Daikon forge, resolution independence...how?
As soon as i want to place something on the rightmost side of the screen, it is drawn of the screen. Anyone knows how to handle this in a generic way?
Last time i solved it by using a panel as the root and resizing that to the screen resolution on startup by code. Only problem then was that the controls where way to big. And this can't be the right/good solution.
Hmm, I could do it so that sleeping fully heals you (removing any negative stat modifiers like poison or brain damage(????)), but you miss out on potentially important game-events. That way it wouldn't just be something arbitrary that breaks up gameplay unnecessarily (OH NO YOUR SLEEPY BAR IS FULL GO TAKE A NAP).
[QUOTE=Arxae;45624240]Daikon forge, resolution independence...how?
As soon as i want to place something on the rightmost side of the screen, it is drawn of the screen. Anyone knows how to handle this in a generic way?
Last time i solved it by using a panel as the root and resizing that to the screen resolution on startup by code. Only problem then was that the controls where way to big. And this can't be the right/good solution.[/QUOTE]
I've never used Daikon forge, but one can only assume there is a way to anchor GUI elements to relative positions inside a parent control (after all, others must have done similar things before, since it's fairly widespread).
I can highly recommend Bolt after spending some time with it.
It's extremely polished for still being in beta, extremely extensible, you get the full source, efficient, great workflow and is very flexible.
[t]http://puu.sh/aJjs9/ad353b73a0.png[/t]
[editline]8th August 2014[/editline]
Oh and you can write code once and it'll work for clientside prediction.
Example, this runs on both the server and client. Move() being a simple movement method that modify's the transform.(with no networking)
[code]
public override void ExecuteCommand(BoltCommand cmd, bool resetState)
{
//Input received over the network if server or locally if client.
PlayerInputCommand inputCmd = (PlayerInputCommand) cmd;
Move(new Vector2(inputCmd.input.Horizontal, inputCmd.input.Vertical));
}
[/code]
Good work reevezy, I'm pretty excited for the next Bolt update aswell.
[URL="http://forum.boltengine.com/viewtopic.php?f=9&t=84&sid=60f039463b07e5fe13e45344d1c21a56"]Check it out if you haven't already.[/URL]
I'm most excited for 1, 2, 3 and 4.
Just found the first ever build of my game from March last year
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-07_22-17-26.png[/t][t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-07_22-35-11.png[/t]
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-07_22-19-36.png[/t][t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-07_22-22-41.png[/t]
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-07_22-18-22.png[/t][t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-07_22-22-54.png[/t]
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-07_22-18-36.png[/t][t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-07_22-25-10.png[/t]
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-07_22-18-59.png[/t][t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-07_22-27-13.png[/t]
[editline]edit[/editline]
I should have put the more polished version of the old lander back in the main menu like I had for a long time instead of the ugly WIP one that's there now
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2013-07-04_18-35-54.jpg[/t]
[editline]edit[/editline]
It's cool to see how much it's changed but also what's stayed the same (main menu stuff)
Made a short explanation video about the forge world project I'm working on.
Sorry about the video, first time recording, didn't have time to organize how I should narrative.
[video=youtube;JNlSkJWytYU]http://www.youtube.com/watch?v=JNlSkJWytYU[/video]
Edit; fixed video...
[unity]www.lucaselzinga.com/unity/Test.unity3d[/unity]
You can break blocks by clicking on the block, it will break blocks in the direction of where your mouse cursor is.
Gawd I am sucking at unity...
aannnd, it doesn't even load in the player, I must really suck...
If that doesn't work I guess just give: [URL="http://www.lucaselzinga.com/unity/Test.unity3d"]This stupid link a try...[/URL]
[QUOTE=TH3_L33T;45626976]
You can break blocks by clicking on the block, it will break blocks in the direction of where your mouse cursor is.
Gawd I am sucking at unity...
aannnd, it doesn't even load in the player, I must really suck...
If that doesn't work I guess just give: [URL="http://www.lucaselzinga.com/unity/Test.unity3d"]This stupid link a try...[/URL][/QUOTE]
I'm getting some really trippy wavy lines on the tiles.
I kind of like it but I'm also becoming nauseous.
[QUOTE=jmazouri;45627177]I'm getting some really trippy wavy lines on the tiles.
I kind of like it but I'm also becoming nauseous.[/QUOTE]
I did noticed that... Don't use Lerps on your camera. It can be good, but with pixel art, it can be annoying.
[QUOTE=reevezy67;45625755]I can highly recommend Bolt after spending some time with it.
It's extremely polished for still being in beta, extremely extensible, you get the full source, efficient, great workflow and is very flexible.
[t]http://puu.sh/aJjs9/ad353b73a0.png[/t]
[editline]8th August 2014[/editline]
Oh and you can write code once and it'll work for clientside prediction.
Example, this runs on both the server and client. Move() being a simple movement method that modify's the transform.(with no networking)
[code]
public override void ExecuteCommand(BoltCommand cmd, bool resetState)
{
//Input received over the network if server or locally if client.
PlayerInputCommand inputCmd = (PlayerInputCommand) cmd;
Move(new Vector2(inputCmd.input.Horizontal, inputCmd.input.Vertical));
}
[/code][/QUOTE]
Why does everyone wants to use something else than what unity has?(I am talking about Master Sever if that's Unity's network)
[QUOTE=layla;45621481]I've been remaking facewound using unity, It's a pointless but fun project for me. I was planning on only showing it once it was finished but I failed to keep it secret because everyone guessed what game I was remaking.
There's still a shit load to do but the basics are there, It's just a case of remaking all 78(?) entities that facewound has. The map rendering is almost done, there's some issues with the depth order of things. Only the decal layer is clipped against the solid layer. There's also a landscape & decal layer that clips to both landscape and players, but I haven't got that working yet.
I'm planning on writing a huge blog post describing each step in detail of my progress. I've got loads of screenshots I've took of each step. It might be interesting to some people I dunno.
[HD]http://www.youtube.com/watch?v=OIrtvxclJT4[/HD]
[img]https://dl.dropboxusercontent.com/u/99765/fw_progress_21.png[/img]
One thing I was worried about was collision. The map is made from solid tiles so instead of rolling my own collision, I let box2d handle it. Obviously a box collider per cell would make unity shit itself so I merged all solid cells together to get an array of box sizes I could use as box colliders. This works surprisingly well because not many box colliders are needed because maps are mostly flat.
There's only 108 colliders in this map, acceptable.
[img]https://dl.dropboxusercontent.com/u/99765/fw_progress_20.png[/img]
I wont ever be releasing this because it's not my work to release but I'll for sure throw all the code on github.[/QUOTE]
Wow! I have no problems with your releasing it for free by the way (unless you're looking for a job ;)
[QUOTE=garry;45628184]Wow! I have no problems with your releasing it for free by the way (unless you're looking for a job ;)[/QUOTE]
Don't get a job from this guy I heard he's a real nutjob who works on multiple projects [I]at the same time[/I]
[QUOTE=Jcorp;45624282]Hmm, I could do it so that sleeping fully heals you (removing any negative stat modifiers like poison or brain damage(????)), but you miss out on potentially important game-events. That way it wouldn't just be something arbitrary that breaks up gameplay unnecessarily (OH NO YOUR SLEEPY BAR IS FULL GO TAKE A NAP).
I've never used Daikon forge, but one can only assume there is a way to anchor GUI elements to relative positions inside a parent control (after all, others must have done similar things before, since it's fairly widespread).[/QUOTE]
[img]http://i.imgur.com/xCRJ0fn.png[/img]
:suicide: thanks
[QUOTE=Luafox;45628271]if i remake garrys mod in unity will i get a job[/QUOTE]
Probably
Can I be an ideas guy?
I can be the fuckin [I]coffee run guy[/I]. Gimmie a job!
If Garry was to ask anyone to work for him it was going to be layla, your shit still mesmerises me. I've been working hard trying to produce some stuff to the level of you and a couple of the other WAYWO posters.
I've spent at least 4 hours every day for the last week coding, I think I'm well on my way to finishing my first large project, rather than giving up half way through because I get to the content stage.
I, too, would like to work at Facepunch. It seems like an amazing place to work.
That said, video update.
Holy shit, weapon scrolling!
[video=youtube;41KAoksKIcE]http://www.youtube.com/watch?v=41KAoksKIcE[/video]
This got a video all by itself because it took a lot longer than I anticipated.
That's the problem with server authoritative networking - once you've committed, you've got to do it with damn near EVERYTHING if you want to avoid desyncs and hair-pulling.
I went through a few iterations before I settled on the solution I have now - the client will perform weapon scroll, get the current weapon index, and send that as part of the input command to the server. Then both of them, when executing a command, will ensure they have the proper weapon selected prior to sending input to the weapon manager and ticking the weapon system.
It means the client gets full control over which weapon they have selected (whereas what I really wanted was for the server to have control over that), but I don't think this will cause any problems beyond some odd client-side visual artifacts should someone cheat.
EDIT
[QUOTE=BoowmanTech;45627460]Why does everyone wants to use something else than what unity has?(I am talking about Master Sever if that's Unity's network)[/QUOTE]
Because Unity Networking sucks donkey nuts, that's why.
I'd probably kill to work at Facepunch. Too bad all my experience is with enterprise level mortgage management software, though. I don't think my knowledge of HELOCs, ARMs, or recently enacted HECM non-borrowing spouse changes are useful for game development.
[QUOTE=layla;45629788]I should probably finish this at some point. I'm crazy enough to remake facewound but gmod might be pushing it a little.
[img]https://dl.dropboxusercontent.com/u/99765/654624d.png[/img][/QUOTE]
Remake every game.
Hm.... maybe I need to remake Rust as a job application of sorts ;)
[QUOTE=BoowmanTech;45627460]Why does everyone wants to use something else than what unity has?(I am talking about Master Sever if that's Unity's network)[/QUOTE]
Because while Unity is great, it also sucks in a lot of areas.
Networking sucks, just like the current GUI. The new GUI looks good though!
Doesn't Unturned use default networking? Heard a lot of complaints about it.
And now, to rip off minecraft...
[IMG]http://i.imgur.com/rlsEXmL.png[/IMG]
AKA I'm about to learn a fucking lot about procedural generation.
I'm having some issues with a shader apparently not working on Macs. If anyone here's using one could you quickly see if this works:
[unity]http://puu.sh/aK0T4/1b1fe3eb40.unity3d[/unity]
There should be 7 adjacent balls in a row, if there's only 4 it's broken.
Hm, are those individual models?
Perhaps not the best way to do a Minecraft world (AKA will be very very slow).
What you really want is to generate the geometry for a chunk by examining the faces of each block and determining which ones to draw.
Here's a tutorial series about it.
[url]http://www.blockstory.net/node/56[/url]
They're prefabs, each side is a plane. I'll definitely cull not visible sides.
Still probably going to be a boatload of draw calls.
I'm sure. Performance is my last concern, as I just want to use this project to learn about procedural generation.
If you all really want to work at facepunch why not give it a try?[url=http://www.facepunchstudios.com/jobs/]FacePunchStudios[/url]
I would apply but my programming knowledge is pretty reduced so I don't have a place there unless they need a mascot :D
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