We finished our first Game Jam today!
It took three days and we had a blast making this, I just was so excited I had to share it
The Theme was "Minimalism"
Telekinetic Minimalist Cult 5: Pack rat Nightmare
I hope you all like it!
I kept mashing x when people would walk by, couldn't sell anything
Ended up with like -250 bucks.
"There are some who said this day would never come."looks like sfml 2.0 just went stable.
http://www.sfml-dev.org/download/sfml/2.0/
think they also updated the page sometime later today since i was just there this morning.
Finished up my Ludum Dare Jam entry, collaborated with Will who runs the local jam meetups.
Hyperdimensional Gorofu Shot Champion
It's basically golf meets Star Fox meets terrible localization.
That gets into software engineering / design in general. I would say object-oriented design is common with C++, Java, even some scripting languages like UnrealScript. It's such a broad subject that I'm not sure what would be a good starting point for you. What language(s) do you typically program in when you hit the wall?Are there any good resources out there for how to go about structuring game code that's more complex than the typical tutorials?
I find that every time I get past around the tutorial level of complexity, I hit this paralysis wall where I'm not sure how to build my code out in a way that makes it easy to keep expanding and experimenting.
Are there any good articles on that kind of thing, or is my best bet to find an open-source game and comb through the code?
Finished up my Ludum Dare Jam entry, collaborated with Will who runs the local jam meetups.
Hyperdimensional Gorofu Shot Champion
It's basically golf meets Star Fox meets terrible localization.
Very cool stuff. A friend and I messed around with music visualization in Unity as well a few weeks back -- I was surprised how easy it was to do in Unity actually. We never really took it further into game territory though; I think I worship Audiosurf too much when it comes to music games and felt like everything we thought of and began to prototype simply didn't compare. I would love to see your code though (especially the import stuff!), so definitely post the source here when you put it up.For the last couple of weeks I have been trying to make a rhythm game,
where the player can use music from his/her own library.
It's a bit like Audiosurf. The game will generate a track based on the player's music choice,
but the comparison ends there.
http://www.youtube.com/watch?v=tgWkI1jouHY
It's made with Unity and I'll be releasing the source for the audio analysis and the mp3 import stuff, once it's in good shape. It's a real mess right now, because of all of the experimenting and fine tuning.
I'm not sure in which direction I want to take this, but I have a couple of good ideas. It could go anywhere from here.
That gets into software engineering / design in general. I would say object-oriented design is common with C++, Java, even some scripting languages like UnrealScript. It's such a broad subject that I'm not sure what would be a good starting point for you. What language(s) do you typically program in when you hit the wall?
Very cool stuff. A friend and I messed around with music visualization in Unity as well a few weeks back -- I was surprised how easy it was to do in Unity actually. We never really took it further into game territory though; I think I worship Audiosurf too much when it comes to music games and felt like everything we thought of and began to prototype simply didn't compare. I would love to see your code though (especially the import stuff!), so definitely post the source here when you put it up.
Is there a way to make it in the hole?!
Edit: Got it! Neat little game you got here :3
Colors in the screenshot there remind me of Jet Set Radio. Wouldn't mind seeing a full 18 hole version of this.
Well, I guess someone wrote a master thesis about it, but.... I would go for aAre there any good resources out there for how to go about structuring game code that's more complex than the typical tutorials?
I find that every time I get past around the tutorial level of complexity, I hit this paralysis wall where I'm not sure how to build my code out in a way that makes it easy to keep expanding and experimenting.
Are there any good articles on that kind of thing, or is my best bet to find an open-source game and comb through the code?
This is why my own debug log/console thing was the first thing I ported to Unity.but with Unity the only way I found was to locate the Editor.log file, download Notepad++ and open the log in that, search for the string and choose "bookmark lines" then choose Search->Bookmarks->remove unmarked lines, wait for it to finish deleting over 20,000 unwanted lines, then do a find and replace to delete the string, THEN I could finally copy the data I wanted
This is why my own debug log/console thing was the first thing I ported to Unity.
You're probably better off rolling your own.
This is why my own debug log/console thing was the first thing I ported to Unity.
You're probably better off rolling your own.
Yeah, you can add Log methods to your classes to make them listen in to anything that's logged by Unity's Debug.Log<Whatever> methods, and then compile the data and filter it, dump it, copy it into the clipboard (I found a possible implementation at http://answers.unity3d.com/questions/266244/how-can-i-add-copypaste-clipboard-support-to-my-ga.html) or whatever you actually need to do with the data.
Well, I guess someone wrote a master thesis about it, but.... I would go for a
real example, i.e. open-source (esp. formerly closed-source) code. But every
game/code is different.
Personally, I try to structure my code/data not too much during development
since it complicates me in "expanding and experimenting" esp. during
development of new algorithms. I almost always use plain native structures at
first instance and feed the algorithms only the necessary data instead of
entire objects or even worst embedding algorithms with the data (OOP). This way
I always get a loosely coupled system and can combine it into a more complex
one as needed in warping logical layers whatever over it. The basic building
blocks of a game needs to be, well, basic. If they are already too
complicated, then it becomes difficult using them in a bigger systems.
I was coming here to post this. Gonna take a look this weekend.looks like sfml 2.0 just went stable.
http://www.sfml-dev.org/download/sfml/2.0/
think they also updated the page sometime later today since i was just there this morning.
OK - where does one start with Unity? Everything is installed and ready to go on my new laptop.
OK - where does one start with Unity? Everything is installed and ready to go on my new laptop.
OK - where does one start with Unity? Everything is installed and ready to go on my new laptop.
For Ludum Dare 26 I've made an MGS-styled stealth game, mixed-in with some Metroid DNA.
In a pseudo-abstract world, you have to sneak around, find upgrades to explore the map and progress toward the epic final escape.
Download the game here:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5454
It was a lot of fun to make. A nice break from my big project.
OK - where does one start with Unity? Everything is installed and ready to go on my new laptop.
Got confirmation today that PSM will never allow Vita only releases. Glad I didn't go too far on the shmup I'm developing because it would play like crap with a virtual controller on a tablet.
Looking into getting an actual dev license.
Thanks! For anyone interested, I'm continuing to support the game post-release with new content, 2 updates have already been made.
I really wanted to be more active in here after we announced our game but unfortunately a family member suddenly passed away...
This is a great site that starts you off with the basics and works through everything from the interface to coding and includes how to make some basic games to wrap your head around Unity.
Would definitely recommend it to anyone starting out.
Finished up my Ludum Dare Jam entry, collaborated with Will who runs the local jam meetups.
Hyperdimensional Gorofu Shot Champion
It's basically golf meets Star Fox meets terrible localization.
Does anyone here have any experience with Locomotion or Mecanim in Unity3D? I've been using my own animations that I made in Blender, but I want to add in dynamic foot placement for going up stairs and slopes. However I cannot figure out how to do it. Some help would be really fantastic.
Something I tinkered with today: raycast shadows in unity free:
Webplayer link
Works quite okayish, probably bit too taxing solution and it's not too precise, but at least its fun to look at and play around
Got the idea from this blog post, didn't want to look at the code though, most likely his solution is way more elegant than mine, but it wouldn't had been as fun if I had the solution handed to me Unity coder is a nice blog btw, loads of cool stuff there for Unity users.
Pretty much.This is why my own debug log/console thing was the first thing I ported to Unity.
You're probably better off rolling your own.
Doing things in a complex way is surprisingly very easy.That is great advice, thanks!
I think I may be over-complicating things.
Finished up my Ludum Dare Jam entry, collaborated with Will who runs the local jam meetups.
Hyperdimensional Gorofu Shot Champion
It's basically golf meets Star Fox meets terrible localization.
Question about this, a friend of mine is building a game and needs to figure out how to draw a trail behind an object like you did with the golf ball.
Feel like helping a guy out?
store the position of the object each frame in a cyclical buffer - draw trail between those points.
summat like:
int max_points = 100
vector3 stored_points[max_points];
stored_points[current_point ++] = object.pos;
if (current_point == max_points) current_point = 0;
also track the number of points stored so far, then just draw the trail using the stored points - longer trail? just add more points to array. points cycle around so oldest point gets recycled as long as the object keeps adding more points etc simples