[QUOTE=KillaMaaki;45378217]Working on my VFX skills.
Put together a small explosion FX pack.
Thoughts?
[video=youtube;Nh_7PXwtTAk]http://www.youtube.com/watch?v=Nh_7PXwtTAk[/video][/QUOTE]
I think they look awesome. The small ones look better imo. With the BigFiery ones, I think the flames are moving too slow that it looks a bit strange.
It's fairly difficult to make the big fiery ones look right, to be perfectly honest ;)
I'm still not sure I'm entirely happy with them, but really didn't know how to improve them.
Cheers for the ideas, fellas. Already put some stuff in, re-did some of the building mesh to add in some test windows, moved things around and found a decal plugin to deal with all that jazz (it's literally just "Decal System" on the unity asset store, there's a free and pro version).
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/decals.png[/img_thumb]
Will probably move the decals around a bit, 'cuz they're not quite right yet.
With the simplicity of the rest of the environment, the decal image looks a little out of place.
[QUOTE=KillaMaaki;45401654]With the simplicity of the rest of the environment, the decal image looks a little out of place.[/QUOTE]
Aye, was testing out painting techniques (shamelessly stolen from TF2). I'm going to figure out the best way of making something that fits the rest of the environment, but I wanted something to figure out the placement etc.
Hello! One question!
I am modifying in editor mode color vertex of the mesh!
Unity writes errors "LEAKED MESH".
Is there anything to worry about?
Are you making sure to use 'sharedMesh' rather than just 'mesh'?
Holy crap will they hurry with the new GUI update?
My new project will work great with the new system.
Hello, Guys. I wanted to learn Unity for a long time. But i need to learn C# first, right? So, that's the problem. I get distracted really easy and more than that, i can't find any good tutorials or books on the subject. I want to make games for a living and just make good games for people to enjoy. I will keep anything from you, since i think you guys are awesome from the looks of it.
If you're looking for books, here's one.
[url]http://www.amazon.com/Unity-Development-Example-Beginners-Guide-ebook/dp/B00HJR6RLS/ref=sr_1_1?ie=UTF8&qid=1405487319&sr=8-1&keywords=unity+4+beginner%27s+guide[/url]
Presents examples in both UnityScript and C# (I'd go for C#, personally)
[QUOTE=KillaMaaki;45404483]If you're looking for books, here's one.
[url]http://www.amazon.com/Unity-Development-Example-Beginners-Guide-ebook/dp/B00HJR6RLS/ref=sr_1_1?ie=UTF8&qid=1405487319&sr=8-1&keywords=unity+4+beginner%27s+guide[/url]
Presents examples in both UnityScript and C# (I'd go for C#, personally)[/QUOTE]
Thanks, but i don't have any money at all. I would buy some of these books, though. Maybe if i save some.
[QUOTE=knifekeeper;45404509]Thanks, but i don't have any money at all. I would buy some of these books, though. Maybe if i save some.[/QUOTE]
To be honest all of the unity development books are rubbish, you are better off taking a look at the unity site. They have some good tutorials on the engine features there.
And there are plently og C# tutorials on the internet you could look up. Youtube for example:
[media]http://www.youtube.com/watch?v=x_9lfHjYtVg[/media]
However if you can get your hands on a better version of Visual Studio then do that. Otherwise you could use MonoDevelop [sp]if you really want to...[/sp]
[QUOTE=KillaMaaki;45401887]Are you making sure to use 'sharedMesh' rather than just 'mesh'?[/QUOTE]
Thanks for kind reply.
I use 'mesh'. I don't want to modify sharedMesh because that will modify every mesh..?
I use prefabs, but I want those prefabs meshes to have random color each. You know for forest -> tree prefabs..
But is there any problem anyway? Because hmm, those trees will be static anyway?
[QUOTE=Jcorp;45401638]Cheers for the ideas, fellas. Already put some stuff in, re-did some of the building mesh to add in some test windows, moved things around and found a decal plugin to deal with all that jazz (it's literally just "Decal System" on the unity asset store, there's a free and pro version).
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/decals.png[/img_thumb]
Will probably move the decals around a bit, 'cuz they're not quite right yet.[/QUOTE]
Can you make the decals receive shadows? Might make them look more right.
[QUOTE=Pelf;45407285]Can you make the decals receive shadows? Might make them look more right.[/QUOTE]
I wouldn't notice it without you telling me but now it really annoys me when I see the buggy shadow.
[QUOTE=Fourier;45407250]Thanks for kind reply.
I use 'mesh'. I don't want to modify sharedMesh because that will modify every mesh..?
I use prefabs, but I want those prefabs meshes to have random color each. You know for forest -> tree prefabs..
But is there any problem anyway? Because hmm, those trees will be static anyway?[/QUOTE]
Every single time you access 'mesh' it creates a copy of the mesh.
EVERY. TIME.
EDIT: Also a fairy dies somewhere. Think of the fairies.
[QUOTE=KillaMaaki;45407345]Every single time you access 'mesh' it creates a copy of the mesh.
EVERY. TIME.
EDIT: Also a fairy dies somewhere. Think of the fairies.[/QUOTE]
[url]http://docs.unity3d.com/ScriptReference/MeshFilter-mesh.html[/url]
[QUOTE=Unity docs]If a mesh is assigned to the mesh filter already, then first query of mesh property will create a duplicate of it, and this copy will be returned. Further queries of mesh property will return this duplicated mesh instance.[/QUOTE]
Hm, are you sure? I'm pretty sure I've run into nasty mesh leaks by doing that in the past...
[QUOTE=KillaMaaki;45407437]Hm, are you sure? I'm pretty sure I've run into nasty mesh leaks by doing that in the past...[/QUOTE]
It makes sense if you think about it.
If you query mesh, modify, then reassign it, the next time you query mesh you'd expect to get your modified instance, and not another copy of sharedMesh.
I know it makes sense - but then again things in Unity don't always follow the "makes the most sense" route ;)
[QUOTE=KillaMaaki;45407585]I know it makes sense - but then again things in Unity don't always follow the "makes the most sense" route ;)[/QUOTE]
True
[editline]16th July 2014[/editline]
[QUOTE=KillaMaaki;45407345]Every single time you access 'mesh' it creates a copy of the mesh.
EVERY. TIME.
EDIT: Also a fairy dies somewhere. Think of the fairies.[/QUOTE]
So I need to use .sharedMesh for READING
And I need to use .mesh for WRITING
Clear :)!
Thanks
More tweaking and twiddling, made the decals actually effected by shadows because oh god when you pointed it out I had a minor spasm.
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/moreInteriors.png[/img_thumb]
Difficult to think of decals and stuff that fit the theme and can be used anywhere and look good. Will probably work on some gameplay stuff now.
[QUOTE=knifekeeper;45404509]Thanks, but i don't have any money at all. I would buy some of these books, though. Maybe if i save some.[/QUOTE]
Nobody should have to pay to learn to code. As Umbra posted, thenewboston has great tutorials for just about everything, including C#. If you don't know how to code any language, then it might take a bit of time, otherwise C# is pretty easy to pick up from any other typed language.
I wouldn't go in to coding expecting to make a living, especially making games. I hate to be a downer, but there are more people than jobs in game design. You should start it as a hobby, just make some interesting tools and such and see how you like it. If it seems to be the thing for you, then begin looking for a job.
I made a lot of progress with my shit today.
[media]http://www.youtube.com/watch?v=jMXMNnoo4Fk[/media]
The level is loaded entirely from a parsed text file. :v:
Considering this morning all I had was what I showed before, that's quite an improvement.
[QUOTE=LuaChobo;45417039]Since i'm no longer banned I thought I'd give an update on where I'm at with unity/etc without posting like I did last time and getting boxes for days
Basically I pitched something in San-Fransisco and got some basic funding with more funding available when the project is in a more complete state.
I have been given 50 grand (AuD) initially and free office space in a pretty classy part of my city and been put in contact with some amazing people who have offered to help out with the general business side, marketing and hiring.
Technically they own all public rights/images of what I make but I retain rights to all code/assets ingame, basically they are publishing/marketing it(and me personally) and will leave me to decide pretty much everything unless I ask them to help out or if I fuck up royally.
Its a weird situation where they are giving me the money not for the game idea but because of previous stuff I have done and how ~marketable I am as a brand of person~ (though if they didn't think it could sell they wouldn't have given me the money)
Also they put me in contact with nolan bushnell and i got all starstruck and shit when i was speaking to him face to face it was embarrassing as fuck, though he gave me his card and we spoke business and I might get to work with one of his sons sooner or later
[b]tl;dr[/b] I can officially say I work as a game dev and lifes looking a lot better than it was a few months ago[/QUOTE]
Yeah, having professional knowledge alone can be depressing, but when you meet the right people, life turns awesome.
Me personally, I meet some people who now I work with them. I am only developer in team, another is designer/3d artist and another is level maker and financier.
In short, I get 300€ a month (not much but it's ok) and then we split 33% each (between me, 3d modeler and financier). Ok, seems unfair, but financier is saving lots of money for marketing (around 20k) :), so it is quite fair I think.
[QUOTE=Fourier;45421043]Yeah, having professional knowledge alone can be depressing, but when you meet the right people, life turns awesome.
Me personally, I meet some people who now I work with them. I am only developer in team, another is designer/3d artist and another is level maker and financier.
In short, I get 300€ a month (not much but it's ok) and then we split 33% each (between me, 3d modeler and financier). Ok, seems unfair, but financier is saving lots of money for marketing (around 20k) :), so it is quite fair I think.[/QUOTE]
Have you thought about switching to something like Grunt Fund? It's like what you're already doing, but you dynamically figure out how much each person gets based on how much time and money they contribute.
The idea is that you assign a (purely theoretical) monetary value to everything. So time is assigned a theoretical monetary value based on (again, purely theoretical) salaries (you can figure out how much someone has contributed based on this value times number of hours). If they contribute actual money, the theoretical value is actually the amount of money times 4 (value is higher due to risk)
Here's a really simple example of how the income is then divided:
- Let's say Person A contributes $25, Person B contributes $25, and Person C contributes $50, based on both time and actual money provided
- Person A then gets 25%, Person B gets 25%, and Person C gets 50%.
Anyone have a simple way of aligning sprites with slopes?
I've made several attempts in the past two hours on trying to get it to work.
No idea how.
[QUOTE=sarge997;45421311]Anyone have a simple way of aligning sprites with slopes?
I've made several attempts in the past two hours on trying to get it to work.
No idea how.[/QUOTE]
1. trace from sprite-center to the object the sprite is "on"
2. use RaycastHit.normal to find out the angle
3. set the sprites angle: transform.localRotation = Quaternion.Euler ...
[IMG]http://puu.sh/ag78z/36cdc431bf.png[/IMG]
I have no idea why I keep getting this error. Is anyone able to help?
[CODE]#pragma strict
var speed : float = 1;
var fireRate : float = 0.75;
var projectile : GameObject;
var smooth : float = 1;
var fireForce : float = 2;
private var gameController : GameController;
private var projectiles : GameObject[];
private var firedObject : GameObject;
private var firePosition : Transform;
private var nextFire : float = 0;
function Awake() {
gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent(GameController);
rigidbody2D.centerOfMass = Vector2(0, -1);
firePosition = transform.Find("firePosition");
}
function Update(){
}
function FixedUpdate () {
projectiles = GameObject.FindGameObjectsWithTag("Projectile");
var moveHorizontal = Input.GetAxis("Horizontal");
var forceVector : Vector2;
if (Input.GetButton("Fire1") && Time.time > nextFire) {
nextFire = Time.time + fireRate;
Instantiate(projectile, firePosition.position, transform.rotation);
}
for(var projectile in projectiles){
forceVector += gameController.CalculateForce(projectile, gameObject);
}
rigidbody2D.AddForce(forceVector);
// while(Input.GetButton("Fire1"))
// firedObject.transform.localScale = Vector3.Lerp(Vector3(0.6, 0.6, 1), Vector3(2, 2, 1), smooth * Time.deltaTime);
// if (Input.GetButtonUp("Fire1")) {
// firedObject.rigidbody2D.AddForce(Vector2(-transform.right.x, -transform.right.y) * fireForce);
// }
transform.Rotate(transform.forward * moveHorizontal * speed);
}
[/CODE]
[IMG]http://puu.sh/ag7kR/000dc2e313.png[/IMG]
Well, let's do some detective work here.
The line it throws the error on appears to be this one:
[code]
Instantiate(projectile, firePosition.position, transform.rotation);
[/code]
It's a NullReferenceException, so one of these things must be null.
Which one of them could be?
[I]projectile[/I] might be, if it were unassigned in the inspector.
So might [I]firePosition[/I], if transform.Find returned null.
[I]transform[/I] never will be, so we will not consider it.
So, of the two [I]projectile[/I] and [I]firePosition[/I], which is null?
Clearly, it is not [I]projectile[/I], as judging from your screenshot it is, in fact, assigned in the inspector.
Therefore, it must be [I]firePosition[/I] which is null.
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