[QUOTE=nomad1;49491242]Berkin, what happened to webm's containing that dope music on that CD you found last year?[/QUOTE]
There will be more of that, I assure you. I try to pace them out, as I only have so many groovy tunes.
Mostly on-topic: I put together a tiny ARG for some friends of mine on facebook, feel free to have a crack at it yourselves:
[quote]
Everything is fine. Everything is OK. Nothing is wrong. DO NOT MESSAGE ME THE CODE. I am not compromised. This is not ascii.
104 116 116 112 58 47 47 112 97 115 116 101 98 105 110 46 99 111 109 47 122 77 88 105 66 112 69 85
[/quote]
Keep the standard man, where's the Just Cause 3 key?
Anyone want to test my latest version? It's fully playable and I think it's more of a demo than a tech demo.
[url=https://www.dropbox.com/s/icdqnbbrpf6deni/LookBothWays%20v0.4.zip?dl=0][b]ROAD CROSSING SIMULATOR v.0.4[/url][/b]
[vid]https://fat.gfycat.com/HalfHomelyInsect.webm[/vid]
You get three levels: a town, a mountain and a highway. You'll need a gamepad. It supports local multiplayer for up to four people. Be free and easy with your feedback.
[QUOTE=polkm;49492287]Wiggle walks
[t]http://i.imgur.com/pTM4V7i.jpg[/t][/QUOTE]
Ugh, why it reminds of a penis?
[QUOTE=Nigey Nige;49492972]Anyone want to test my latest version? It's fully playable and I think it's more of a demo than a tech demo.
You get three levels: a town, a mountain and a highway. You'll need a gamepad. It supports local multiplayer for up to four people. Be free and easy with your feedback.[/QUOTE]
Wow, Looks so awesome!
I got a gamepad, I'll test it :)
EDIT :
Just got done playing it, seems really nice and funny haha. Was laughing while I was playing. Feedback I have to give, maybe try and fix the clipping with the camera so it doesn't go through walls? I'm not exactly the best guy with Unity, only played around with it for like a month, and moved on to UE4. Also try to fix the controls as they're a little weird. Other then that the game is awesome and fun!
Oh, are the levels procedural generated? Did you use multidimensional arrays and configure those in a for loop? If they're not try making them procedural generated to add more fun to it
[QUOTE=Verideth;49493003]Wow, Looks so awesome!
I got a gamepad, I'll test it :)
EDIT :
Just got done playing it, seems really nice and funny haha. Was laughing while I was playing. Feedback I have to give, maybe try and fix the clipping with the camera so it doesn't go through walls? I'm not exactly the best guy with Unity, only played around with it for like a month, and moved on to UE4. Also try to fix the controls as they're a little weird. Other then that the game is awesome and fun!
Oh, are the levels procedural generated? Did you use multidimensional arrays and configure those in a for loop? If they're not try making them procedural generated to add more fun to it[/QUOTE]
Thanks! Glad you had fun. The clipping issue is on my to-do list. The tank-style controls are a design choice, but if people don't like it I'll change to more traditional controls.
The levels are done by hand in Unity's editor with Unity's own tools. Not procedural!
[QUOTE=Nigey Nige;49493062]Thanks! Glad you had fun. The clipping issue is on my to-do list. The tank-style controls are a design choice, but if people don't like it I'll change to more traditional controls.
The levels are done by hand in Unity's editor with Unity's own tools. Not procedural![/QUOTE]
Wow! Props to the level design, they're actually pretty fun and unique. I like how the game looks 3D polyed.
Sorry about double posts but one more piece of advice / question.
How do the cars work? DId you use instantiate and rigidbody and launch them on spawn?
Also a pretty cool recommendation would add more unique levels, like a savanna and instead of cars lions are flying across the street.
[QUOTE=Verideth;49493104]Wow! Props to the level design, they're actually pretty fun and unique. I like how the game looks 3D polyed.
Sorry about double posts but one more piece of advice / question.
How do the cars work? DId you use instantiate and rigidbody and launch them on spawn?
Also a pretty cool recommendation would add more unique levels, like a savanna and instead of cars lions are flying across the street.[/QUOTE]
Aw, thanks dude. I'll be adding lots of levels before release. The main challenge and progression of the game is going to be in the increasingly complex levels, while the gameplay remains simple.
The cars use Unity's WheelColliders and primitives, like cubes, and each has a single rigidbody in the centre. I started from the simple car tutorial and expanded it into my own custom CarController script with [url=http://forum.unity3d.com/threads/how-to-make-a-physically-real-stable-car-with-wheelcolliders.50643]stabiliser bars[/url] and a really dodgy AI.
On spawn I give them a physical push forward so they don't need to accelerate up to speed.
[QUOTE=Nigey Nige;49493153]Aw, thanks dude. I'll be adding lots of levels before release. The main challenge and progression of the game is going to be in the increasingly complex levels, while the gameplay remains simple.
The cars use Unity's WheelColliders and primitives, like cubes, and each has a single rigidbody in the centre. I started from the simple car tutorial and expanded it into my own custom CarController script with [url=http://forum.unity3d.com/threads/how-to-make-a-physically-real-stable-car-with-wheelcolliders.50643]stabiliser bars[/url] and a really dodgy AI.
On spawn I give them a physical push forward so they don't need to accelerate up to speed.[/QUOTE]
Yeah man, no problem. Keep up the great work! :)
[editline]9th January 2016[/editline]
I got a platformer working on my android device using Unity. Its going to be a simple platformer, got tilt controls working, all that jazz. Time to make the levels and polish up gameplay as there are some glitches. Might put it on play store for free.
If you want to try it out you need Unity 4 and compile it to your android device. Anyone willing to try and leave feedback would be great! :)
[URL="http://www.mediafire.com/download/euo3beczvcxerz9/PhysRun.rar"]Download[/URL]
[QUOTE=Verideth;49491014]I made the decision to go with SDL. What are your guys thoughts on SDL? Is it any good?[/QUOTE]
its pretty nice. as Exl said, the 2D rendering api is useful, but a bit limited. but if you ever decide to switch to opengl, it's as painless as it can get.
Thanks for the response guys! Also if you can please try out my game! I need feedback to improve! [url]http://www.ehow.com/how_8775978_move-files-pc-android-phone.html[/url]
Follow that tut if you don't know how! :)
[QUOTE=polkm;49492287]Wiggle walks
[t]http://i.imgur.com/pTM4V7i.jpg[/t][/QUOTE]
Reminded me of:
[t]http://i.imgur.com/jHIBRaJ.jpg[/t]
[QUOTE=Sidneys1;49492504]Mostly on-topic: I put together a tiny ARG for some friends of mine on facebook, feel free to have a crack at it yourselves:[/QUOTE]
I solved it. When you XOR the top line with the bottom line, the resultant ascii is
[url]http://www.omfgdogs.com/[/url]
Implemented some physics stuff. Doesn't work perfectly but I think I've figured out the best way by writing the wrong way first as usual!
(audio warning)
[vid]http://richardbamford.io/dmp/balls.webm[/vid]
Video framerape as usual, try it out here for some smooth shiny balls. G to spawn balls.
Download: [url]http://richardbamford.io/dmp/Balls.zip[/url]
[QUOTE=proboardslol;49493832]I solved it. When you XOR the top line with the bottom line, the resultant ascii is
[url]http://www.omfgdogs.com/[/url][/QUOTE]
AHA! I KNEW IT using lua for this wasn't the best idea.
[QUOTE=Berkin;49493680]Reminded me of:
[t]http://i.imgur.com/jHIBRaJ.jpg[/t][/QUOTE]
That's exactly the style I am going for. Katamari explorer with 100% more proc gen
[QUOTE=Bambo.;49493871]Implemented some physics stuff. Doesn't work perfectly but I think I've figured out the best way by writing the wrong way first as usual!
(audio warning)
-vid-
Video framerape as usual, try it out here for some smooth shiny balls. G to spawn balls.
Download: [url]http://richardbamford.io/dmp/Balls.zip[/url][/QUOTE]
Can you try [URL="https://github.com/cartman300/Peeper/releases"]my screen recorder[/URL] and compare the framerape factor?
[QUOTE=cartman300;49493933]Can you try [URL="https://github.com/cartman300/Peeper/releases"]my screen recorder[/URL] and compare the framerape factor?[/QUOTE]
Whoa it's taking quite a while to process, does this capture audio too? I spawned around 900 balls I think, 100 balls are spawned per keypress.
[editline]9th January 2016[/editline]
Holy crap it is so much better!
[vid]http://richardbamford.io/dmp/rec_361049716.webm[/vid]
I've been finishing up my dev console:
I added a small log of raw commands the user can cycle through using up and down arrows (while the box is empty) , as well as a log of similar commands that will populate while the user types in anything.
[vid]https://my.mixtape.moe/lpfxou.mp4[/vid]
[QUOTE=Bambo.;49493964]Whoa it's taking quite a while to process, does this capture audio too? I spawned around 900 balls I think, 100 balls are spawned per keypress.
[editline]9th January 2016[/editline]
Holy crap it is so much better!
-vid-[/QUOTE]
It doesn't capture audio, i was lazy to implement that. It records to a raw file and uses ffmpeg to compress to a reasonably sized video at the end (in case you have it in path or the same directory as the program).
made the animation direction aware, though it still looks kinda ridgid
[t]http://i.imgur.com/y8ag4yc.gif[/t]
[editline].[/editline]
agree if you like sharp knees better than wiggle knees
[t]http://i.imgur.com/fifTQfK.png[/t]
If anyones wondering how tilt controls work here it is
[CODE]
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class Tilt : MonoBehaviour {
public Rigidbody2D rb;
public float speed = 5f;
public GameObject game;
// Use this for initialization
void Start () {
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
public void Update () {
transform.Translate( Input.acceleration.x, 0f, 0f );
if ( speed > 10 ) {
speed = 10;
}
}
}
[/CODE]
Nothing great but it took me a while to figure out. Only because I was trying to implement button controls and had no idea how to get that working because I was doing
[CODE]
transform.position += new Vector3( speed * Time.deltaTime, 0f, 0f );
[/CODE]
why is that if statement just floating in the class?
[QUOTE=BlkDucky;49495803]why is that if statement just floating in the class?[/QUOTE]
Thanks for pointing that out haha. I just added that as a speed limit so players can't go flying across the map
Spawning shader instances over the network using a single controller gui. Instead of just rendering a single shader, I have a whole chain of "scenes", which are just python scripts executing arbitrary (OpenGL-) code. That way I can set up a multilayered rendering chain to create effects by using scenes that generate polys, and then applying shaders to these scenes to render textures onto the polys aswell as post processing effects. I'll see where this takes me.
[t]https://my.mixtape.moe/xxgudj.png[/t]
[QUOTE=DrDevil;49495905]-things I don't understand-[/QUOTE]
what?
I'd like to try to get into developing games independently. Can anyone recommend some good books on design?
[QUOTE=Bathacker;49496200]I'd like to try to get into developing games independently. Can anyone recommend some good books on design?[/QUOTE]
Whats your steam? I'll friend you and see if I can help you out.
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