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About lougv22

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  1. lougv22

    Killsquad - E3 Lessons and PostMortem

    Good write-up. Those are some great tips for attending game shows and conventions. One small correction though, PAX West is at the end of August, not July.
  2. I want to achieve the following effect in a Unity game: I have a 3D model and, under certain conditions, I want to change the color of one of its limbs only, let's say right leg (see screenshot below, with an example of how I want it to look). This is intended to highlight the limb in question. I've been doing a lot of research and using custom shaders comes up often, but in all of the examples I've seen they only show how to draw an outline around the 3D model, which is not what I want. The only other suggestions I've found are to either use projectors (for drawing effects on mesh surfaces in real time) or to change the vertex colors programatically during run-time. Both of those suggestions are from the following question: https://stackoverflow.com/questions/34460587/unity-changing-only-certain-part-of-3d-models-color. The latter suggestion is the closest to what I want to achieve, but it doesn't seem to be working for me. Here is the C# code for accomplishing the change in vertex colors: using UnityEngine; using System.Collections; public class BoneHiglighter : MonoBehaviour { public Color32 highlightColor = Color.red; public Color32 regularColor = Color.white; public SkinnedMeshRenderer smr; // Just for sake of demonstration public Transform bone; private Transform prevBone; // Find bone index given bone transform int GetBoneIndex(Transform bone) { Debug.Assert(smr != null); var bones = smr.bones; for (int i = 0; i < bones.Length; ++i) { if (bones[i] == bone) return i; } return -1; } // Change vertex colors highlighting given bone void Highlight(Transform bone) { Debug.Assert(smr != null); var idx = GetBoneIndex(bone); var mesh = smr.sharedMesh; var weights = mesh.boneWeights; var colors = new Color32[weights.Length]; for (int i = 0; i < colors.Length; ++i) { float sum = 0; if (weights[i].boneIndex0 == idx && weights[i].weight0 > 0) sum += weights[i].weight0; if (weights[i].boneIndex1 == idx && weights[i].weight1 > 0) sum += weights[i].weight1; if (weights[i].boneIndex2 == idx && weights[i].weight2 > 0) sum += weights[i].weight2; if (weights[i].boneIndex3 == idx && weights[i].weight3 > 0) sum += weights[i].weight3; colors[i] = Color32.Lerp(regularColor, highlightColor, sum); } mesh.colors32 = colors; } void Start() { // If not explicitly specified SkinnedMeshRenderer try to find one if (smr == null) smr = GetComponent<SkinnedMeshRenderer>(); // SkinnedMeshRenderer has only shared mesh. We should not modify it. // So we make a copy on startup, and work with it. smr.sharedMesh = (Mesh)Instantiate(smr.sharedMesh); Highlight(bone); } void Update() { if (prevBone != bone) { // User selected different bone prevBone = bone; Highlight(bone); } } } What is the best way to achieve the effect I want in Unity?
  3. Hi all, I am an indie game programmer, by nights and weekends, working on an indie game in Unity and C#. In the past I've worked as a game programmer for a local game studio, making serious learning games in C++ and Lua. My day job is a software developer, making web apps in C#, AngularsJS, Bootstrap, etc. My true passion, however, is making games and because of that I can no longer justify spending my days making software apps I am not passionate about. I did that for several years, thinking that if i worked on my indie game nights and weekends and held a day job as a software developer for business apps, I would have the best of both worlds. That worked for a while, but lately I've been feeling more and more unfulfilled at my day job. Long story short, I've recently decided to start looking for a full-time game programmer job, and to that end, I hired a web designer to create a portfolio for me. The portfolio is now done and was launched earlier this week. I'd like to get feedback on it, as well as my resume (which can be found on the portfolio): Game Programmer Portfolio Any advice would be greatly appreciated.
  4. Thank you for this write up. I found it educational and inspiring. I too am a solo indie game developer and going through the same struggles as @slayemin, but loving (almost) every minute of it. It's a constant juggling act between a full time job, making time for my spouse, working out a little bit, and carving out as much time as possible every week for game development. It's trying, for sure, but because of my love for game development and the passion I have for my game, I have a blast doing it. That's what keeps me going when, after a long day at work, I take a quick nap and head straight to game dev, or when I get up early in the morning on weekends in order to squeeze the maximum amount of development time out of the day. Your entire article really spoke to me, especially the following: "It’s the masterpiece of art that’s an expression of my identity. If it takes me 10 years to produce this game than so be it. It’s going to be what speaks to who I am." I know exactly what you mean by those words. It reminds me of an interview I saw with Hideo Kojima. The interviewer asked him what was going through his head when he was developing the original Metal Gear game and he said something along the lines of, "I was making the game I wanted to play". Then he was asked, "If you could talk to your younger self from 20 years ago, what would you say to him?". His answer was, "Believe in yourself and push forward." The other part that really spoke to me was your story about the home sandwiches and laminated posters in order to attract PAX goers to play your game. I did a similar thing at the first convention (not PAX) I exhibited my game at. My spouse came up with the idea of bringing a big bag of candy as an incentive to people to play my game and give me feedback. That worked, but I also had to go talk to people and ask them to come over to my "booth" (it was just a large table) and play the game. It was certainly out of my comfort zone, but was also a very rewarding experience. Good luck! I really hope you finish your game in such a way that it fulfills your artistic vision, and that it is successful.
  5. I am trying to port an old XNA project to MonoGame and I am getting the following error when I build my Content project in the Pipeline Tool: "Error importing file: invalid Vector subscript". This was for an older FBX file that I upgraded to FBX 2013 with the Autodesk FBX Converter app. In the Properties window for the FBX file, under Processor, I've tried both "Model - MonoGame" and a custom processor and I get the same error with either one: What is the problem with the 3D model and how can I get around it?
  6. I am not quire sure what you mean by "sprites etc cannot be automatically generated just by graphically designing them", but as far as game engines for making 3D games go Unity and Unreal are probably the two most popular ones right now. I personally use Unity and I have found it does a great job of offering you enough tools to get you started quickly, the learning curve is not steep (especially if you have C# programming background), it's very widely used and because of that there is no shortage of tutorials (YouTube and others) out there on any topic you can imagine, and support for it is good. It is code based as well, you can program in C# and JavaScript. As for sprites, I think you can create them in Unity, though I am not sure about that as I always use external ones for my game project.
  7. lougv22

    Mining game ideas?

    Good idea, definitely has potential. Some things that just popped in my head while reading through this a second time: The miner could starts as a novice or some other measure/rank of his/her level of skill and experience. The more ores, and the better quality ones, they mine and sell, the more their rank would increase. Higher ranks would come with increased carrying capacity, slower drain of axes, time, energy resources, etc. Also with higher ranks you can buy/make better axes and whatever else tools there might be in the game. At lower ranks there may be certain terrains/materials you can't mine, but at higher ones you would be able to. Better terrains and materials would yield better ores. Perhaps under certain conditions, such as reaching a certain point in the game or a certain rank, you can recruit another miner from nearby towns to help you mine.
  8. lougv22


    I like them too. They have a certain surrealist vibe about them.
  9. lougv22

    Tips for game programmer portfolio

    That's great advice. Thanks. My most recent and most extensive experience has been with Unity and C#. That's what I use for my indie game. I also have experience with C++ and Lua, at a game programming job I worked at a few years ago. So both, though my experience and my preference is more in the area of gameplay programming and AI (if you want to consider that a separate discipline from gameplay). The languages I've been using at non-game jobs are C#, Java, and a variety of Web development ones (raw JavaScript and various JS frameworks, HTML, and so on). I am also fluent with several databases (MS SQL Server, Oracle, etc). I do have two published games (albeit of the serious games category, i.e. not big AAA titles), a couple of small games I made for fun (and as a learning experience) a while back, a DirectX game-ish animation project, one XNA game project, and my indie game of course, so there should be enough content in my portfolio to demonstrate my skills and experience.
  10. lougv22

    Tips for game programmer portfolio

    Thank you, this is good advice. Should i post the code in question on my portfolio somewhere? Perhaps zip it up and make the file available for download on the portfolio? "Then you should program custom applications yourself just for your portfolio and resume. " @Rutin, Unfortunately there simply isn't a time slot where I could fit this. My schedule is very tight, between a full time job, spending time with my spouse, working on my indie game, attending martial arts classes, and making some R&R time for myself so i don't burn out, every hour of every day is spoken for.
  11. lougv22

    Tips for game programmer portfolio

    Thank you. How would I show them my code though? Everything in my game, including the code, is copyrighted material. Doesn't the same potential for liability that applies to games as a whole also apply to the code? I do have an older game project (XNA with C#) that was just for training purposes. I could show that, but it's old and not representative of my best work.
  12. lougv22

    Tips for game programmer portfolio

    That makes sense and it's along the same lines of what I was thinking. And what about small, fun project, types of games that are quite old? As in from around 2006. Would those be too old to show in a portfolio?
  13. lougv22

    Tips for game programmer portfolio

    Thanks for the tips. I may give those a try. Any insights on the question of a Web build versus a PC Unity build when applying for game programming jobs? Is the Web build the preferred way of showing off your game? Would I be at a disadvantage if i emailed them a PC build instead?
  14. lougv22

    Money or passion?

    Follow your passion. It's going to get really old at some point getting up every morning, going to a job that does not excite you and does not make you happy, while at the same time second guessing yourself and secretly wishing you were making PC games. If your purpose is to make PC games and you are not fulfilling it, there will be this cognitive dissonance, or misalignment with what you are truly supposed to be doing, in you and it will keep gnawing at you and making you feel unfulfilled. Secondly, don't follow trends. Trends don't matter and they change all the time. Mobile gaming may be the trendy thing today and tomorrow it might be something else. Just follow your passion and forget the trends. The caveat to all this, of course, is that you have pay the bills and put food on the table. If you can make money following your passion, go for it. If not, get a day job doing whatever pays the bills and follow your passion nights and weekends. This resonates with me as well and it's also almost verbatim something Hideo Kojima said in an interview a few year ago. He was asked something to the effect of "What was your thinking when you were making the original Metal Gear?" and sis answer was, "I was just making the game I wanted to play." This has been one of the tenets of my game design philosophy, if you will, for years now.
  15. I am currently an indie game developer and I am looking to get a job with a game company as a game programmer. I worked for a game studio 9 years ago, but at the time I decided to get a day job as a software developer (non-game development), while focusing (as an indie developer), during my free time, on a vision for a game I've had for some time. This was then, but i've recently found myself unsatisfied with my day job and I am now thinking of going back to the game industry. The drive to make games is just too strong in me and I can no longer justify spending my days making software I am not excited about. Which leads me to my questions about a game programmer portfolio. Before i first got a job at a game studio i had built a couple of small games, this was way back though, around the year 2006. Would those be too old to showcase on a portfolio? Second question, i'd like to make the indie game i am working on available for potential recruiters to play, but I am not sure how to do that. I tried to put it up on Shimmer.io (kind like itch.io, but not as popular), but i ran into issues with that. It's a Unity game and the Web build i created for it was about 190 MB and it ran slowly and was very choppy on my machine, at which point i kind of gave up on the idea of putting it up online. The other option is to simply send (through email or Google drive) game companies a regular Unity build and let them play it that way. The question is, should i try to go the Web build route again and if so, any tips on making it work well this time? And also, if the Web build doesn't work again, would it be acceptable to send companies i apply for a regular build?
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