EdBoon

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About EdBoon

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  1. link: https://youtu.be/S1amy4FCyFc   3D Barrel Download Link: http://www.bigrookgames.com/files/blender/lowpolybarrel.zip License: CC3.0 We are starting a series for absolute beginners making low poly 3d game assets. If you would like any custom 3d low poly assets just list them below and we will create a tutorial on the object, and give out the object for free under CCL3.0. Also if you have any critique on what you feel a blender tutorial should involve and what it should avoid please let us know so we can grow and make future tutorials better each time. following this will be uv mapping, then texturing.
  2. I'm creating a call of duty exo zombies remake with all the assets available for download and currently includes the features listed below.  Also the video series shows how to make everything from scratch with the help of an fps controller kit.   channel: http://www.youtube.c.../bigrookdigital   Part 1: Creating spawn doors: https://www.youtube....3d_mCaz&index=1 Part 2: How to make the Mystery Box from scratch: https://www.youtube....3d_mCaz&index=2 Part 3: Mystery Box part 2: https://www.youtube....3d_mCaz&index=3 Part 4: Adding the game map and the fps controller: https://www.youtube....3d_mCaz&index=4 Part 5: Pathfinding and adding enemies: https://www.youtube....3d_mCaz&index=5 Part 6: adding fps kit: https://www.youtube....3d_mCaz&index=6 Part 7: Enemy damage and death: https://www.youtube....ELYYhZbg3d_mCaz Part 8: Scoring System and Play Damage: https://www.youtube....3d_mCaz&index=8 Part 9: Adding spawn wall into scene: https://www.youtube....3d_mCaz&index=9 Part 10: Random enemy animation blend trees: https://www.youtube....ELYYhZbg3d_mCaz Part 11: Stage Management and Enemy Speed: https://www.youtube....d_mCaz&index=11 Part 12: Buy Weapon System: https://www.youtube....ELYYhZbg3d_mCaz Part 13: Functional Mystery Box: https://www.youtube....d_mCaz&index=13 Part 14: Enemy Drops Random Pickups: https://www.youtube....d_mCaz&index=14 Part 15: Setting Zombies on Fire: https://www.youtube....d_mCaz&index=15   Download links for each of the assets in the videos.  
  3. Call of Duty Zombies Remake w/ Unity

    It's for learning purposes. Everything will be provided for free for users as well as the game.  I liked the game and want to remake it, and provide tutorials along the way for anyone else who is interested.     Your intentions are good, but lawyers don't care about intentions.  Companies are legally required to defend their trademarks, or they risk losing them, so if Activision's legal team were to find out about your remake, they wouldn't hesitate in telling you to remove it, no matter what your reasons for making it are.   All you need to do is change the game enough that it's different from the original (using your own assets, obviously) and call it a tutorial on making CoD: Zombies style games.   Thanks, Yeah hopefully making a few changes will be enough.  This helps, appreciate it.
  4. Call of Duty Zombies Remake w/ Unity

    It's for learning purposes. Everything will be provided for free for users as well as the game.  I liked the game and want to remake it, and provide tutorials along the way for anyone else who is interested.   Making everything free and providing tutorials doesn't make it OK for lawyers. There are several known cases of fan remakes that have been taken down by companies. Sonic, Pokemon, Street of Rage, Final Fantasy, Chrono Trigger, and the list goes on.   In fact, you can get in troubles just by using the name of a game in something that's not a game. There have been sites and toys that were canceled because they received a cease and desists order.   Some examples: http://www.joystiq.com/tag/cease-and-desist/ https://myspace.com/article/2014/08/27/banned-video-game-fan-projects   Hmm I probably should consider some changes in that case.  I'll look into this, thanks for the heads up, appreciate it.
  5. Call of Duty Zombies Remake w/ Unity

    I've now added an fps kit to the project that handles the arm animations and gun animations:   Call of Duty Zombies Remake Unity 3D Tutorial: Part 6 Add Free FPS Kit Animations    -   https://www.youtube.com/watch?v=eCnGAhMg0gc
  6. Call of Duty Zombies Remake w/ Unity

    It's for learning purposes. Everything will be provided for free for users as well as the game.  I liked the game and want to remake it, and provide tutorials along the way for anyone else who is interested.
  7. thanks so much guys, this helps so much.  Very much appreciated!
  8. Hi game devs, I am trying to start a unity game development channel because I think it would be a great way to stay engaged in the community as well as keep expertise up on the subject.  Teaching is a great tool to learn , as you must research and make sure that everything you provide is usable, helpful, and correct.  And providing help to others is always great too.  Another reason is that I think it would help with speaking because I am starting to focus on public speaking events and it's a skill that I have wanted to work on for a while.  I wanted to see what you guys think of when you watch video tutorials for game dev.   Do you generally have a channel that you go to first? do you try to look for videos that provide the assets so you don't have to do it yourself? Do you look for shorter videos? ANY tips, ideas, or advice would be fantastic, and if you want to support or check the channel to see what should or can be improved: http://www.youtube.com/user/bigrookdigital, and if anyone else is a content creator for videos I would love to hear your opinions as well!   Thanks in advance guys.
  9. Hey guys, I've decided to remake one of my favorite games off all time, CoD Zombies, using Unity 3D and decided to create it with tutorials and provide all the free assets along with it for everyone to use. It will probably be a long series but if anyone is interested I will be posting the videos and providing links to the assets I use in the tutorials, so if you don't care about the tutorials, you can just grab the assets anyway! So far we have done the mystery box, wall board anims, map layout, character controller, and navmesh pathfinding which is the latest.  Let us know what you think!   https://www.youtube.com/watch?v=S1lZyKI384Y    
  10. Hi, I am trying to put together some new maps for my game and have a few questions and requests for advice, first here is some of the tiles laid out in my map editor: [img]http://farm8.staticflickr.com/7263/7733738838_2085751c6c_h.jpg[/img] (there are a few tiles missing, like the 3 corner lava tile) First my concerns: 1. The column tile does not look right against the floor. The tiles are each 64x64 and the characters are about the same size too in that looks weird while standing next to it. I think it looks out of place almost like a pickup item. i think i might try and make the top of the column a different angle so it looks more flat, making the far side much wider. Also i may try to make it 4x bigger to cover 4 tiles, maybe it will look more of a pillar then. Any suggestions? it seems hard to do on a top down view game. 2. I find it hard to think of objects to make the environment more exciting and believable. I am a programmer (contracting art out) so it is important that I come up with detailed lists of assets that I need, but I find it difficult to be creative with stuff like random items you would find in a dungeon, for example. Also it is important that it be the least amount of tiles possible to reduce cost. I realize random items will be extra tiles, but am looking for creative ideas maybe to mix and match things around the room to cut down on the tile count. Any suggestions would be greatly appreciated. 3. There are a few torches on the map which are hard to see, i have asked the artist to try and put a white outline on them so they are more visible, but i think it may look out of place being the only object with a white outline. Are there any other ways to contrast it from the floor better? ideas: 4. I was thinking of adding a layer on top of all the game objects for ceiling objects, like dungeon style chandeliers, etc.. I think it will look odd if it moves around at the same rate as the floor does on screen scrolling, so I would have to add a scale to the movement so it looks like it is closer to the viewer. Do you think it would add to the environment? or do you think it would just be annoying to the player to have something in the way? I could also add transparency while the player is below the objects if that would help. good idea or nax? Also, you might be able to tell on my excellent map layout design from above, but my map layout skills are terrible. If anyone is interested or talented in map layout/design i would be willing to throw some money into cool designs for levels, but that may be better placed in help wanted. Any suggestions/criticism is appreciated, trying to work on my level design as i think it was a weak point in my original release of Undead Empire. The new changes dealing with environment will be environmental damage (lava) and map animations (like the torch). Thanks guys, Jake
  11. Updated a few more things, I don't think the green went well with the orange lighting, so switch it to blue. I will probably end up doing the headings in PS and adding glow and/or shadow, but it's easier to see with more of the layout filled out. [img]http://farm8.staticflickr.com/7060/6864225847_412cd98b3e_b.jpg[/img]
  12. Thanks a bunch, it definitely helps. I messed a little with the transparency and also i noticed the lighting in the scene is very orange, so maybe green isn't the best compliment to it. but even just bold text and transparency makes a noticeable difference. [img]http://farm8.staticflickr.com/7208/6860025235_788c3c9584_z.jpg[/img]
  13. Recently I have been paying a lot of attention to in-game onscreen text in many AAA games to understand what is behind creating text on screen that looks great. When developing my own stuff, I have always felt the on screen text has been a weak point of my game's presentation. It just looks incredibly flat and boring, unprofessional really. I am not the greatest graphic designer or artist (probably closer to one of the worst) but I'm looking for maybe some hints/tips/anatomy behind making it fit right into the game's environment. Looking at some games that i feel have great screen text, first I thought there was something about having a glow or border around the text that made it pop or fit right while being placed ontop of the environment, for example: [img]http://www.aeropause.com/wordpress/archives/images/2010/02/Downtown_Racing_04-550x309.jpg[/img] In this screen from split second, it just seems to fit. Looks great here, doesn't really look like it is just plastered onto the screen over the 3d rendering, it feels more like it is in the game and not ON the screen. I know that the blue meter helps the illusion that it is actually in the game but even without it i think it would look great. It seems here that there is a bit of glow to the letters, maybe that helps. another example: [img]http://roboawesome.com/wp-content/uploads/2010/03/final-fantasy-xiii-2.jpg[/img] in this final fantasy screen, it is very simple, and has a shadow + black border on the letters, but still looks good in my opinion. After seeing a lot of screens like this I thought the text needed some sort of glow/gradient/shadow etc.. but then you have your fps that usually have none of these. Halo Reach for example: [img]http://mkgaming.com/wp-content/uploads/2011/03/hr8.jpg[/img] http://mkgaming.com/wp-content/uploads/2011/03/hr8.jpg Here we have solid color, non-effects text and still manages to look good on screen. Doesn't have the ameture feel that throwing arial black font has that is so familiar to many indie games, yet it is just as simple. Each game I go through I try to improve on things I thought my last game lacked, and this is definitely one of the subjects I have failed. If anyone has any pointers, hints, suggestions/guidelines that they use when using on screen text, please I would greatly benefit from any experience you have. Also if you know of games that the in-game text is fantastic, leave your thoughts here and let others learn from the better examples out there already in games. And here I will leave below a screen from my project that I just hate: [img]http://farm8.staticflickr.com/7048/6859834411_628d7a6abe.jpg[/img]
  14. 2d action rpg project

    After a long project, it is finally done! It was released on xbox marketplace 2 fridays ago, been so busy forgot to update this thread. [url="http://www.youtube.com/watch?v=y0ZbeSMv0UU"]http://www.youtube.com/watch?v=y0ZbeSMv0UU[/url] also the details page is here on xbox: [url="http://marketplace.xbox.com/en-US/Product/Undead-Empire/66acd000-77fe-1000-9115-d80258550829"]http://marketplace.x...15-d80258550829[/url] a couple new issues have come up that i did not see during testing and playtest but I am releasing a patch to fix all known issues in a couple days thanks for looking!
  15. 2d action rpg project

    I made a lot of changed, revamped the entire online multiplayer code, things are going pretty well. I put a video up of the first couple stages, added code for 'plot events' even thou the script isnt completed yet and I don't want to put it in videos anyways at the moment. Below is the video if your interested! http://www.youtube.com/watch?v=t9u-LA2Tq1c [youtube]t9u-LA2Tq1c[/youtube]