• Unity3D - Discussion
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Sorry for the long video. [video=youtube;UJW_reoerzg]http://www.youtube.com/watch?v=UJW_reoerzg[/video] I got my game to the point where it's playable, and I gotta say, it's pretty fun so far.
Those pigs screaming voice really add to the funnines of the game haha :D
[video=youtube;7CRQHva0TmE]http://www.youtube.com/watch?v=7CRQHva0TmE[/video] Phoenix Wright as a crappy UnityGUI game! Now with sound effects! Finished porting pretty much the entirety of Case 1.
dat feeling when you change one random bool accidentally somewhere and whole game gets bugged hard. And you lose hour because of it. [editline]11th September 2014[/editline] [QUOTE=KillaMaaki;45948216][video=youtube;7CRQHva0TmE]http://www.youtube.com/watch?v=7CRQHva0TmE[/video] Phoenix Wright as a crappy UnityGUI game! Now with sound effects! Finished porting pretty much the entirety of Case 1.[/QUOTE] That is lots of text.
[QUOTE=Fourier;45950939] That is lots of text.[/QUOTE] Yeah, turns out Phoenix Wright is, at its core, pretty much nothing more than one big absolutely monolithic dialogue tree. It's pretty much a dialogue sequence with some special cases (mostly to handle Cross Examinations, since for a cross examination you are allowed to move backwards and forwards through the dialogue sequence at will, you can press the witness on a particular line of dialogue with the Hold It button, and you can also present evidence to contradict the witness) It's actually almost completely linear. For branches that aren't "correct" or "incorrect" (for instance, the part where I can choose whether to let my client speak or not) they tend to converge almost immediately. For multiple choices where there's one "correct" answer and one or more "incorrect" answers, the incorrect branches just loop right back around and let you pick another answer, and the correct answer just continues the dialogue. Same as for presenting the evidence during a cross-examination, but instead of picking an answer it checks whether or not you've presented the correct evidence. I haven't implemented penalties, so actually right now it's impossible to fail the case (owing to the highly linear nature of it - in fact, you cannot proceed past a witness examination until you a contradiction so it's impossible to skip important contradictions). If I were to extend this to a real game (I don't think I will, because of copyright - this was mostly a programming exercise for myself), you'd get penalties for incorrect answers, and if you suffer too many penalties you lose the case (penalties would be given for answering a multiple choice incorrectly, or for presenting the wrong evidence during a cross-examination) EDIT: I ended up implementing my own custom-built system for this. Dialogue was split into "DialogueSequences", which were really just a big sequential list of "DialogueNodes". Each sequence was an asset, and sequences could link to other sequences, multiple choices could link to other sequences, presenting evidence can lead to "correct" and "incorrect" sequences, etc. If I were to redesign it, I think some kind of node graph might have made things much better. Actually, I bet this would have been trivial to implement in Playmaker - representing each dialogue box or special event as a node in the tree. I could have easily arranged the thing visually to sort of "preview" the tree as a whole. Probably one of the few cases where I would really advocate the usage of Playmaker, actually. Plus it would help make things much more modular and easy to extend, as instead of a big monolithic DialogueNode which has properties for everything I could possibly need (since Unity won't serialize subclasses, grr), I'd split things into different node types. So, for example, adding a penalty would be super easy - just add a Penalty node type which I link into the tree at the proper places.
Something like this? I did this a while ago. [video=youtube;W9WS_XaTS08]http://www.youtube.com/watch?v=W9WS_XaTS08[/video]
[IMG]http://i.minus.com/iGrJJ1syhXDwQ.gif[/IMG] Multiplayer is in! I must thank you guys for helping me through this. Wouldn't have made it without you! Now I am currently adding the weapons and skills... Been thinking: Maybe I could somehow add some elements from Giants: Citizen Kabuto. That game was the tits.
I have the Unity gyroscope quaternion (Input.gyro.attitude) and I need to translate this to local space rotation. Right now it's impossible to get the tilting of the phone. Anyone able to help me?
[QUOTE=Cyberuben;45959191]I have the Unity gyroscope quaternion (Input.gyro.attitude) and I need to translate this to local space rotation. Right now it's impossible to get the tilting of the phone. Anyone able to help me?[/QUOTE] Have you tried this? It's not exactly the same but might help you figure it out. [url]http://answers.unity3d.com/questions/434096/lock-rotation-of-gyroscope-controlled-camera-to-fo.html[/url]
[QUOTE=Skipcast;45959267]Have you tried this? It's not exactly the same but might help you figure it out. [url]http://answers.unity3d.com/questions/434096/lock-rotation-of-gyroscope-controlled-camera-to-fo.html[/url][/QUOTE] I can't seem to get the DeviceRotation.Get() to work though. -edit- As in, the function does not exist...
I just bought Bolt at 50% (That coupon didn't expired in 48hrs) It's downloading...Really slow and the download fails constantly, i'm the only one with that issue?
Are there any more coupons for bolt?
Working on some simple procedural mesh generation and managing chunks. [video=youtube;JttXTK4vk5w]http://www.youtube.com/watch?v=JttXTK4vk5w[/video]
If you want to make a multiplayer game does it matter if you make it single player first and then convert it to multiplayer or is just a waste of time to do it single player ?
[QUOTE=BoowmanTech;45966000]If you want to make a multiplayer game does it matter if you make it single player first and then convert it to multiplayer or is just a waste of time to do it single player ?[/QUOTE] You want to build it as multiplayer from the ground up. Multiplayer and Singleplayer games are different structurally, and you'll have a much better time designing the games architecture as multiplayer from the start instead of going back and changing everything to be replicated and making sure that things are syncing properly, etc.
[QUOTE=Duskling;45966481]You want to build it as multiplayer from the ground up. Multiplayer and Singleplayer games are different structurally, and you'll have a much better time designing the games architecture as multiplayer from the start instead of going back and changing everything to be replicated and making sure that things are syncing properly, etc.[/QUOTE] This. You should start from the beginning.
At the very least, if you're going to add multiplayer later, you need to [I]design[/I] the game with multiplayer in mind. But even still it's probably easier to just add in multiplayer from the beginning.
[QUOTE=AtomiCal;45965153]Are there any more coupons for bolt?[/QUOTE] Yes, you can still accessing here (I thought was a 48hr offer) [url]http://www.boltengine.com/Buy.aspx?CODE=L96QSFFDFRG9Y[/url] I'M GONNA SHOOT...75% AND JUST ONE HOUR REMAINING AND THE DOWNLOAD FAILED AGAIN
Multiplayer from the beggining, because converting singleplayer to multi will be painfull experience.
[QUOTE=Fourier;45971851]Multiplayer from the beggining, because converting singleplayer to multi will be painfull experience.[/QUOTE] Indeed, this has caused me to abandon projects before - the conversion process was so painful I just gave up.
[QUOTE=KillaMaaki;45971881]Indeed, this has caused me to abandon projects before - the conversion process was so painful I just gave up.[/QUOTE] Yeah I believe you one hundred percent. Btw, I wonder how the heck they converted GTA 3 (which was singleplayer) to multiplayer. I mean, multiplayer was/is comunity mod.
[QUOTE=Fourier;45972143]Yeah I believe you one hundred percent. Btw, I wonder how the heck they converted GTA 3 (which was singleplayer) to multiplayer. I mean, multiplayer was/is comunity mod.[/QUOTE] Probably craptons of work (I've seen similar mods for I believe Just Cause 2, as well as Skyrim). Fans can be really dedicated, sometimes.
[QUOTE=Fourier;45972143]Yeah I believe you one hundred percent. Btw, I wonder how the heck they converted GTA 3 (which was singleplayer) to multiplayer. I mean, multiplayer was/is comunity mod.[/QUOTE] Disclaimer: I created Just Cause 2: Multiplayer. Lots and lots of reverse-engineering. The code becomes a nightmare because you have little control over the game unless you actually go out and find what you're after. Its generally extremely hard to design around and results in many painful nights. Essentially, you trust the client with a great deal of data, as the server does zero simulation of game state. You can enforce a few small things here and there, but generally, anything the client submits is treated as state and replicated to the peers. That said, you're able to scale rather well because the server is not doing as much processing - JC2MP peaked at 1800 simultaneous players on one server, and the main bottleneck was Lua taking up CPU time.
[QUOTE=kynox;45975530]Disclaimer: I created Just Cause 2: Multiplayer. Lots and lots of reverse-engineering. The code becomes a nightmare because you have little control over the game unless you actually go out and find what you're after. Its generally extremely hard to design around and results in many painful nights. Essentially, you trust the client with a great deal of data, as the server does zero simulation of game state. You can enforce a few small things here and there, but generally, anything the client submits is treated as state and replicated to the peers. That said, you're able to scale rather well because the server is not doing as much processing - JC2MP peaked at 1800 simultaneous players on one server, and the main bottleneck was Lua taking up CPU time.[/QUOTE] That is fucking awesome! Can't imagine the nightmare you people went through.
It seems like every month or so I break trajectory prediction [IMG]http://i.somethingawful.com/forumsystem/emoticons/emot-suicide.gif[/IMG] [editline]edit[/editline] no, trajectory previewer, that's not how gravity works [img]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-09/2014-09-14_12-18-39.png[/img]
Porting a good deal of my FPS work over to an FPS kit. Progress: [video=youtube;4HUIFWfY9dE]http://www.youtube.com/watch?v=4HUIFWfY9dE[/video] EDIT: Just added support for mouse acceleration. Honestly can't tell whether I like it or not.
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/DemoScreenshot_05.png[/img_thumb] Inching ever closer to a done-ish demo. It has a beginning, and sort-of a middle. The whole idea is that it's a made-up segment from half-way through the actual game, but with some instructional things to tell the player what the hell's going on (there's a big fence around the area they're in, so they can't go off and explore the rest of the map - which I expect some people to be able to get around, but I've emptied the rest of the map in this build so HAH joke's on them). Also been tuning-up combat; turrets are seriously important if you don't want to get squished; the weapon in the screenshot doesn't do any direct damage to them, just baits them into following you (and into the range of a handy-dandy turret or scrambling radio-tower). Yesterday, however, I added in a sort-of gravity gun function that collects all the bombs that enemies throw at you, which you can then fire back at them (so a gravity gun that can collect multiple things, basically). Next up I guess is more structured enemy waves, balancing the shit out of everything, and voice acting. While, of course, making sure it's actually fun. Oh, and stabilising the framerate. Seriously, maybe it's my computer but 60fps is a bastard to get with a large map.
[QUOTE=KillaMaaki;45979333]Just added support for mouse acceleration. Honestly can't tell whether I like it or not.[/QUOTE] Mouse acceleration on an FPS? No you don't like it.
Been messing around with this little project again today. Really enjoying Unity even though it can be a pain to do simple stuff. Since I last showed it off I've added usable object detection which works for any number of agents. Its set up in such a way that I can easily set up completely new objects that can do different stuff / the same stuff with different properties. I've also sorta tested the system by making doors which block and allow pathfinding. [vid]http://puu.sh/bzQeM/cb865d13db.webm[/vid]
[QUOTE=KillaMaaki;45979333]Porting a good deal of my FPS work over to an FPS kit. Progress: [video=youtube;4HUIFWfY9dE]http://www.youtube.com/watch?v=4HUIFWfY9dE[/video] EDIT: Just added support for mouse acceleration. Honestly can't tell whether I like it or not.[/QUOTE] You should have it for options on/off but I have it always disabled in CS:GO
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