[QUOTE=Tamschi;43665212]That's just transparency depending on normals, so drawing spheres like this would give a similar but still intersecting effect.
It could work with stencils or if that's unavailable, additional camera layers, if you draw spheres/circles for the outer edge and hide them behind ones that have the star texture.[/QUOTE]
If I did the sphere/camera layer thing, would I be able to make the spheres with the star texture fit seamlessly in with the skybox? There would be problems with zooming aswell. The skybox texture doesn't zoom at all but if I use a sphere with a star texture on it, the stars would get bigger/smaller as you zoomed in/out
[editline]edit[/editline]
So here's what that shader looks like. It can scale too but the meshes have to stay the same height.
[vid]https://dl.dropboxusercontent.com/u/13781308/Videos/Fields.mp4[/vid]
[QUOTE=Pelf;43665360]If I did the sphere/camera layer thing, would I be able to make the spheres with the star texture fit seamlessly in with the skybox? There would be problems with zooming aswell. The skybox texture doesn't zoom at all but if I use a sphere with a star texture on it, the stars would get bigger/smaller as you zoomed in/out[/QUOTE]
Wouldn't it be possible to just use "unmoving plaid" or does that require Pro?
I love Unity sometimes. It can make things so simple. Less than like 50 lines of code here.'
[media]http://www.youtube.com/watch?v=y7nGwcryc0c[/media]
[QUOTE=Tamschi;43665477]Wouldn't it be possible to just use "unmoving plaid" or does that require Pro?[/QUOTE]
There's a shader here: [URL]http://docs.unity3d.com/Documentation/Components/SL-SurfaceShaderExamples.html[/URL] that's basically the unmoving plaid thing. Trying it out now but the texture is scaled way down and it doesn't tile or anything.
Wait, it does tile, I was just using a clamped texture. I can't scale the texture up though
I figured out how to scale the texture up. I'll keep experimenting and see where this goes.
[QUOTE=Pelf;43665360]-video-[/QUOTE]
I completely forgot (fully) transparent pixels can still update the depth buffer...
This is probably the easier solution in that case.
So I thought I'd give a unity ago and I must say it is extraordinary, the simplicity and ease of use it offers. Oh unity how did I doubt you. I'm still messing around but I am definitely going to invest more time in learning unity. Got an idea for a Baldur's Gate: Dark Alliance style game, but we shall see.
Here is a gif
[img]http://gyazo.com/6f3a5f6c2a84ded840191f00588f1e14.gif[/img]
I have a hard time trying to get 2D sidescroller physics to work.
I'm using rays to prevent collider sticking.
changing velocity for movement and AddForce for jumping.
[img]http://puu.sh/6D5D5.gif[/img]
[QUOTE=garry;43619944]Really nice![/QUOTE]
Garry hire him "nVidia" :D
[QUOTE=BoowmanTech;43717966]Garry hire him "nVidia" :D[/QUOTE]
I believe nVidia is a her, actually. If I'm wrong, ignore me. :v:
[editline]30th January 2014[/editline]
I was pretty sure when I made that post, but now I'm doubting myself. It could be that I'm thinking of another member.
[QUOTE=Chris220;43720313]I believe nVidia is a her, actually. If I'm wrong, ignore me. :v:
[editline]30th January 2014[/editline]
I was pretty sure when I made that post, but now I'm doubting myself. It could be that I'm thinking of another member.[/QUOTE]
It's first time I see him/her posting and most likely because he/she has a avatar with a girl could leave a impression that he/she is a girl.
I didn't want to offend anyone so sorry if you are a girl.
By the way really nice modelling.
[QUOTE=BoowmanTech;43720389]It's first time I see him/her posting and most likely because he/she has a avatar with a girl could leave a impression that he/she is a girl.
I didn't want to offend anyone so sorry if you are a girl.
By the way really nice modelling.[/QUOTE]
Don't quote me on this but I think nVidia's avatar is that 4chan boxy person.
A friend and I have been working on a jump pad akin to the ones in Ricochet.
We raycast the distance and generate a midpoint between the jump pad and a node and launch the player over to the node.
It works so far as long as you move directly into the nodes direction and and move into the jump pad at full speed.
Would anyone have a suggestion on how we can make it so the player is only launched in the direction of the node even if the player enters the trigger from another angle, and how we can make it so if the player just taps into the trigger it will still launch them properly?
[QUOTE=ezraza;43722447]A friend and I have been working on a jump pad akin to the ones in Ricochet.
We raycast the distance and generate a midpoint between the jump pad and a node and launch the player over to the node.
It works so far as long as you move directly into the nodes direction and and move into the jump pad at full speed.
Would anyone have a suggestion on how we can make it so the player is only launched in the direction of the node even if the player enters the trigger from another angle, and how we can make it so if the player just taps into the trigger it will still launch them properly?[/QUOTE]
Use OnTriggerEnter() for the trigger, and then if your character controller is using a rigidbody, you could just AddForce() in the direction of the other node.
If not, then you could do a bit of simple vector math to calculate the direction of the node from the player, add a vertical constant to that, and then set the character controllers velocity to that, which would launch them in that direction.
-snip-
[QUOTE=ezraza;43728231]We are using on trigger enter. Adding force in the right direction still does not affect anything.
Here is what we currently have just so anyone can see. Walking directly into a trigger will throw you correctly, but try going into the trigger from a different direction or just slowly tapping into one. Also having any form of air control on the player breaks the entire jump pad event.
You can press e to restart if you fall off.
[/QUOTE]
What I would maybe do instead is to use no physics at all, and instead use interpolation between the start and a predefined endpoint. But you could also try to set the players velocity to 0,0,0 just before the actual force is applied and maybe for a few frames disable the player input so there's no way mashing buttons would change it. Obviously the first method would be 100% consistent.
-snip-
I keep overshooting the platforms if I hold W while in the air
[QUOTE=Pelf;43732723]I keep overshooting the platforms if I hold W while in the air[/QUOTE]
We already have a fix for that in the works.
bunnyhopping maybe? :D
We had fixed overshooting for the most part. It can still occur if you don't place the nodes for the jump pads correctly.
Here is just a simple test level. You can left click to shoot, press e to test the physics and r to reload the level.
-snip
It's interesting, but I can't jump? Also, when I spawn the capsule physics props, is it me or does the player's scale is incredibly small? (I.e. camera inside 1x1x1 cube?)
I do like the controls tho, very smoothly. Is this design for mobile apps?
[QUOTE=Skibur;43745502]It's interesting, but I can't jump? Also, when I spawn the capsule physics props, is it me or does the player's scale is incredibly small? (I.e. camera inside 1x1x1 cube?)
I do like the controls tho, very smoothly. Is this design for mobile apps?[/QUOTE]
We are most likely not going to have jumping for the player since the game we are remaking (Ricochet) has no jumping.
The capsules that are spawned are fairly large, but we will look into making the camera feel more natural instead of everything appearing so large.
We are building the game for PC/Linux/Mac. We are going to work on dedicated servers with support for custom maps(and hopefully mods).
Something I've been working on for quite some time.
This built is kinda old. Most of the stuff here are just prototype to point out some core mechanics and ideas.
[Unity]https://dl.dropboxusercontent.com/u/10242817/1_29_14/1_29_14.unity3d[/unity]
Enjoy! (P.s. the last level with the elevator, that's basically meant to be the place you're suppose to stop, but we're past the pre-alpha stage at this point)
[QUOTE=ezraza;43745607]We are most likely not going to have jumping for the player since the game we are remaking (Ricochet) has no jumping.
The capsules that are spawned are fairly large, but we will look into making the camera feel more natural instead of everything appearing so large.
We are building the game for PC/Linux/Mac. We are going to work on dedicated servers with support for custom maps(and hopefully mods).[/QUOTE]
I see, I wish you the best of luck in your future development builds!
Nice Skibur. I'd suggest putting Screen.lockCursor in for the web builds, makes it so much better and easy to implement.
[url]http://docs.unity3d.com/Documentation/ScriptReference/Screen-lockCursor.html[/url]
[QUOTE=Huabear;43745837]Nice Skibur. I'd suggest putting Screen.lockCursor in for the web builds, makes it so much better and easy to implement.
[url]http://docs.unity3d.com/Documentation/ScriptReference/Screen-lockCursor.html[/url][/QUOTE]
I didn't want to add that in just yet because you'd be stuck in the game unless you'd alt+tab it out. I haven't finish setting up the paused menu.
[QUOTE=Skibur;43745871]I didn't want to add that in just yet because you'd be stuck in the game unless you'd alt+tab it out. I haven't finish setting up the paused menu.[/QUOTE]
The code on that page also works for hitting Escape. Just add it to a new script and attach to an empty GameObject in the screen, then delete it when you've done the pause menu.
[QUOTE=Skibur;43745634]Something I've been working on for quite some time.
This built is kinda old. Most of the stuff here are just prototype to point out some core mechanics and ideas.
[/QUOTE]
Holy mother fucker that guy with the flash light scared the bejeezus out of me, great work, reminds me of a Condemned game where when you look at a bunch of mannequins then turn around more appear behind you. Real spooky stuff
[QUOTE=Two-Bit;43747628]Holy mother fucker that guy with the flash light scared the bejeezus out of me, great work, reminds me of a Condemned game where when you look at a bunch of mannequins then turn around more appear behind you. Real spooky stuff[/QUOTE]
As it did to I.
[QUOTE=Two-Bit;43747628]Holy mother fucker that guy with the flash light scared the bejeezus out of me, great work, reminds me of a Condemned game where when you look at a bunch of mannequins then turn around more appear behind you. Real spooky stuff[/QUOTE]
the AI was really rough and simple. I had it refined to make it more "Smarter" and "Stupid" in a way. Like so- He can no longer sees you when you're behind him, and he can hear sounds. (I.e. footsteps)
Lots of progress and optimization undergoing.
i managed to drop out of the world xD the elevator ! never trust the elevator !
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