float radius = 20.0f;
if (Input.GetKeyDown("f"))
{
spherePoint = Random.onUnitSphere * radius;
ghostClone = (GameObject) Instantiate(ghost, spherePoint, Quaternion.identity);
ghostTextClone = (GameObject) Instantiate(ghostText, new Vector3(spherePoint.x, spherePoint.y, spherePoint.z), Quaternion.identity);
ghostTextClone.transform.parent = ghostClone.transform;
}
}
People keep saying this like I know how to do it. = (In the editor just child your text gameobject under your ghost one
Edit:
People keep saying this like I know how to do it. = (
Ah, sorry! I'm being vague. You can make anything you have in a scene a child of something else by dragging its name in the hierarchy tab on top of the thing you want to be its parent (it will then visually represent this hierarchy).Edit:
People keep saying this like I know how to do it. = (
Yay! This worked! Sorry for being dumb. It seems like you should be able to do that in the assets view...I don't have my prefabs in the hierarchy, because I don't want any to be in the scene during the start of the program.Ah, sorry! I'm being vague. You can make anything you have in a scene a child of something else by dragging its name in the hierarchy tab on top of the thing you want to be its parent (it will then visually represent this hierarchy).
So you could temporarily drag your text and ghost prefabs into the scene, find them in the hierarchy, drag text onto ghost so it makes it a child of ghost, and then create a new prefab out of that.
Glad to help--and you're totally right about it being silly to not be able to do in assets view.Yay! This worked! Sorry for being dumb. It seems like you should be able to do that in the assets view...I don't have my prefabs in the hierarchy, because I don't want any to be in the scene during the start of the program.
Thanks!
He just did that haha.is there a reason you need to instantiate the text? are you using the same text on all of the ghost prefabs? why not just put the text inside the original prefab?
Yeah, it's a quick "typing of the dead" type thing inside the Oculus Rift. I'm doing it because 1) I figured it would be a good way to get familiar with Unity, and 2) I just got my Rift and I really really want to do something with it.is there a reason you need to instantiate the text? are you using the same text on all of the ghost prefabs? why not just put the text inside the original prefab?
how are AGS and RPG maker comparable? Aren't they meant for different genres?