• What are you working on?
    5,004 replies, posted
[QUOTE=mogey5101;49841735]Taking a look at Duality as an alternative to Unity, has anyone here used it before? Thoughts on it? Just did a Hackathon this weekend where I used Unity for my project and I hated every second of it, not sure if it was because of the Hackathon or my lack of experience but it was very frustrating.[/QUOTE] I guarantee it was lack of experience mixed with the stress of the hackathon pressuring you to not "waste" time learning how it to do things properly, so you probably ended up with a mess of a project that was a pain to work on. While Unity is far from perfect in many, many ways its a powerful tool that is very capable of doing anything you want it to, but like most tools you have to put in the hours learning how to do things the "right" way. Once you get settled into it, it is by far one of the most pleasant environments I've experienced for both rapid and long haul development. It has excellent documentation, a massive active community, and based off your preference for C# I can't think of a single reason NOT to use it. For what it's worth, I've never even heard of Duality (not that that means much, but I have been doing this game development thing for a while now), but going off their website and some cursory research it looks to architecturally very similar to Unity, but with less support, less testing in the field, and a fraction of the user base. I can't think of a reason to use it over Unity except for maybe the fact that it's a dedicated 2D engine. However Unity's 2D features are really quite solid now and have been for years. The 3D capabilities of Unity have never gotten in my way when doing 2D games (both independently and commercially) and have only ever been a boon for the odd pseudo-3d feature here or depth debugging there. All in all, both engines appear capable to meet your needs and like any other decision like this (what engine?, what language?, what image software?, etc) it often just comes down to how well you know how to use it, which can only come with time. However, as I said, I'm confident in saying that Unity is objectively superior in terms of support, user base, and battle tested-ness. Also it'll look better on a resume since it's used in the professional field, but I don't know how much that matters to you.
[QUOTE=Gamerman12;49841348][media]https://www.youtube.com/watch?v=HJzVTzrz6pE[/media] haven't been showing off the game a lot lately, decided to finally come out of my shell. got a ton of new effects implemented (including this new WIP eye adaptation effect for Unity,) a whole new lobby GUI (took me too long to do this, and I'm still working on it,) some new items, that all important screen shake. So much has happened these past two months. For once, I actually feel like I can bring the game to some meetup and not feel like it's unfinished or broken. I don't want to get too sappy, but it means a lot considering I've been trying to bring myself to do that for the last 8-9 years. also watch in 60fps, it looks best then.[/QUOTE] Some sort of indication of how fast you're going would be helpful. Speed lines maybe? Assuming the racing mechanic is momentum and acceleration over long distances.
[QUOTE=Ott;49842255]Some sort of indication of how fast you're going would be helpful. Speed lines maybe? Assuming the racing mechanic is momentum and acceleration over long distances.[/QUOTE] I'm thinking I might take the Mirror's Edge approach and use heavier sound over time to indicate this, as speedlines are already used for the speed boost effects. sound and anim are gonna be my bigger focuses alongside developing levels going forward, so that the weight can feel better and give a better sense of character and where/what you are doing in the environment, now that most of my technical hurdles have been overcome.
[QUOTE=Gamerman12;49841348][media]https://www.youtube.com/watch?v=HJzVTzrz6pE[/media] haven't been showing off the game a lot lately, decided to finally come out of my shell. got a ton of new effects implemented (including this new WIP eye adaptation effect for Unity,) a whole new lobby GUI (took me too long to do this, and I'm still working on it,) some new items, that all important screen shake. So much has happened these past two months. For once, I actually feel like I can bring the game to some meetup and not feel like it's unfinished or broken. I don't want to get too sappy, but it means a lot considering I've been trying to bring myself to do that for the last 8-9 years. also watch in 60fps, it looks best then.[/QUOTE] Will you make held weapon models optional? I feel it's a lot easier to perceive the speed without them, so I'd like to disable that when I get the game.
I was all up in this ship in northern Norway. We made some games and it was alright. [url]http://www.eurogamer.net/articles/2016-02-26-game-jam-at-the-top-of-the-world[/url]
update: [vid]http://tatr.cf/uploads/2016-02-29_23-08-04.mp4[/vid] killing the transposed scientists makes them turn into a transposed particle field; didn't show that here though
[QUOTE=Map in a box;49843136]update: [vid]http://tatr.cf/uploads/2016-02-29_23-08-04.mp4[/vid] killing the transposed scientists makes them turn into a transposed particle field; didn't show that here though[/QUOTE] Did you make the music, and how? Like what software did you use?
[QUOTE=mogey5101;49841735]Just did a Hackathon this weekend where I used Unity for my project and I hated every second of it, not sure if it was because of the Hackathon or my lack of experience but it was very frustrating.[/QUOTE] I seem to see this being a trend with programmers, I think its due to the fact unity relies on drag and drop, where as *we* like to be able to do it all in code?
[img]https://img.itch.io/aW1hZ2UvNTQ0MDgvMjUxNTcxLmdpZg==/347x500/oHBSCz.gif[/img] [url]https://ansdor.itch.io/ultratyper[/url] I've just launched the first version of a game I've been working on with a friend since December. I'm really proud of how it turned out. The plan is to update the game with new content at least once a week, even if it's minor stuff. There's a link to a playable demo there too. Hope you guys like it!
[QUOTE=Richy19;49843535]I seem to see this being a trend with programmers, I think its due to the fact unity relies on drag and drop, where as *we* like to be able to do it all in code?[/QUOTE] I'm normally fine with it as long as the abstraction is heavy enough (though I don't mind working with that in code either). The issue with artist-focused tools is often that they make easy-ish processes very approachable but anything more complex than a certain margin suddenly becomes [I]very[/I] cumbersome. (I don't know if this applies to Unity as much though, since I haven't really used it myself. All the scripting code I've seen for it looked really ugly though.) I'm currently looking into [URL="http://twinery.org/"]Twine 2.0[/URL], and while this program is [URL="http://twinery.org/wiki/twine2:guide"][B]seriously[/B] convenient[/URL] for basic choose-your-own-adventure stories (Try it!), [URL="http://twine2.neocities.org/"]the default scripting[/URL] doesn't exactly hold up. (You [I]can[/I] use JS ([URL="https://bitbucket.org/klembot/snowman-2/src"]also instead[/URL]), but it's much less concise and far less easy to really get started at all.) It's also really really weird because it tries to replicate natural language, but once you get used to the member access operator being [I]'s [/I], it's actually fairly nice. That leaves the limited functionality and [URL="http://twine2.neocities.org/#macro_rotated"]some arbitrary limitations[/URL], but to everyone's credit these things are all being actively developed and [URL="https://bitbucket.org/_L_/harlowe"]a (mostly) much saner Harlowe 2 is in development[/URL].
[QUOTE=Richy19;49843535]I seem to see this being a trend with programmers, I think its due to the fact unity relies on drag and drop, where as *we* like to be able to do it all in code?[/QUOTE] This seems like a really silly reason to dislike or not use Unity, you can use the editor as much or as little as you want. The "reliance on drag and drop" is a trivial and optional process, that if you choose to use should be less than a fraction of a percent of your dev time. The only exception I can think of is the laying out of the new UI system and I have no idea why you would want to do that entirely in code. The old UI system was compile time and it was horrible to work with or be reasonably efficient with. The editor is a tool you can choose to use, but if you don't want to you really don't have to. [QUOTE=Tamschi;49844281]I don't know if this applies to Unity as much though, since I haven't really used it myself. All the scripting code I've seen for it looked really ugly though.[/QUOTE] Ugly code is completely at the hands of the developer, Unity doesn't enforce or change hardly anything with C#, let alone anything that would somehow make your code uglier. Unreal's C++ integration on the other hand...
[QUOTE=Socram;49844396]Ugly code is completely at the hands of the developer, Unity doesn't enforce or change hardly anything with C#, let alone anything that would somehow make your code uglier. Unreal's C++ integration on the other hand...[/QUOTE] It does have a few very cumbersome systems that could be reworked to have nicer syntax with a bit more engine access and an updated CLR. The coroutines made from iterators are an example, since there the [I]Task[/I] system is a lot more expressive (and also runs a lot faster, since it can be transformed to a more lightweight form).
[QUOTE=Richy19;49843535]I seem to see this being a trend with programmers, I think its due to the fact unity relies on drag and drop, where as *we* like to be able to do it all in code?[/QUOTE] Also, being "forced" to use anything instantly puts me off. I have to invest some serious will power into not hating everything I have to use for uni assignments.
I was forced into Matlab and I hated it's guts. Now I see it's quite cool but man the price
[QUOTE=Fourier;49844940]I was forced into Matlab and I hated it's guts. Now I see it's quite cool but man the price[/QUOTE] Octave is free
True :) But it's not as fast and not really compactible with Matlab (ok if you write code that is ok, but if you copy paste code from matlab or back, you need to fix lots of stuff)
[QUOTE=Gamerman12;49841348]-sick demo vid- haven't been showing off the game a lot lately, decided to finally come out of my shell. got a ton of new effects implemented (including this new WIP eye adaptation effect for Unity,) a whole new lobby GUI (took me too long to do this, and I'm still working on it,) some new items, that all important screen shake. So much has happened these past two months. For once, I actually feel like I can bring the game to some meetup and not feel like it's unfinished or broken. I don't want to get too sappy, but it means a lot considering I've been trying to bring myself to do that for the last 8-9 years. also watch in 60fps, it looks best then.[/QUOTE] This is some awesome work you're doing. Mirror's Edge is one of my favorite games ever and I'll definitely play this once it's out. One thought: If I were playing, there are a few areas where I wouldn't immediately guess how to progress through the map. As a new player that would frustrate me, and a parkour racing game can't afford early player dropoff. Maybe include a racing line or edge/corner arrows? [t]http://1497477500.rsc.cdn77.org/assets/news/normal/FM5_Racing_Line.jpg[/t] [t]http://www.bmigaming.com/Images/needforspeed-carbon-arcade-screenshot-1.jpg[/t]
[QUOTE=Duskling;49843305]Did you make the music, and how? Like what software did you use?[/QUOTE] all the art/sounds are goonstations, no idea about the origin and they probably don't either.
[img]http://i.imgur.com/jSfB3Mv.gif[/img] little update, i added an ammo count to subweapons, before they had unlimited use but now you have to be a bit more conservative besides that i've mostly been cleaning code and what not, i also put together a game development schedule that i'm going to try and stick by
[img]http://i.imgur.com/kQqfHFD.png[/img] ghetto lighting of sorts kinda sorta.
There was a company-wide meeting the other day, where the CEO comes and talks about how we've done this quarter. Towards the end of his presentation, he mentioned some statistics. One of those statistics was the prevalence of certain names. Topping the chart was the name "Matt", where about 1 in 10 people in the company were called Matt. This further confirms that it's not just on Facepunch this phenomenon prevails.
So, I pretty much programmed an entire game using SDL2's basic software rendering. Then I realized that I am going to need to switch to pure OpenGL if I want to actually make it look good. So that's what I've been doing. Have some random sprites! [t]http://i.imgur.com/EBuLEdh.png[/t]
i still need to move from the basic rendering to opengl, although i love how otherwise sdl runs on everything
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[QUOTE=Tamschi;49842756]Will you make held weapon models optional? I feel it's a lot easier to perceive the speed without them, so I'd like to disable that when I get the game.[/QUOTE] haha, why the heck not. i'll throw it into the options menu. Thanks for the idea!
Hooray! Procedural teams! Instead of defining the textures for a model to use in a .obj (with the texture in the .mtl) and having to specify different .objs per-team, the textures are now fully procedurally generated. This means that I only have to specify the base object part, and then the texture gets automagically loaded depending on what team you're on Here's a disgustingly lurid green fellow to demonstrate [IMG]https://dl.dropboxusercontent.com/u/9317774/procedural%20team.PNG[/IMG] Edit: FFA mode works now [IMG]https://dl.dropboxusercontent.com/u/9317774/FFA.PNG[/IMG]
adding "juice" to the game is a very satisfying part
Large post incoming: I've been working on a lot of small things over the past week, mostly modeling. Since I last implemented animation in my engine, I wanted to relearn how to use blender. Before I ever started programming in highschool, I used to like modeling for personal and school projects in XSI, google sketchup, and for a short amount of time in blender. I figured that it would be wise to just relearn how to make my own assets and settle on a single format, so that I could more easily test out the various aspects of my modeling importing and rendering pipeline and get rid of some nasty bugs. As shown in some of my previous posts, I had a test model of the [I]Blue Falcon[/I] that someone made before, but I think it was just some shitty rip that had no effort put into it. Thus I had the idea to just make one of my own [B]from scratch[/B], and then animate it: Snapshot from in blender, not in my engine: [t]http://i.imgur.com/lVBq8ig.png[/t]. Although I was able to force dolphin to dump most of the ship's textures, I also had to generate normals and speculars by hand. I managed to get something quite reasonable, where certain areas and more matte and dull, and other areas like glass are more shiny, bright, and reflective. [quote] Normals on left, vid of specular as daylight cycles on right: [t]http://i.imgur.com/a8vE3lM.png[/t] [vid]https://my.mixtape.moe/oapnda.mp4[/vid][/quote] I then implemented support for decals, and rendered a proper scene with all texture maps: [quote][vid]https://my.mixtape.moe/gwkwye.mp4[/vid][/quote] After that, I implemented a LOD system for models, which is quite flexible in that it will handle cases where a particular level of detail isn't specified. Debugging vs Crude example: [t]http://i.imgur.com/b2nsVT7.gif[/t][t]http://i.imgur.com/H8YnOED.gif[/t] Now all I need to do is import physics meshes and start work on a physics system. The largest portion of this journey was finding a filetype that exported both animations and textures fine. Microsoft's .x format was missing textures, collada was too large, and fbx exports weird but was ultimately what I managed to get working the most right, even though I have to flip all meshes 90 degrees before exporting.
It's beginning to look like something now. New things: - Navigation drawer for the common links like: Home, Read, Events, etc.. - Refresh button - App uses more facepunch like colors - Image viewer looks way nicer now (Isn't shown in the video) - Progressbar that actually shows how much the WebView has loaded - Crossfading between progress bar and webview :toot: [vid]https://my.mixtape.moe/jzndvs.webm[/vid] I would love to hear some feedback on the overall design! Edit: Shit, 25$ for a Google Dev account? Then i have to wait some time before I can get the app on google play.
So I'm doing my coursework, and I just implemented, [url]http://web.mit.edu/urban_or_book/www/book/chapter6/6.2.2.html[/url] and it seems to be working perfectly correctly on my first try. No errors. I'm fucking terrified. Edit: nevermind, its broken. somehow. EditEdit: nope, actually it is working, and my test data was wrong. still terrified.
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