• Unity3D - Discussion
    5,004 replies, posted
Yeah, you can try out web player version : [URL]http://facepunch.com/showthread.php?t=1419619[/URL] or more preferably download the android game ( link also in the thread ) Feel free to bump the thread *wink* *wink* *nudge* *nudge* :wink:
Still working on my deferred rendering engine. [vid]https://dl.dropboxusercontent.com/u/99106620/Deferred6.webm[/vid] - Started working on physically based shading, ported from Lux - Added emissive map - Added alpha test support - Added subsurface scattering effect - Ported tonemapping effect to work with custom deferred renderer
Crate opening UI with the new Unity GUI: [vid]http://gfycat.com/PerfectDeliciousAtlanticsharpnosepuffer[/vid] No taking the items into the inventory so far though, but i'm getting there :p EDIT: embedded video doesn't work for me for some reason, so if it doesn't for others, here is the direct link: [url]http://gfycat.com/PerfectDeliciousAtlanticsharpnosepuffer[/url]
So I got something going... Need to find a way to make it generic as possible for other maps... And configure objects as well. [T]http://i.imgur.com/u0YJezY.png[/T]
Does anyone know how to properly handle multi-page UI on the new Unity UI? Like a main menu, with an options page, a server page, a single-player page, etc etc, and how I can switch between them using UI buttons? Right now I'm just disabling parts of them, and enabling others. A really clunky way in my opinion. Is there an easier, better way?
First screenshot from the demo I've started working on. [img_thumb]https://dl.dropboxusercontent.com/u/107588088/DemoScreenshot_01.png[/img_thumb] The main problem with testing my game right now is that there are many different strands of gameplay that need to be woven together to make something good. What the demo will do is help me to test putting some of it together into one gameplay session, with a goal and everything. This means that I can use what I learn from making it and apply it to the rest of the game! (It also lets me make something that people can actually play, which would be nice for a change). (and I only now notice that some of the barrels are sticking into the ground and not the water. yaaaaaay)
[QUOTE=Jcorp;45793631]First screenshot from the demo I've started working on. [img_thumb]https://dl.dropboxusercontent.com/u/107588088/DemoScreenshot_01.png[/img_thumb] The main problem with testing my game right now is that there are many different strands of gameplay that need to be woven together to make something good. What the demo will do is help me to test putting some of it together into one gameplay session, with a goal and everything. This means that I can use what I learn from making it and apply it to the rest of the game! (It also lets me make something that people can actually play, which would be nice for a change). (and I only now notice that some of the barrels are sticking into the ground and not the water. yaaaaaay)[/QUOTE] Question is the map randomly generated or you making it?
Bah, unity fucks up and i lost 95% of my work. That should teach me to hold off using version control
[QUOTE=R@Rdeathmatch;45794419]Question is the map randomly generated or you making it?[/QUOTE] Oh, making everything by hand. The original plan I had for it did involve some level of randomisation, but the fact that everything nowadays is randomly generated put me off it. Besides, I've already tailored a story to the environment (which while feasible for random gen'd terrain, I can't help but feel that a story requires a certain amount of hand crafting). Seeing as the game takes place in an enclosed space I [I]might[/I] at some point in the future do a "Quick-Play" randomly generated mode after the main one is finished (but if you're reading this in the future and are trying to keep me to my word good luck with that, 'cuz I've promised NOTHING).
[QUOTE=Jcorp;45794554]Oh, making everything by hand. The original plan I had for it did involve some level of randomisation, but the fact that everything nowadays is randomly generated put me off it. Besides, I've already tailored a story to the environment (which while feasible for random gen'd terrain, I can't help but feel that a story requires a certain amount of hand crafting). Seeing as the game takes place in an enclosed space I [I]might[/I] at some point in the future do a "Quick-Play" randomly generated mode after the main one is finished (but if you're reading this in the future and are trying to keep me to my word good luck with that, 'cuz I've promised NOTHING).[/QUOTE] Nah its just that it looks amazing. Also if you decide to do add multiplayer you can make the mp maps randomizes.
Well, after a bit of using Bolt, here's what I think. It's not quite ready for a commercial game yet. It's in Beta, so that's to be expected, but there's still bugs and general oddities being worked through. And that brings me to my next topic. I posted on the Unity forums, figured I'd post here as well... I talked with my team, and we're thinking of releasing a kit on the Unity Asset Store for multiplayer FPS games. Somebody on the asset store publisher's group mentioned the lack of such things as compared to UE4's shooter kit (there are shooter kits on the Unity asset store, but they don't even come close). And here is the dilemna. I would love to use uLink for the kit (and for our game), but I am worried that the price of uLink would scare away customers. I could use Bolt, but at this point I consider uLink to be a much more mature and perhaps capable technology. Decisions, decisions...
Honestly, it may be a bit of a bitch for you. But at the rate that Bolt is developing. I'd stick with it for your asset. Since I've been using Bolt myself, I do agree, it's Beta, and needs work. But the things I have seen, and used. Are really amazing, Mecanim integration for example, is fucking amazing. As for uLink, indeed it is a good networking solution, but holy shit that price tag. So if you're developing this for average users/indie developers I'd stay away from uLink, far, far to pricey for the average developer. So, either Bolt, or a different networking solution that isn't insanely expensive.
Bolt is really good and the dev is a really nice guy. That being said it's really not ready for casual game devs to just pick up and use. You're going to have to go into the source code and change a lot of things to make it usable. It's been very frustrating to use but has saved me a lot of time. It's worth the money but don't expect to make a full networked game without running into many issues. It's improving every day though.
[QUOTE=layla;45799709]Bolt is really good and the dev is a really nice guy. That being said it's really not ready for casual game devs to just pick up and use. You're going to have to go into the source code and change a lot of things to make it usable. It's been very frustrating to use but has saved me a lot of time. It's worth the money but don't expect to make a full networked game without running into many issues. It's improving every day though.[/QUOTE] Speaking of digging into the source code... Trying to do that now, and for some reason either Bolt, Unity, or both is/are being a royal pain in the ass about it (failing to import the DLL with an internal compiler error)
All I had to do was change the paths to point to my unity folder in the build script and project files.
There's a build script? .__.
Build.bat, assuming you're using the version from github.
Yeah I see it now. Although it ends in an error, but closes too quickly for me to see what the error message is. EDIT: Meh, I bet I'm just being thick. I'll figure this out eventually.
[B]Cross post from WAYWO. [/B] [quote][B]Working on a new Pig Game.[/B] [img_thumb]http://i.imgur.com/arGjvI1.jpg[/img_thumb] [video=youtube;8cCgNy8GJOw]http://www.youtube.com/watch?v=8cCgNy8GJOw[/video][/quote]
Yep, as I suspected I was just being thick about Bolt. Fholm told me I had to run Bolt/Compile after importing Bolt files from Build.bat.... d'oh!
Do the sample projects work for you? All of mine are completely broken so I had to make my project from scratch and just guess how the new code works. Would be nice if the samples worked out of the box though, I really want to try that car sample.
The samples have basically never worked for me.
There's an updated tutorial for the new code. Here's the link if you missed it : [url]http://www.boltengine.com/Tutorial_v0214.aspx[/url]
If im making a 2d game thats going to be on mobile, whats the best way to make sure the textures stay crisp? Should my textures be large or ssmall?
[QUOTE=Richy19;45807879]If im making a 2d game thats going to be on mobile, whats the best way to make sure the textures stay crisp? Should my textures be large or ssmall?[/QUOTE] Those are the kind of question you have to ask yourself. What is your game art style? Is it pixel-y like minecraft? Is it up close? Is it important in the scene? Quality vs Quantity? Does size comes in a factor (Since you said it was a mobile game, so you wanted to make sure it's optimized), etc, etc... Just simply ask yourself these kind of questions. Do some test, make some prototype and determine yourself which is better.
Pixel perfect is a pain in unity. I did it once and it required a bunch of unit conversions on every transform operation, this was way back though, maybe there is an easier way now.
If you use units as pixels, then you don't have to do anything other than half pixel offset on DX9.
This was very early unity.
On this topic, does resizing the units have drastic impact on physics/something else? Doesn't it have a tendency to glitch when you change the grid size to extreme levels such as 1px/10000px? I'm afraid to resize the grid to convenient numbers due to this belief.
My water isn't working. I just dragged in the simple water prefab and it looks like this when I run it: [img]http://i.imgur.com/A95Ftre.png[/img] It does move but it just looks like it's zoomed in to one part of the texture or something. Any ideas what I did wrong?
Sorry, you need to Log In to post a reply to this thread.