BomberMouse
Member
Short clip (horrible quality) of something new I made today:
http://www.youtube.com/watch?v=TgPpyBZjn0o
It was mostly a quick and dirty test of MSI Afterburner.
Looking good! Although you should try other camera positions.
Short clip (horrible quality) of something new I made today:
http://www.youtube.com/watch?v=TgPpyBZjn0o
It was mostly a quick and dirty test of MSI Afterburner.
Looking good! Although you should try other camera positions.
Short clip (horrible quality) of something new I made today:
http://www.youtube.com/watch?v=TgPpyBZjn0o
It was mostly a quick and dirty test of MSI Afterburner.
Short clip (horrible quality) of something new I made today:
http://www.youtube.com/watch?v=TgPpyBZjn0o
It was mostly a quick and dirty test of MSI Afterburner.
You should switch to a solution you feel comfortable then. IMHO, go back to 2D or use Unity as intended and remove the 3D elements from you prerendered background and render them in 3D.
This time next week you'll be past this problem and stuck on the next
Is it entirely out of the question to build your scenes with 100% 3D assets? It will give you much more flexibility moving forward.
I'm Feep, bitches! Don't count me out.Creating the geometry to match will be a massive arse-ache. If you make the 3d environment first you almost might as well be making everything in 3d.
Well, reducing the price of Chopper Mike to $0.99 on Google Play has seen it sell as many per day as when it was featured! Of course, it makes far less money... but more people are playing!
iOS sales have increased too!
There are many price tracking sites, when you reduce the price it gets featured on the feed of those sites giving you extra traffic.
I'm Feep, bitches! Don't count me out.
Got it working! And there's no artifacting, because I'm using the sprite itself as a mask. The only question becomes "which should be drawn first, the structure or the soldier", which is not a trivial problem, but I'm currently using a raycast and an approximate 3-D structure (boxes are good enough for most buildings) to determine if the building is "in the way". It's not perfect (the raycast goes to the bottom of the soldiers' feet), but I can improve the results later with either more raycasts or a custom solution.
Feels good, man. Special thanks to Duderino for some shader help via PM's!
Hi,Anyone have a list of Unity Asset Store stuff that they recommend? I've only gotten a few things like playmaker and some audio reactive stuff, but want to see what everyone else is using.
I wish there was a site that did asset store reviews
Best of luck to you! You get to say "I told you so" when it ships .I'm Feep, bitches! Don't count me out.
Got it working! And there's no artifacting, because I'm using the sprite itself as a mask. The only question becomes "which should be drawn first, the structure or the soldier", which is not a trivial problem, but I'm currently using a raycast and an approximate 3-D structure (boxes are good enough for most buildings) to determine if the building is "in the way". It's not perfect (the raycast goes to the bottom of the soldiers' feet), but I can improve the results later with either more raycasts or a custom solution.
Feels good, man. Special thanks to Duderino for some shader help via PM's!
I've cleaned up the OP a bit. Y'all think I should get rid of the XNA entry since its not officially supported anymore?
You could replace it with MonoGame!
Yay, wheels are turning on my project, I hope to have some stuff to share at the end of the month. 80 hour a week job has reduced my hobby time to bathing and eating. I wish I could function without sleep...
Don't you hate it when you spend a whole day debugging why your rotations are wrong, even though they're correct in your exporting program, only to realise that in the exporting program, child rotations get multiplied by parent rotations on draw. Sigh. At least fixing it was relatively easy.
Well, reducing the price of Chopper Mike to $0.99 on Google Play has seen it sell as many per day as when it was featured! Of course, it makes far less money... but more people are playing!
iOS sales have increased too!
I'm Feep, bitches! Don't count me out.
Got it working! And there's no artifacting, because I'm using the sprite itself as a mask. The only question becomes "which should be drawn first, the structure or the soldier", which is not a trivial problem, but I'm currently using a raycast and an approximate 3-D structure (boxes are good enough for most buildings) to determine if the building is "in the way". It's not perfect (the raycast goes to the bottom of the soldiers' feet), but I can improve the results later with either more raycasts or a custom solution.
Feels good, man. Special thanks to Duderino for some shader help via PM's!
Thanks to those who answered my Windows 8 question. I'll end up buying a new one soon, and since I'm planing to get a nice computer tower anyways, I also plan to upgrade what I buy by a little to also make it a very decent gaming PC as well.
I've also started working a little more on my zombie idea, already started working on the firing of a handgun/shotgun and working with prefabs to create the ammo fired. I'll end up going back to my previous game idea (the colorful crayon drawing game of Super Kitty Cat) and use prefabs for enemies. Would make creating them in new scenes much easier. lol
So close to finishing my game now. I can almost taste the freedom.
There's no freedom! Promo promo promo!! Never enough hours in the day!!
Hahaha.Haha Feepster, I never doubted your commitment to making things work. And I also understand what you are attempting to do fits your vision for the game, which is cool.
So now I'm guessing you want to sort the scene objects so you can draw back to front?
Since you are going for a 2D look I'm assuming you are always going to keep the camera at the same angle. If this is the case you could probably create a 2D array that represents the the ground and precalculate your depth comparisons. For each conceptual cell you could have a list of all the static occluders for that cell. This way you can check which cell a dynamic object is in and then determine which structures it should be drawn behind. This is pretty cool because you can then manually adjust the cells at design time.
As for dynamic objects, you would just simply sort that list based on a distance comparison to an arbitrary point. You should pick a point based on your camera angle and it should always be at the edge of the scene.
So now you have two depth sorted lists, static and dynamic objects. The static list is already sorted one time (during design,build, or scene load its up to you) and your dynamic objects are sorted each frame during runtime. Now all you have to do is merge the two lists each frame to get your final draw order. This shouldn't be too hard.
You start with the first item on your static list. For that item you check and see if it occludes any dynamic objects. If yes, draw all dynamic objects occluded by the static object. Once there are no more dynamic objects occluded, draw the static object. Move to the next static object and rinse/repeat. Once all static objects are drawn, draw all remaining dynamic objects that have not been drawn yet. Done.
This is just a general algorithm. There are many ways you can implement this in code based on your specific needs.
With all that said, I still stand by my statement that 3D would give you much more flexibility with the game going forward but do respect your decision based on your vision/budget.
It will be interesting to see how your approach holds up when you get to particle effects. ;-) (Just remember I'm not doubting you)
Hahaha.
I think that approach would work, with the caveat that if a dynamic object is "on top of" a static object, thus occupying the same cell, a height check would need to be done (how high is this object?) to see which is drawn first. But the general idea is solid.
With regard to particle effects, I don't see why I can't treat them as I do the soldiers or any other dynamic object. Admittedly, doing these calculations is introducing a bit more overhead into each individual particle, but I don't think I'm going to be pushing crazy amounts of them.
Thanks for the tip!
Hey guys, whats the best way to create animated gifs of in game footage? I feel like there was some software mentioned recently but I can't find it.
I'm back! Streaming at around 6:30 PST again for Air Dash Online. I got a lot of texturing done, but I still have his weapon left to do. For those of you catching up, this is in Unity using my custom shaders.
Once again, thanks Clash Tournaments for hosting:
(Click Here to Watch)
Chopper Mike is running on GameStick!!
Not played yet.. got to figure out the controller mappings!
What is the GameStick like?
Alright fellas, assume for a moment that I'm an idiot. REALLY stretch your imagination. Ok, enough stretching.
I'm considering looking into Monogame to port my XNA game, and just to check on the viability of the platform for future project. Do I install and run Monogame like I did with XNA, ie as an extension of C# in Visual Studio? Or is it it's own... thing? I am comfortable with the current Visual C#/XNA setup and would like to stick with that. Thanks!
http://monogame.codeplex.com/releases/view/102870 If I'm reading this url properly, it can install it as a library, much like XNA. Visual Studio 2010+ though.
Short clip (horrible quality) of something new I made today:
http://www.youtube.com/watch?v=TgPpyBZjn0o
It was mostly a quick and dirty test of MSI Afterburner.
Mostly. As long as there's no crazy use of 2-D libraries, most stuff is supported and there isn't much code to change around...though it's certainly not as well optimized, so you may have to do some testing to see where things are slowing down, and try to correct them.Interesting, thanks, yeah it seems that way. I'm guessing it's a matter of starting a new Visual Studio C#/Monogame solution and then importing your XNA solution? I'll tinker.
Mostly. As long as there's no crazy use of 2-D libraries, most stuff is supported and there isn't much code to change around...though it's certainly not as well optimized, so you may have to do some testing to see where things are slowing down, and try to correct them.
Also there's a massive headache where (as of a few months ago, at least), the MonoGame project *could not* use the XNA Content Pipeline. This means that in order to make the .XNB files, you need to compile all that stuff in an actual XNA project, then copy-and-paste the .XNB files over to the MonoGame project. Super annoying if you were actively developing, but if you're porting over a completed work, it isn't *too* bad.