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About hpdvs2

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  1. I've spent 3 hours looking for some good free assets for SCI-FI UI, but haven't found anything I'm satisfied with. Does anyone know some really good CC0 or REALLY CHEAP items I could pick up. PNG's are great, animated Unity assets are even better. I'm looking at references like below, but I'm pretty flexible. - Thanks.
  2. On Friday, I'm mentoring a student at a local high school who has a passion for writing, and a strong interest in writing for games. What advice would you suggest for him? What advice would you suggest for me as an advisor? (Me personally, I've been designing/developing games/apps for a while, but I haven't personally put much thought to writing for games) - Thanks!
  3. I'm considering a game concept where you build robots for war, but with limited parts. An RTS Style, but instead of learning to build the wheel, you have to find 4 wheels to make 1 vehicle. Are there any existing games like this?
  4. hpdvs2

    Unity Profiles

    Around Ludum Dare #38, I came across two great portfolio tools: Unity Connect and Itch.IO. The combination of the two can help your Unity portfolio grow overnight. The general idea, is that Itch.io has a great system for uploading and sharing WebGL games (and other downloadable forms), and that Unity Connect has a great system for sharing projects over all. (links) We'll start with the basics. You need WebGL Samples of your unity work. try looking through any old sample that shows something. It doesn't need to be complete. You can take a failed game idea that successfully shows working with changing gravity, and cut everything but that gravity feature away. Then build to WebGL and upload to Itch.io. (its uploaded in private mode so you can test before releasing) 2 key instructions: 1) set Itch's project type to HTML to get the WebGL option later in the page and 2) upload a zip of the WebGL Build folder created from your Unity project. It will figure out the zip structure. Next, with the game live and playable, add a new project in Unity Connect. Add a thumbnail, and have a separate thumbnail for the WebGL playable. (I.e. something that says 'play now' or similar on it.) Add any other content, and be sure to describe it for what it is. Was it a Proof of Concept, where you are focused on one key element? Was it a starter test project? Is it actually released somewhere? Is this just level 1 of a larger pay project? Is this part of Steam Greenlight?The more items you have on Unity Connect, the more your profile will stand out. Keep it up. You are welcome to connect to me on Connect or Itch.io.
  5. hpdvs2

    Review - Unity Hub (Beta)

    So I've had the chance to try out Unity Hub for a while, and had ups where I completely switched to it, and then downs where I finally got rid of it. When you start Unity, you get the project selection screen. (Unless you chose to have it auto start on your previous project) Hub is a separate application to replace that screen. It adds new features, like Multiple versions of Unity Assigning projects to start with specific install versions Right clicking on an install version and having it add a new build target (without all the UI's to monitor) It worked great initially. So much so that I uninstalled Unity from the machine (because bug #1, it doesn't recognize existing Unity installations. it seems like they *have* to be under a specific path/format. It says you can select existing ones, but it never recognized the version I have) an let it install Unity for me. Next I also installed the Beta, because it was easy. It seems far faster to install through Hub, than via download/direct install. I loved this feature. But then some problems started in... Some of the features like Android install, I could not get to work after. It took a lot of extra steps to resolve, steps I don't recall having to go through on my normal version. For instance, it could not pick up the JDK install path on its own. It can't install older versions, like 5.6. Which seems a huge reason for supporting this. There where huge transformational changes between 5.6 and 2017. Some projects just needed 5.6. It seemed like this was the key reason to have Hub, so I could go back easily. I already had Visual Studio Enterprise installed on my system, and it couldn't register it. Well not during the install anyway. I had to go in, and find it by path, but then it didn't have any of the Unity properties installed for Visual Studio. Ultimately, I ended up uninstalling it, and going back to the base installation of 2017.Latest and VS Enterprise Latest to get everything happy again. I intend to try Unity Hub again, but will wait until its out of beta. Check it out / download it here: https://blogs.unity3d.com/2018/01/24/streamline-your-workflow-introducing-unity-hub-beta/ If your needs don't step on those issues, like android or needing to jump back to 5.6, I think its a great product.
  6. hpdvs2

    Unity SOLID

    I gave a presentation at Unity's Unite 2017 Austin conference. This is actually the first well recorded presentation I gave. (Everytime I presented in the past, something would fail) Even if you have no interest in Unity, the SOLID aspects of this are a great for an introduction. I spent a long time trying to come up with a way to explain it in an easier way. Complex explanations that only make sense if you already understand it seem to be common place. Check out Wikipedia's opening statement on "L" (Liskov's Substitution Principle): Then I get into a Dependency Injection Framework and Unity Unit Testing from within Visual Studio, as can be found here.
  7. On my profile, there is a section called "Groups" What is that for? I don't see groups any where in the site. Given that it gets a whole tab in my profile, it seems kind of important. - Thanks.
  8. There isn't a hardware forum, and this seems the closest in relation to what I'm doing. I know we typically lose the ability to see past a certain FPS, but I'm working on a 3D tech, where the monitor will spin at 1800 RPMs, (30 / second) for an event. This means that any side you look at will start to define the shape from that angle. I've found some screens that claim 900hz, and I have some light weight renderings on my machine processing at well over a thousand FPS. Before I go and purchase the hardware, I'm wondering if the hardware can actually do it. (forget about wires and such, those issues are already solved.) my issue is whether or not, say a GeForce GTX 1080 ti could even output 900 hz. 900 FPS is easy, but it doesn't mean that the signal to the monitor is anywhere near that close. This is also an experimental tech, so assuming I can even get everything working as planned, it doesn't mean it will look good at all. I'd appreciate any knowledge on the 900hz/900fps issue, and also welcome frank discussion around the nature of this tech. Also, I don't need this to be 4K, not even 1080p. A 640x480 resolution could work, if we have a bandwidth issue over HDMI cables.
  9. When a new character walk on to the set of a movie or comic book, its often easy to tell their role by visuals alone. Hero = Confident stance, chin up, but not too high. Determined expression. Intelligent = glasses, sciency devices, cleanly dressed, but not with much style. Con-Artist/spy = trench coat, hat to hide face, eyes looking left/right a lot. Happiness/Anger/Elation don't matter. Those are emotions any character role can go through (villain or hero) I'm looking for a list of visual generalizations I can use for a piece of code I'm writing that assembles an avatar based on a plot point in the story. I can just start with a few, but if I keep adding them throughout development, I may want to start changing keyword uses along the way, which could negate the content already written. If you could offer more characteristics like this, that would be helpful, or if you know of a reference to somewhere things like this are already well-outlined, that would also be helpful. - Thanks.
  10. Good question, I just spoke with them and found out they *sort of* do, but not with game law. I also just reached out to a game lawyer near us to get more clarity. - Thanks.
  11. I have several Unity Assets I'm planning to publish through my current employer to the Unity Asset Store. But I'm worried about legal protection. I'm not really sure how to protect myself or my company from potential law suits. Not that I'm expecting them. It seems like I need to hire a lawyer to draft a EULA, but I'm wondering if there is some standard EULA that basically says use at your own risk. Or if there is an article that talks clearly to this topic. - Thanks. The products will be 100% self developed code, and self developed models, no fan art With Source Code included
  12. @Madolite, Thanks for your feed back, but I have a lot of what I believe are good reasons. First off, I have developed a lot of game concepts, especially large scale games that never saw the light of day. My professional title is VR Solutions Architect, and I'm a Microsoft MVP for my work in 3D. (mostly business focused and educational) I bring this up to emphasize that my issue is not ability to code, or work with the technologies. The specific issue I'm trying to get through is faster completion of PoC's, and to have experience in a larger variety of game mechanics. Not just theoretically, but functionally. I'm trying to expand my abilities to be comfortable in game jams. Also, much of my professional work requires pulling together a game concept for business purposes very quickly. Also, I want to be able to get through Game Jams easier, and have trouble minimizing my goals into more manageable tasks. I want a lot of different code bases, So I don't get stuck in just a couple that keep growing, but instead focus only on the absolute minimum to get a concept or mechanic done. You are absolutely correct that I will end up having a lot of pieces repeated. But hopefully in different ways and approaches. Things I can try to shorten down a lot. May also make good blog posts.
  13. @JaminGrey - Thanks, This is really useful, Second comment on it lead to http://www.squidi.net/three/, which has around different game mechanics.
  14. I'm planning to build 100 tiny games, (the specific number is not so important). The general idea is to improve my skills, by pushing my comfort zones in game development. I'm looking for a breakdown list of 100 tiny game concepts. These are genre's, but then also pushing different concepts, like AI, physics, graphics, animation, etc... Any thoughts on this. Or if there is another post or article you can point me to. - Thanks!
  15. Great! Utility System AI was it. I'd seen it before but trying to find the name based on the description was proving near impossible. - Thanks!
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