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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
    So, as this first day of raBid development has come to a conclusion, I find I've spent far more of it having fun playing my new mini-game than I did actually feeling like I was making one. And HEY! Check this out, I have a Toy Build for you to play with too...!! (this is just a screen shot of it though, you'll have to find the attached .zip file) Takes a second to get used to the controls, it's a fully physics driven movement system, so keep that in mind. You are moving with Thrust, and there WILL be THRUSTERS!! on these super robot boards! I didn't have time to add the THRUSTERS!! to the toy, sorry for that.. Yes, they will be awesome enough to have two exclamation points, and yes even in the middle of a sentence.. So don't worry about it. Enjoy. Oh yeah, and if you happen to think about it, I would love feedback on EVERYTHING... 32bit Win Build in zip(Scanned with Kaspersky VirusDesk before upload), I'll probably put up an Android toy too, dunno when yet(tomorrow?). Trying for several platforms here, but I've only got PC and Android that I can test myself, so we'll see how it goes. I may have to borrow an Ipad from somebody. Anyhow, enough of my rambling, go on, kick the tires!! Hope it doesn't crap out on ya. It works on my dev. machine which has some pretty terrible "graphics hardware".. Easier to keep things mobile-friendly that way though. Latest Build: https://www.gamedev.net/blogs/entry/2266237-sling-bot-boarding-day-7-toy-build-4-d/
  3. 1 point
    Some positive stuff: I had a lot of fun working on my game and I'm quite happy with what I ended up submitting. The bits of polish like the main menu, points gained indicators, and level transitions are things I haven't tried to add before. Each is just a small feature but together they really enhance the over all experience. There was only a little bit of fighting with my code base / engine. For once it seemed like I had everything I needed and it was all pretty reasonably organized. However, this is mostly because I completely avoided dealing with the issues I know my engine has with collision. Specifically, that my actors are currently limited in their size which was part of the reason I didn't have any alligators or logs appearing in my game. Somehow I was able to track down the website I stumbled upon before for free music as well as the artist that I had in mind. I came across freemusicarchive.org back when working on WOA V but forgot to write down the name of the site. I'm sure I had bookmarked the site at one point but cleaned up old bookmarks since then. One of the biggest boosts to my motivation was when my kids asked if they could play the game. Early on, I was showing off to them what I was working on and then about a week later they remembered and excitedly asked to play. Unfortunately, the build was in a terrible state right then so I told them they'd have to wait. As much as I wanted to get my submission in, the chance to impress the kids is just awesome. I have to let them know, it's ready to play. I was generally happy with my programmer art. The turtle just came together looking really well. Though time was an issue, I will say it was nice not feeling like I had to pull continuous all-nighters to get anywhere with this thing. Stuff that didn't go quite as well / considerations for next time: Like everyone else, time. I had figured on having more time to work on the game but life just throws things your way sometimes like priorities at the office, a broken sink, or just helping battle the colds that kids seem to bring home from school. I could easily have spent another 2 weeks or more sorting out issues that I knew about and making levels. I wanted to have a fourth level that was an import of an island height map I did some time ago for an RPG project. It was going to be 128*128 tiles while the levels I did include were 24*24 or 32*32. One reason it didn't make it in was that I found that, when the level began, the scrolling had some issues going from its current position to centering onto the player. There just wasn't time to figure out how to deal with that. Found a bug at the start of the last week where if one actor is carrying another there's a potential for a crash (invalid pointer) when one of the actors is destroyed. I thought I managed a quick work around for that before submission but I think this is the issue that Znippy mentioned, and I have to imagine that others have experienced. I will be needing to track this down as it'll be something that manifests in other projects that use those bits of code. As I mentioned earlier, when I started this project I had visions of taking a look at the actor size restriction I'm currently dealing with. Didn't look at that at all so ended up with fewer actors to add to levels. Though I'm happy with my programmer art and had fun making it, it's still programmer art. Couldn't hurt to find an artist to work with one day. I'm not as happy with the splash animation as my other graphics. It's just too small. It kinda works when the animation isn't obscured by other actors but I'd rather the splash did more of the obscuring. The size of the frog vs size of the turtles makes it tough to see when turtles are going to submerge. The cars move too fast in some places. This is just a bit of a tweaking / balancing issue more than anything. Actually, I think it's fair to say that in most of the entries this was also the case. I probably should be interacting with everybody more. What's next for me? First, I'm going to track down the crash when the turtles submerge with the frog. The code involved is used in other projects so it'd be good to understand what's going on there. It'll also be cool to see what my kids think of the game and maybe let them take a crack at putting together their own levels. I wouldn't mind finishing up that 128*128 tile level myself, though I suspect the size would actually end up making the level less interesting than I'd hope for. I would very much like to work on a few more of these Challenges but the plan for the next while is to get back to project One Day. I'll have a few improvements from the Frogger Challenge to bring over to that and then, I think it becomes mostly about setting levels with sufficient props and writing dialogue for characters. Basically, it's a project I'm working on for my wife and kids so I was hoping to be done for end of January but at this point I suspect I would be lucky to even meet my next target of April. One last link to the project page:
  4. 1 point
    Last week wasn't as productive as the last, but it's still substantial nevertheless. So without further ados, let's get to it! GUIs Previously, some GUI elements didn't scale to the screen's density. This meant that no matter the resolution those items always remained at a set size. This was fine and dandy, but now that menus are implemented it's primordial to have some kind of cohesion. The main reason why such constraint existed was mainly due to those wacky title bars of those funky windows. Before these were all textures, and in essence, I wanted to make sure that these won't get blurred or offset, so keeping the same scale was the only choice back then. I, however, tried a different approach: because these funky lines were relatively simple and didn't require any type of special texture I thought that we could easily replace them with custom geometries. This way I can control where each vertex goes and how they adapt to the GUI element's rectangle. After a bit of tinkering, I finally managed to change this, meaning that I could now get rid of the unscaled canvas. As you can see the results are a whole lot better : And here's how it looked previously: And just for comparison, let's take a look at the GUI at my screen's native resolution: It was a long-awaited change, to be honest. Especially if I want to try to have dynamic resolutions in the future. Wonderful Sounds One of the most striking updates has to be the sounds. Previously, there weren't any sounds yet, but now there are progressively more and more varied sounds, making the game a bit more complete. On most items (collectables and whatnot) there's now a physic sound that plays when the item's associated rigid body get hit. The sound changes its volume based on the impact velocity's magnitude. This makes locating those items so much easier. Similarly, there's now another sound that plays when said item gets picked up. Let's take a look: As you can see (or heard in that case), most sounds are also given a random pitch just to spice things up. Weapon Balances Another big upgrade would be weapons. After a bit of closed testing, I've realized that the weapons could need a bit of balancing. The Gun Got Nerfed The Gun itself got a slight nerf. Before each bullet shot could be recycled. This, in effect, makes it behave more like Heavy Bullets. However, it was clear that picking up each of these bullets were kind of a pain for most people. So I've decided to reduce the amount of time a bullet can be recycled by linking that recycling to the player's current luck stats. In the future, there might be even actual bullet magazines and an automatic reload process (or manual). This way we could counteract the fact that bullets would be scarce if the player has poor luck. The bow got buffed The bow, however, got a big buff. Now, arrows are infinite. This effectively means that there are no more melee attacks and every time the player wants to attack a pre-charge is needed. The Mini Map Next, there's a new Minimap. This Minimap shows a simplified layout of the level. The room the player is currently in is also highlighted, and it changes when the player moves to another room. Each type of rooms has their own colours, which is dictated by the colour palette. This means that each level has their own room colours. If this might be a hindrance then this could be easily changed, but so far I simply lack the data to know. So far all rooms are shown (even the hidden ones), but eventually, only the discovered rooms would be shown. There's also no other things as of yet. There might be enemies, items and whatnot. These would be pretty easy to implement though. The map also rotates to match the player's view. It also follows the player around so that the player's position will always at the middle of the map. Take a look: Minor updates Fixed a bug with enemies' animations not working properly; Undid (partially) the UnityEvent's to also use C# native events: As seen here, there's basically no reasons to use UnityEvents rather than native C# events. One of the reasons one might use UnityEvents is of they use a serialized and strongly linked. But overall it's significantly slower; Another reason for the undoing is simply because my capacities are technically not serialized. This means that those capacities listeners are never invoked when the event is called. Added an empty Option tab in the pause menu. Next week So next I'll probably work a bit on the minimap, and perhaps fix a few graphical bugs linked with the MSAA applied to the game. Some models get unwanted gaps between shared vertices: So I might have to implement FXAA or TAA to fix this. Afterwards, it's boss time!
  5. 1 point
    Some concepts in the works, featuring a fireball, a pulsing light, and the tree branch nose (with a flower).
  6. 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:
  7. 1 point
    I started this challenge one week after quitting my job. I had calculated that with my frugal lifestyle even my small savings would last me a few months. I feel this is somewhat unfair to the other challengers, but in the state I was before I went AWOL I just couldn't participate. I had kind of a mad hope that what I would accomplish dedicating myself full-time to my hobbies would somehow let me make a job out of them. Well, this doesn't seem to be happening, but the giant boost to confidence should be worth something. I think I only installed Unity after I 'signed up' for the challenge (I had stopped using it a year before to experiment with other engines). I was supposed to be the art guy, but the other person fell through, so I ended up doing everything. I used Blender for models, Krita for art, and eventually LMMS for music. I'd say everything went even smoother than I expected. Issues came up, but nothing that I wasn't able to handle. There's a lot of stuff in this project I promised to myself and at the blog that isn't there, but I didn't feel like starting something major at the last minute. I also toyed around with the idea of making the source code publicly available, but my project looks like a mess of unity packages (which would probably make its educational value rather limited). Sorry. In the end, I think the most important part for me making it through the challenge was the support of a like-minded group on the forums. Hopefully I'll be able to keep up after the challenge and develop more crazy ideas together.
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