[vid]http://mophogames.com/Files/vlog07.webm[/vid]
Finally getting back to Orbital Assault dev.
I think this is officially Update #7 of Orbital Assault. This is using my FPS kit/sample project as a base now.
I just got SECTR Audio integrated. It's a bit of a pain in the ass to get it working right, but I think the HDR mixing alone is worth it (though I had to modify it a bit)
My first day using Unity, seems pretty straightforward so-far. Debug draw tools are useful.
Do these Tangent, and Binormals seem correct to you guys?
[media]http://www.youtube.com/watch?v=3LbHmJFChtY[/media]
Seems off to me. I don't like that the y flips sometimes.
Never-mind I figured it out.
[media]http://www.youtube.com/watch?v=Z0tmCRwxxT4[/media]
I'm playing around with meshes at the moment. The magenta line is the closest-vert to the intersection point. I'm using the surface normal and not the vert-normal in this scenario, but I should probably show the vert normal.
So I made a little more progress
[media]http://www.youtube.com/watch?v=Mjrzu3HgbkY[/media]
Basically I'm just using slice motion with the mouse to define planes. The red represents the line between the start and end point, and the white is the represents the plane's normal from the midpoint of the red line.
One of my long-term goals is to use the plane to "cut" meshes in half.
[editline]5th November 2014[/editline]
Eh... sorry for the triple post.
Seems the pace for Unity 4.6 is going along nicely, as RC1 version has been released, on the same place as before: [url]http://unity3d.com/unity/beta/4.6[/url]
I'm making modular building parts with probuilder and whenever I move the piece it un-aligns from the grid. The one on the left is the one I made and it lines up perfectly with the grid lines. The one on the right was copy and pasted and when I try to move it, it unaligns for some reason. Anyone know how to fix this?
[img]http://i.imgur.com/H9vhRS0.png[/img]
I've just installed b21 last week and i had lots of errors with VS, i hope get something cool with 4.6
[QUOTE=elih595;46432072]I'm making modular building parts with probuilder and whenever I move the piece it un-aligns from the grid. The one on the left is the one I made and it lines up perfectly with the grid lines. The one on the right was copy and pasted and when I try to move it, it unaligns for some reason. Anyone know how to fix this?
[img]http://i.imgur.com/H9vhRS0.png[/img][/QUOTE]
Is it aligning the right side properly? If so you should check if the size of the grid matches the size of the model.
Actually i had problems with probuilder about the extrude, that moves 0.5 units and i need to snap this manually :v
[QUOTE=elih595;46432072]I'm making modular building parts with probuilder and whenever I move the piece it un-aligns from the grid. The one on the left is the one I made and it lines up perfectly with the grid lines. The one on the right was copy and pasted and when I try to move it, it unaligns for some reason. Anyone know how to fix this?
[img]http://i.imgur.com/H9vhRS0.png[/img][/QUOTE]
I want those textures
The right side is over the grid line by the same amount as the left. The pieces of the model total to 6 units tall, 10 wide and .5 deep. When I move all the pieces together it mis-aligns the whole thing in all 3 directions. Anyone know if I can set where to snap to grid from?
[QUOTE=Arxae;46433115]I want those textures[/QUOTE]
Probuilder 2 default textures, but, you can use prototype and build cool levels using these textures
Alrighty, thanks ^^
Package inbound. Standby for delivery (prototyping the Drop Packs in Orbital Assault)
[video=youtube;HAvrdfMM7Ik]http://www.youtube.com/watch?v=HAvrdfMM7Ik[/video]
i liked the fancy effects and then it's just a grey block reminds me of the alpha videos of starcraft 2 where zerg creep was just a transparent purple sprite and they were just like "this is what it looks like when programmers make art assets"
Started messing with Unity. I'm liking how straightforward and easy to learn it is, if you bother to put down five minutes of your times to learn :v:
Out of pure curiosity (since it's way too early for me to mess with this), I've heard the stock networking is godawful. Why is that? And what are some good alternatives? The one I see mentioned the most is Photon
[QUOTE=NitronikALT;46438604]Started messing with Unity. I'm liking how straightforward and easy to learn it is, if you bother to put down five minutes of your times to learn :v:
Out of pure curiosity (since it's way too early for me to mess with this), I've heard the stock networking is godawful. Why is that? And what are some good alternatives? The one I see mentioned the most is Photon[/QUOTE]
It's incredibly buggy.
As far as networking solutions, it really depends on what you want to do.
[QUOTE=NitronikALT;46438604]Started messing with Unity. I'm liking how straightforward and easy to learn it is, if you bother to put down five minutes of your times to learn :v:
Out of pure curiosity (since it's way too early for me to mess with this), I've heard the stock networking is godawful. Why is that? And what are some good alternatives? The one I see mentioned the most is Photon[/QUOTE]
So here's my short story on this topic:
About a month ago, despite what everyone said about Unity's poor networking, I decided to give it a run. In my experience I found it to be intuitive, well integrated, easy to implement, manage and tweak to my project's needs. I even added some interpolation and extrapolation to polish it all up. I was surprised by how well it worked...
...until the defecation hit the oscillation. Sure it was working locally, but when I asked my friends to help me with testing there were only a few clients could connect, others could connect randomly (less than half of the time), and others couldn't connect at all. I wasted half a day fucking about with my code and Windows/router firewall settings to no avail. I even put the server software on my DMZ'd test box but that did absolutely nothing. It was totally unreliable. I really, really wanted it to work.
In the end I switched over to Photon and as of now it's working well for what I need. It's remarkably similar to Unity's networking and includes a conversion wizard (the wizard broke my project so I ended up manually converting but it was a good way to learn the Photon framework. Unity's network design is great, but the execution is crummy.
I just started going through the Unity tutorials. These are amazingly well put together!
[QUOTE=foszor;46441521]So here's my short story on this topic:
-Networking Story-[/QUOTE]
Even with its flaws, would you recommend using default Unity networking or Photon for just a simple game where there'll only ever be two players connected?
[QUOTE=chimitos;46442172]I just started going through the Unity tutorials. These are amazingly well put together![/QUOTE]
Which ones?
[QUOTE=Richy19;46442531]Which ones?[/QUOTE]
Specifically the roll-a-ball one, but they all seem well done.
Anyone having problems with new UGUI Text?
Some text objects are blurry while others are sharp.
This is the exact copy of sharp text 1:1 and for some reason its not the same at all.
Is this a bug or what?
[img]http://i.imgur.com/rOrNUAI.png[/img]
If you can't tell the difference, zoom in. Also notice how in 2nd line "m" and "x" are smaller than in first.
What's the position of the second one?
[QUOTE=KillaMaaki;46443150]What's the position of the second one?[/QUOTE]
I fixed the issue albeit the fix is a weird one. Position in Y was 50, I changed it to 50.5 and second text is now sharp too. First one also had x.5 as Y position. Strange how even number is bad and yet a comma one is good.
As Y gets closer to .5 it gets sharper, any way up or down makes it blurrier.
[QUOTE=itisjuly;46443288]I fixed the issue albeit the fix is a weird one. Position in Y was 50, I changed it to 50.5 and second text is now sharp too. First one also had x.5 as Y position. Strange how even number is bad and yet a comma one is good.
As Y gets closer to .5 it gets sharper, any way up or down makes it blurrier.[/QUOTE]
Hm, what's your canvas render type?
Sounds like classic half pixel offset issues to me (only an issue in DirectX 9, supposedly not in OpenGL or DirectX 11)
[QUOTE=KillaMaaki;46443517]Hm, what's your canvas render type?
Sounds like classic half pixel offset issues to me (only an issue in DirectX 9, supposedly not in OpenGL or DirectX 11)[/QUOTE]
Ok I fixed it properly this time (I think)
Canvas mode is Screen Space - Overlay and running in DX11 mode.
All I had to do was tick "Pixel Perfect" in canvas and now text is sharp with no decimals in coordinates.
Not strictly Unity, but relevant to my project so hey-oo.
Here's some early (art person states that it is INCREDIBLY WIP) art for the two playable characters.
(it's kinda big so I won't lag the page by thumbing it)
[url]https://dl.dropboxusercontent.com/u/107588088/BigDamnCharactersWIP.png[/url]
It's odd giving someone a backstory you've written and then watching them make a pretty picture out of it.
As for something more programmer-y, I've done the "Emergency Drop Turret" that the guy drops when he's below a certain amount of health (the woman gets the gun)
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/Turret_Laser.png[/img_thumb]
It bobs up and down and shoots laser beams out of the red bit, but I've got a headache so like hell am I making a video on it.
Jcorp, this is turning into something very sci-fi-ish. Looks like basic version of borderlands :)
[URL="http://i.imgur.com/zYN49z1.png"]So, you download this spritesheet here, right? You edit it to your heart's content, give it a face if you wish, whatever. You upload it to imgur and grab its direct link.[/URL]
The game asks for the link, you put that in and blamo. There it is.
[IMG]http://i.imgur.com/M0ttLLR.png[/IMG]
You can also draw your own maps and levels. Just use a tool with transparency and blamo.
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