• Unity3D - Discussion
    5,004 replies, posted
I would post stuff but college sucks up all my time.
[QUOTE=LuaChobo;42345936]Don't you just love it when you go through a drought of meh ideas that don't really interest you and then suddenly, you ask a friend for help thinking of something and within minutes you both collaborate on an idea that is really fucking awesome. I love that moment, I just had that moment. Its not a great idea for a full game, but its a great idea for a small portfolio project. [unity]http://puu.sh/4E0VH.unity3d[/unity] Just fucking around with the idea right now, nothing too flashy. Left click sets the gravity direction to the surface you aimed at, right click sets it to the opposite, middle click freezes everything. Not entirely sure how I should go about "fixing" how the player can click on weirdly rotated gravity blocks, i might just make the raycast ignore them.[/QUOTE] Hey LuaChobo, What are you using for that first person setup? UFPS? I really like it but I don't like using pre made assets in my projects, I feel better if I make them myself.
I think im going to jump in on unity when I get some time. Because apparently a lot of people who don't code well are able to learn fast.
[QUOTE=Sally;42401190]I think im going to jump in on unity when I get some time. Because apparently a lot of people who don't code well are able to learn fast.[/QUOTE] I can/Can't code because i don't know how apply it lol
Might release a simple, yet, effective visual programming trigger script. It's similar to Source SDK's trigger interaction, only using Trigger_multiple
If you're jumping into Unity, do this section to learn how to make your way around the program: [url]http://unity3d.com/learn/tutorials/modules/beginner/editor[/url] then try out both the project tutorials, as they basically teach the rest of the basics: [url]http://unity3d.com/learn/tutorials/projects/roll-a-ball[/url] [url]http://unity3d.com/learn/tutorials/projects/stealth[/url]
[QUOTE=Skibur;42402932]Might release a simple, yet, effective visual programming trigger script. It's similar to Source SDK's trigger interaction, only using Trigger_multiple[/QUOTE] This reminds me that I need to work on my Hammer plugin again, and to implement triggers when I get the time too.
[QUOTE=Venom Mk III;42403259]If you're jumping into Unity, do this section to learn how to make your way around the program: [url]http://unity3d.com/learn/tutorials/modules/beginner/editor[/url] then try out both the project tutorials, as they basically teach the rest of the basics: [url]http://unity3d.com/learn/tutorials/projects/roll-a-ball[/url] [url]http://unity3d.com/learn/tutorials/projects/stealth[/url][/QUOTE] how did I never find this earlier like, I understand how to do stuff now but it took 3 days of experimenting and dicking around but shit I feel dumb for not finding this earlier.
[QUOTE=Johnny Guitar;42406678]how did I never find this earlier like, I understand how to do stuff now but it took 3 days of experimenting and dicking around but shit I feel dumb for not finding this earlier.[/QUOTE] Yeah the two project tutorials came out around a month ago after the 2nd major update to Unity 4 I think, they are now the best beginner tutorials around imo.
Here are my projects that I have footage of. The first two are from my thesis project Codename: GooGirl. It was a collaborative project mostly between myself and a friend with help from three others. I modeled, rigged, animated and coded the character as well as designed the overall gameplay mechanics. I was the 'project lead'. [media]http://www.youtube.com/watch?v=tczpNKwA2Es[/media] It was a network game(our first in fact). We all sort of pitched in for coding that. It was a real bitch. The overall code was a mess, not just the networking portion. We learned [I]a lot[/I] from this project. [media]http://www.youtube.com/watch?v=QTit1dD3H9E[/media] I would really love to re-make this, now that I've learned so much in the past 2 years. This last one is pretty self explanatory. [media]http://www.youtube.com/watch?v=-gfuhqNN5dQ[/media] Currently, I'm working on a simplified flight simulator with not a [I]whole[/I] lot of progress. I also have a local multiplayer, top-down racer, drinking game that has a lot of potential in terms of marketing. My friends and I love playing it. Alas, I need a way for players to save game-types and store game-stats. Also, native controller support in Unity is pretty lacking...
that looks [I]really fucking cool.[/I] especially the first project
[QUOTE=Venom Mk III;42403259]If you're jumping into Unity, do this section to learn how to make your way around the program: [url]http://unity3d.com/learn/tutorials/modules/beginner/editor[/url] then try out both the project tutorials, as they basically teach the rest of the basics: [url]http://unity3d.com/learn/tutorials/projects/roll-a-ball[/url] [url]http://unity3d.com/learn/tutorials/projects/stealth[/url][/QUOTE] I tried the roll-a-ball tutorial and DAMN! I learned all the unity basics...You rock
Tried making geysers and volcanoes. Didn't turn out too well. Anyone have any suggestions to make them better? [video=youtube;FxdmoDY71JQ]http://www.youtube.com/watch?v=FxdmoDY71JQ[/video] [editline]edit[/editline] And now volcanoes hurt you: [video=youtube;kW0lsqk7lVI]http://www.youtube.com/watch?v=kW0lsqk7lVI[/video]
Here you go guys! A script I made based from Source Engine's trigger variables. Tested it out on 4.2.0f and works like a charm. [CODE]using UnityEngine; using System.Collections; using System.Collections.Generic; public class Trigger_Multiple : MonoBehaviour { /*-------------------------------------------- * Script made by Skibur from FP * Free to use for commercial or personal projects * All rights reserved 2013 * ------------------------------------------- */ [System.Serializable] [ExecuteInEditMode] public class Events{ public enum Output { OnStartTouch, OnEndTouch, OnTrigger } public Output output; public GameObject Target; public enum Inputs : byte { Enabled, Disabled, SetPosition, PlayAudio, StopAudio, EnableTrigger, DisableTrigger, PlayAnimation, StopAnimation } public Inputs input; public string parameter; public float delay; } public enum Filter { Untagged, MainCamera, Player, GameController, Enemy, Empty } public Filter filter; public Events[] events; public float damage; public bool devMode; private string fillet; private bool display; private List<string> devMessage = new List<string>(); private List<GameObject> triggert = new List<GameObject>(); private List<GameObject> triggerp = new List<GameObject>(); void Start(){ GetComponent<Renderer>().enabled = false; if(GetComponent<Collider>() != null) GetComponent<Collider>().isTrigger = true; else enabled = false; fillet = filter.ToString(); } void OnDrawGizmosSelected(){ if(devMode){ Gizmos.color = Color.green; Gizmos.DrawWireCube(transform.position, transform.localScale); if(display){ Gizmos.DrawWireCube(transform.position, Vector3.one*2); Debug.DrawLine(transform.position,triggerp[0].transform.position); foreach(GameObject a in triggert){ Gizmos.DrawWireCube(a.transform.position, Vector3.one*2); Debug.DrawLine(transform.position, a.transform.position); } } } } void OnGUI(){ if(display && devMode){ Vector2 p = Camera.main.WorldToScreenPoint(triggert[0].transform.position); for(int i = 0; i < devMessage.Count; i++) GUI.Label(new Rect(p.x - 150, Screen.height-p.y + 30 + (15*i), 400, 20), devMessage[i]); } } IEnumerator TriggerObj(GameObject o, GameObject p){ triggert.Add(o); triggerp.Add(p); display = true; yield return new WaitForSeconds(3); display = false; devMessage.Clear(); triggert.Remove(o); triggerp.Remove(p); } IEnumerator activity(GameObject obj, Events.Inputs inputs, string pram, float delay, GameObject p, string act){ yield return new WaitForSeconds(delay); if(inputs == Events.Inputs.Enabled) obj.SetActive(true); if(inputs == Events.Inputs.Disabled) obj.SetActive(false); if(inputs == Events.Inputs.PlayAudio && obj.GetComponent<AudioSource>()) obj.GetComponent<AudioSource>().Play(); if(inputs == Events.Inputs.StopAudio && obj.GetComponent<AudioSource>()) obj.GetComponent<AudioSource>().Stop(); if(inputs == Events.Inputs.EnableTrigger && obj.GetComponent<Collider>()) obj.GetComponent<Collider>().isTrigger = true; if(inputs == Events.Inputs.DisableTrigger && obj.GetComponent<Collider>()) obj.GetComponent<Collider>().isTrigger = false; if(inputs == Events.Inputs.SetPosition) obj.transform.position = transform.position; if(inputs == Events.Inputs.PlayAnimation) obj.GetComponent<Animator>().SetBool(pram, true); if(inputs == Events.Inputs.StopAnimation) obj.GetComponent<Animator>().SetBool(pram, false); if(devMode){ if(obj !=null) devMessage.Add("On" + act + " -> " + obj.name + " -> " + inputs.ToString()); else devMessage.Add("On" + act + " -> " + inputs.ToString()); StartCoroutine(TriggerObj(obj, p)); } } void OnTriggerEnter(Collider obj){ for(int i = 0; i < events.Length; i++){ if(events[i].output == Events.Output.OnStartTouch){ if(obj.gameObject.tag == fillet) StartCoroutine(activity(events[i].Target, events[i].input, events[i].parameter, events[i].delay, obj.gameObject, "StartTouch")); else if(filter == Filter.Empty) StartCoroutine(activity(events[i].Target, events[i].input, events[i].parameter, events[i].delay, obj.gameObject, "StartTouch")); } } } void OnTriggerExit(Collider obj){ for(int i = 0; i < events.Length; i++){ if(events[i].output == Events.Output.OnEndTouch){ if(obj.gameObject.tag == fillet) StartCoroutine(activity(events[i].Target, events[i].input, events[i].parameter, events[i].delay, obj.gameObject, "EndTouch")); else if(filter == Filter.Empty) StartCoroutine(activity(events[i].Target, events[i].input, events[i].parameter, events[i].delay, obj.gameObject, "EndTouch")); } } } void OnTriggerStay(Collider obj){ for(int i = 0; i < events.Length; i++){ if(events[i].output == Events.Output.OnTrigger){ if(obj.gameObject.tag == fillet) StartCoroutine(activity(events[i].Target, events[i].input, events[i].parameter, events[i].delay, obj.gameObject, "Trigger")); else if(filter == Filter.Empty) StartCoroutine(activity(events[i].Target, events[i].input, events[i].parameter, events[i].delay, obj.gameObject, "Trigger")); } } } } [/CODE] If you have any question, feel free to ask me!
I am having some trouble trying to figure out how to create levels for games in unity3d. I tried to use blender, but creating levels with it seems really unintuitive to me. Anybody have any tips for that? I think until I can figure out a better way of doing that, I will use ProBuilder.
Blender is a good way of doing it. You do have to invest a lot of time in Blender before it starts being productive.
Are there any modelling/texturing tools that allow you to texture a modelled level like you can in probuilder?
[QUOTE=Duskling;42425785]I am having some trouble trying to figure out how to create levels for games in unity3d. I tried to use blender, but creating levels with it seems really unintuitive to me. Anybody have any tips for that? I think until I can figure out a better way of doing that, I will use ProBuilder.[/QUOTE] When you build levels in a third party 3D programs, be sure to have it as molecular assets. Never export your level as a whole pieces, ever. Best way is to use ProBuilder, if not, just simply build your level with primitative blocks and then polish it by adding content assets to make details. [QUOTE=LuaChobo;42431482]Same controls as before, but now its actually somewhat showing gameplay. Left/Right click change gravity, middle freezes the block completely. [unity]http://puu.sh/4JiEE.unity3d[/unity] No win screen, just get to the other side of the "door" at the end of the room. Gee i wonder if that red button has anything to do with it. Sweet sounds by Aspen.[/QUOTE] I love the idea of how you are manuplating gravity to gain access. Incredible work and a solid informative mechanics! It does reminds me of "Super hot game". Find a way to inform players about the core mechanics!
I really like your game, LuaChobo. Might I make a suggestion? Make some sort of line or something coming out of the surface you aimed at, to show where the current gravity base is.
[QUOTE=LuaChobo;42434306]Yeah, its such a simple concept but conveying it to the player is the hard part. There is a lot more planned for this though. Probably going to have the weapon have a little holographic arrow pointing in the direction of gravity for that blocks colour.[/QUOTE] Add a special glove thing so the entire gravity control idea makes sense.
So am I supposed to be getting the cube through the door or myself through the door?
[QUOTE=LuaChobo;42434490]That is the plan. I pay my modeler though so i cant just go "YO BITCH MAKE SHIT" unless someone else wants to make something for me its gonna have to wait I appreciate it and all, but this idea really doesn't deserve that much praise. It just feels too simple for people to say "ye dis shits rly gud" I do have someone that's going to do voice acting to introduce the player to the mechanics in a decently subtle way.[/QUOTE] My own ways of saying "This game is good" is that you have the 30-second-fun rule played over and over. The puzzle there, the goal is there, the mechanics is there. It's fool-proof! Even I think Call of duty is fun in a way.
[QUOTE=Pelf;42435087]So am I supposed to be getting the cube through the door or myself through the door?[/QUOTE] Well considering you need the cube to press the button, you're only going to be able to get yourself through the door. I really enjoyed the game. The controls were so confusing initially, it would be great to have some sort of small graphic that displays on the wall your cursor hit. Also, I felt cheated when I couldn't ride the cube across.
Well, It is really simple, but I like it because I think it could go far, as a game or just a nice demo/fun project. I have seen lots of first person puzzle games, but I haven't seen one that deals with directly manipulating gravity ( correct me if I'm wrong )
So my unity pro trial just expired and I was working on like, oculus rift games and now I can't.
Would unity be a good engine to make a procedural game without compromising on visual quality (dynamic lighting and shadows that don't look ugly)? We need to make our game generate an indoor scene randomly based on a set of pre-modeled rooms that we provide it, fill them with dynamic props and proper lighting and adding them to the game seamlessly. The game is also set in a dark environment and would only be lit by candles and a torch, so we need good visuals for that case. Would Unity be a good engine for this? Or do you know of any other engines that might work?
[QUOTE=Kybalt;42438840]So my unity pro trial just expired and I was working on like, oculus rift games and now I can't.[/QUOTE] Have fun paying 75$ for another month OR 1500$ Yay..
[QUOTE=TerabyteS_;42440620]Would unity be a good engine to make a procedural game without compromising on visual quality (dynamic lighting and shadows that don't look ugly)? We need to make our game generate an indoor scene randomly based on a set of pre-modeled rooms that we provide it, fill them with dynamic props and proper lighting and adding them to the game seamlessly. The game is also set in a dark environment and would only be lit by candles and a torch, so we need good visuals for that case. Would Unity be a good engine for this? Or do you know of any other engines that might work?[/QUOTE] Unity is fine for this, a friend of mine made a dark, procedurally generated maze game in it. [editline]7th October 2013[/editline] As for quality its fine, just make sure you do things "the unity way" and you shouldn't have most of the performance problems people bitch about all the time.
[QUOTE=Pelf;42421352]Tried making geysers and volcanoes. Didn't turn out too well. Anyone have any suggestions to make them better?[/QUOTE] That volcano looks pretty awesome to me.
[QUOTE=TerabyteS_;42440620]Would unity be a good engine to make a procedural game without compromising on visual quality (dynamic lighting and shadows that don't look ugly)? We need to make our game generate an indoor scene randomly based on a set of pre-modeled rooms that we provide it, fill them with dynamic props and proper lighting and adding them to the game seamlessly. The game is also set in a dark environment and would only be lit by candles and a torch, so we need good visuals for that case. Would Unity be a good engine for this? Or do you know of any other engines that might work?[/QUOTE] [URL="http://imgur.com/a/7KZxp"]oh hi[/URL]
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