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Showing content with the highest reputation on 12/03/18 in all areas

  1. 2 points
    Day 2, Sling Bot Racing. Toy Build #2 "NOW WITH 100% MORE FLIPPING!!" Actually so, and not only that, an entirely revamped camera follow routine. It's much more like an actual "follow" camera now, as in it follows you and faces you, but doesn't always point the same direction the player does. You'll see what I mean. It makes it a little more challenging to navigate sometimes, but most of the time the movement is exactly how I want it. I'll be working on refining it more, and maybe adding some other camera angles for a more freestyle play option.. e.g. I don't think this camera would work very well for half-pipe trick competitions, but it will work great for time racing and running "courses" which is the main game-play I'm targeting right now. As a side effect you can now ride "switch foot" on the board, you just turn and switch to reverse thrust. I haven't intentionally tried any flip-twists yet, but I know the controls should work for that as well. Next on the list, well besides the Android Toy build, I will be working on setting up courses and rewards. Working on some custom animations, these are all reused from standard assets, and I discovered the Idle animation was killing about 10FPS, ugh... I guess I should have paid closer attention to what the animations were doing to my frame rates. Probably wouldn't have noticed this in my main project(which uses the same idle animation), for some time yet.. When I get back to that I'll be able to make some direct improvements thanks to this detour. Moving forward with this.. I'm thinking about going classic 90s, using some coins and speed boosts and stars and what have you, something like the good old classic snowboarding games mixed with some Hedgehog type speed-action. I was gonna go a slightly different direction with this one, but programming semi-realistic boarding action seems to be more within my skill-set than I though it would be. So I'm gonna just make a cool robot-rocket-snowboarding game instead. The sling part will still be there, up on the plateau there will be some catapults and various other contraptions that I've not yet imagined, which will sling the player into action following one of the many courses that I'll try to setup before Christmas... haha.. You should find the .zip file attached, Build #2 for your entertainment. Still no barriers, so if you leave the terrain, I guess you lose. Enjoy. *see next blog for latest build. ;)
  2. 1 point
  3. 1 point
    I believe PNG would be the supported image format for RPG Maker.
  4. 1 point
    It’s for my school, so i must do it without animation, thank’s you for the rotatetowards , i completly forget about it, i’ll try it tomorrow and let you know if works!
  5. 1 point
    I can see that when you love a game, you love all about it. That's so cool, man! Love your Zelda Series.
  6. 1 point
    Hello Snippey, I've added a new download option on my project page it;s compiled using low end reach profile and not hidef setting I should have put this in the option menu maybe on the beta release, the reach profile release was tested even on some of my old laptop. hope it will now work on your end ^_^y Thank you very much for spotting this bugs...
  7. 1 point
    I do this in my code but of course it's in it's early stages compared to NMsS. I don't think it's a "trick". It's s just a good LOD system. I've done this twice (for height map & voxel terrain). Speaking about terrain only, you either have to generate it from procedures as you go along (this is what I do) or pre-generate your data and load it in as needed from disk. For voxels it can be tricky. I don't zoom in yet (will be in my next entry after l take care of a few things), but check out my blog to see the LOD in action.
  8. 1 point
    Thankfully I was able to complete the challenge, and as rough as the game might be and look, I'm glad I finished it. Foremost I want to thank GameDev.net for even having these challenges! Even though I'm a bit of a last minute contender, I really do enjoy pushing myself to finish these projects. I want to give a special thanks to @lawnjelly for being the very reason I even bothered to try out Unity for the first time, and most of all for providing free assets to use which saved me! I wouldn't have been able to complete the entry on time otherwise. Thank you to all those that followed my progress too! I also enjoyed following all your entries as well. Post-Mortem What went right: 1. I would have to say using Unity turned out to be a great choice for this project. I normally will use my own engine, or just code from scratch using a library for challenges. I used this challenge as an opportunity to learn the Unity Engine, and it was very successful. I found it extremely easy to jump in and code my own scripts for the various parts of the game. I had to get used to the editor and how things are handled, but it all worked out in the end. 2. My game plan was very successful. With the limited time I had by planning out everything ahead of time allowed me to push through this project a fast space. 3. Templating everything worked amazing... I was able to stream-line every aspect of this game and because of how I setup the rows I could do min-max for distances, speed, variations in spawns, ect... but I didn't implement these features in the final release even though the capability is already there. 4. @lawnjelly's asset pack helped me complete this project. I normally set out to do everything myself graphic wise, but I ran into pitfalls both in terms of motivation and work related things. I only was able to create three assets, but by using his asset pack I was able to finish up the rest of the areas, and ultimately completed the challenge. 5. Building the full project took less than 15 seconds to complete. I was surprised how fast my builds happened. What went wrong: 1. Motivation would've been the biggest issue I had... No idea... Maybe I just wasn't feeling the project but anytime I had free time the last thing I wanted to do was work on the project. Thankfully since I committed to finishing this project I forced myself to pull through in the end anyhow. 2. Work... October and November turned out to be the most profitable month my company had in 2018, and I was busy working on several cases. This didn't leave me with as much free time, but with my motivation issue this wasn't a good combo! 3. Visual Studio debugger kept crashing my Unity... Not sure why but it was getting extremely annoying when attaching. 4. Unity wouldn't sync properly with Visual Studio on several occasions causing me to reload everything when trying to work in code with my scripts. 5. I wasn't able to create all the graphics and at the quality I wanted.. 6. Environment textures turned out very mediocre due to me rushing and using a sloppy method to generate these as PBR materials from pictures. The water could've been done a lot better and with motion, but again not time... Would've made way better textures from scratch. Project:
  9. 1 point
    Watching that video, I stand by my earlier suggestion: I believe that's an LOD system procedurally loading additional details on to the surface as the player approaches the planet. The effect of being on a flat plane is a simple result of proximity to the surface, in much the same way that the Earth seems flat in your immediate proximity. I'll see if I can dig up some reference material when I have time, but no promises I'll be able to get to that quickly.
  10. -1 points
    If these flying boxes start dropping some crap on the player, it will begin getting interesting. For now it looks boring. TLDR: I personally won't buy it on Steam as it is now.
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