God, I can't wait to get a stable job/money. Then I can actually afford Unity Pro.
Actually i can pay 75$ month...BUT the word "You are obliged to pay 12 subscription months"...Scares me
[QUOTE=gonzalolog;46343371]Actually i can pay 75$ month...BUT the word "You are obliged to pay 12 subscription months"...Scares me[/QUOTE]
Don't do it. I believe they lock you in forever, as in you're not paying $75 until you get to $1500, you're paying $75 until the next payment cycle (a year.) Either that or I'm just confused by their poorly worded marketing :v:
Those templates are interesting, what happens if you load the [B]Infinite Runner[/B], or [B]Tower Defense[/B] ones?
Testing:
[arcade]http://files.facepunch.com/ziks/2014/October/27/Mazing.bytes[/arcade]
Please let me know if the game doesn't load for anyone or the UI is broken.
[editline]dicks[/editline]
Controls are WASD / Arrow keys to move + Z / Left click to vault a wall.
[QUOTE=Ziks;46343596]Testing:
Please let me know if the game doesn't load for anyone or the UI is broken.
[editline]dicks[/editline]
Controls are WASD / Arrow keys to move + Z / Left click to vault a wall.[/QUOTE]
Works great for me!
[QUOTE=Ziks;46343596]
Please let me know if the game doesn't load for anyone or the UI is broken.
[editline]dicks[/editline]
Controls are WASD / Arrow keys to move + Z / Left click to vault a wall.[/QUOTE]
just all white for me [url]http://u.rtag.me/p/UESAsS.png[/url]
Super pumped about the Unity 5 beta :D
On a side note, I've just about got my Multiplayer FPS Sample Project ready for release, but I want to have a few people test it first. If anybody owns Bolt (and can download v0.4.17 or higher from Github) and has a solid grasp of C# programming in Unity, I've got a thread over on the ArmedUnity forums about it -> [url]http://armedunity.com/topic/10205-multiplayer-fps-sample-project-alpha-testing/[/url]
EDIT: Yeah the game works just perfectly for me as well.
[QUOTE=Perl;46343687]just all white for me [url]http://u.rtag.me/p/UESAsS.png[/url][/QUOTE]
Same for me.
[QUOTE=sarge997;46343510]Those templates are interesting, what happens if you load the [B]Infinite Runner[/B], or [B]Tower Defense[/B] ones?[/QUOTE]
The button hovers and you can click them, but the "Create" button gets disable due there's no examples yet
[QUOTE=Perl;46343687]just all white for me [url]http://u.rtag.me/p/UESAsS.png[/url][/QUOTE]
[QUOTE=BackwardSpy;46343821]Same for me.[/QUOTE]
It could be that you have an old version of UnityDog in your cache.
Can you try CTRL+SHIFT+R-ing [url=http://facepunch.com/fp/unitydog/unitydog.js]this[/url] file until the second non-whitespace line is "var g_SceneLoadedCallback = null;"? Then reload this thread.
If that fixes it we'll need to force a cache invalidation of UnityDog.
[QUOTE=Ziks;46343596]Testing:
*snip*
Please let me know if the game doesn't load for anyone or the UI is broken.
[editline]dicks[/editline]
Controls are WASD / Arrow keys to move + Z / Left click to vault a wall.[/QUOTE]
So this is going in the virtual FP arcade thing?
[QUOTE=Drury;46344205]So this is going in the virtual FP arcade thing?[/QUOTE]
We'd like arcade game creation to be as accessible as possible, so we're playing with the idea of being able to develop and test games in your browser.
[unity]https://googledrive.com/host/0B880YP62WUBBb3BMazROZlpuVnc/WebBuild.unity3d[/unity]
I made a thing!
I'm loving iTween & Playmaker. So easy to whip up nice looking animations in literal seconds.
It's meant for mobile so you wouldn't normally see the edges like that.
[QUOTE=PieClock;46345063]
I'm loving iTween & Playmaker.[/QUOTE]
iTween? Ew. iTween is horribly inefficient, actually out of all of the tween libraries it is probably the most inefficient library you can get - it does tons of GC allocations in comparison to the others.
[QUOTE=KillaMaaki;46345125]iTween? Ew. iTween is horribly inefficient, actually out of all of the tween libraries it is probably the most inefficient library you can get - it does tons of GC allocations in comparison to the others.[/QUOTE]
Yeah, I've heard.
Still loving it though. Main reason I'm using is it's included with PlayMaker and has quite a few quick and easy actions built around it.
I guess if it gets to be a noticeable issue I'll look into something else but right now I'm just fucking about.
[QUOTE=Richy19;46337848]
question...
Its like unity is calling the callback on initiation with the max value of 100, which sets the slider to be max[/QUOTE]
Turns out when setting a slider value you need to use slider.value not slider.normalizedValue
[QUOTE=KillaMaaki;46345125]iTween? Ew. iTween is horribly inefficient, actually out of all of the tween libraries it is probably the most inefficient library you can get - it does tons of GC allocations in comparison to the others.[/QUOTE]
Yeah, this turned really slow on a mobile game that i'm making, can you tell me an alternative?
[QUOTE=gonzalolog;46345491]Yeah, this turned really slow on a mobile game that i'm making, can you tell me an alternative?[/QUOTE]
The available tween libraries I know of, in order of most to least efficient: DFTween (shameless plug alert: I worked on it) and LeanTween both just about tied for most efficient, followed by HOTween, finally followed by iTween as least efficient.
[QUOTE=Ziks;46344106]It could be that you have an old version of UnityDog in your cache.
Can you try CTRL+SHIFT+R-ing [url=http://facepunch.com/fp/unitydog/unitydog.js]this[/url] file until the second non-whitespace line is "var g_SceneLoadedCallback = null;"? Then reload this thread.
If that fixes it we'll need to force a cache invalidation of UnityDog.[/QUOTE]
Seems to work now.
Aah, haven't been working on stuff recently because of University (how does one even science), but I've managed to get a few things done. Namely the start/end bit of my demo, which are arguably the most important bits (besides the middle, of course). I've been getting voice acting and have put in a lot of writing/fluff text, and the progression is basically done. There's art and stuff to do, and lots of other tiny things, but... I actually think this demo is close to being finished ([I]immediately finds 1000 more problems[/I]). And incredibly, once I've finished the demo a lot of things for the main game will be complete. So all in all, I think this has gone rather well.
Oh, and I can now say that my music is being done by a mister ExEcuteFox, who is very good at doing the musics and stuff.
Oh, and look;
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/ShinyCave_2.png[/img_thumb]
i can do lens flare. DICE hire plz.
[editline]asdf[/editline]
Oh, so automerge has a time limit. The more I know.
Had a free afternoon, and needed to spend some time modelling, so that's how an that was spent. Behold, SPACE.
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/Space_Station_Sun_1.png[/img_thumb]
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/Space_Station_Sun_2.png[/img_thumb]
Looks awesome. Is that for your the game you've been working on? (I forget the name)
[QUOTE=Pelf;46356014]Looks awesome. Is that for your the game you've been working on? (I forget the name)[/QUOTE]
Eyyupp, it'll have a space bit, so I'm putting that at the end of the demo thing I'm making (so I won't have to do it all from scratch later).
To be honest, I haven't actually settled on a proper name for it :v: All the dev videos have been titled "OTC_G", meaning "On This Cracked Ground", but that's a shitty pretentious name that I only chose because I needed to call it something. I will be thinking of a new name for it soon.
[QUOTE=Jcorp;46355913][editline]asdf[/editline]
Oh, so automerge has a time limit. The more I know.
Had a free afternoon, and needed to spend some time modelling, so that's how an that was spent. Behold, SPACE.
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/Space_Station_Sun_1.png[/img_thumb]
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/Space_Station_Sun_2.png[/img_thumb][/QUOTE]Damm you. I feel so bad looking at your pictures because my game animations sucks and the models do too. :sadface:
[QUOTE=Carlton Dance;46357741]Damm you. I feel so bad looking at your pictures because my game animations sucks and the models do too. :sadface:[/QUOTE]
Bake light with AO
Found out the hard way that maya doesn't export visibility or unity can't read it in animations, what can I do other than code the arrow to disappear?
[IMG]https://dl.dropboxusercontent.com/u/33714868/term4/shoot.gif[/IMG]
[QUOTE=pinecleandog;46359756]Found out the hard way that maya doesn't export visibility or unity can't read it in animations, what can I do other than code the arrow to disappear?
[IMG]https://dl.dropboxusercontent.com/u/33714868/term4/shoot.gif[/IMG][/QUOTE]
Split into two seperate animations, one before releasing the bow and one after, without the arrow? I would do that myself because I don't like adding little timer functionalities into code, makes things a bit messy. Besides, seperate animations are probably a must if you have any kind of hold feature on the bow.
[QUOTE=gonzalolog;46359665]Bake light with AO[/QUOTE]
Sort of. I've had problems with baked lighting in Unity because of my big maps, so I don't really use it (there's no baked lighting in those screenshots, only point lights). I do, however, bake AO into the textures of the models - if only because you need Unity Pro to do AO with shaders.
[QUOTE=pinecleandog;46359756]Found out the hard way that maya doesn't export visibility or unity can't read it in animations, what can I do other than code the arrow to disappear?
[IMG]https://dl.dropboxusercontent.com/u/33714868/term4/shoot.gif[/IMG][/QUOTE]
Make a bone/attachment for the arrow and make it into a seperate model.
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