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glmisscelan

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  1. Hello everyone!   Just wanted to let you know, I have just uploaded a free alpha demo, in case you feel like playing some 3D action platforming :).   More information and download link here: http://steamcommunity.com/sharedfiles/filedetails/updates/231340170/1395077794   Feedback is more than Welcome!   Hope you'll enjoy it!   Thank you!
  2. Just released a video with some updates:   This week I’ve been working on improving the dialogue system, populating the first level, adding some new NPCs and last but not least, I have modified the post processing filters, now the game looks more colorful and vibrant!    [VIDEO]http://www.youtube.com/watch?v=zQ-gOdqN0Aw[/VIDEO]   Also, I’m going to release an alpha demo for free on March 17th :)   Finally, did I tell you that we are on greenlight and we would really appreciate you upvote :P? Here:   http://steamcommunity.com/sharedfiles/filedetails/?id=231340170   Thank you very much in advance!
  3. Video showing a few of the things that I've been working on last week. Soooo many and too lazy to list them .    Hope you like the video!   [VIDEO]http://www.youtube.com/watch?v=1qnu73IGYCg&feature=youtu.be[/VIDEO]
  4. I have worked on so many things since the last update that I don’t even remember most of them .   The most important are the controls.  It is extremely difficult to find that sweet spot on which you feel on total control of the character,  I had tried so many different approaches/variables/values and none of them was completely of my liking, especially the jump/double jump, often I had this feeling it was too fast/or too high or… whatever.   Finally decided to scratch all I had and start all over again, and now I can say I feel incredibly happy with the results, still a few bugs to fix but nothing major. I have also reworked the HUD, dialogues, sounds fx and added this funny gibberish talking (like the one on Banjo Kazooie) and also added transition images at the beginning/end of the level. From an aesthetic point of view, I have modified the shadows and the illumination substantially. Take ages to bake the scene, but you can feel the difference .   Also, got 2 new animations for the main character (running and kicking). I wasn’t especially happy with the running one, it was ok, but nothing characteristic, Bela Szabo helped me out with those.   Ah, well, joystick support and new logo too .   You can see all that progress on the following video, hope you like it!   [VIDEO]http://www.youtube.com/watch?v=keo5V_6WTJ4&feature=youtu.be[/VIDEO]  
  5. Below a few gifs that I've been posting on screenshot saturday lately      
  6. Thanks for the nice comments JesseEtzler! As for the water, I just used the default water on unity Pro, there are some specific settings for shore foam. Also, there is a foam mesh generator for free that works on the free version but I could not make it work :(
  7. Since the last updated, I have mainly focused on a terrain mesh and updates on the camera features. For the terrain mesh, I've been using the unity default terrain feature. You can get decent results quick and it is integrated in the editor, so you can modify it and see the results in real time. But it also has limitations, for me the most annoying ones for me were: The chequered layout: the terrain is a heightmap defined by the resolution, disposition of these points that define the terrain cannot be moved, so you are limited to this chequered mesh. This became really noticeable for me when I tried to make some roads on the terrain. Textures on perpendicular surfaces: with the default unity terrain tools you cannot modify the uv coordinates of the texture, this becomes really annoying the more perpendicular the surface is as it will be displayed more and more stretched. Holes: well, you cannot make any holes on the map, that’s it So, after trying for a while to find fixes for all those limitations, just gave up, exported the terrain into an .obj file, and worked on a brand new terrain on blender. You can do all you can think of, but it is way more time consuming, and you cannot see the results in game in real time, so I had to go back and forth multiple times. After a few days, I managed to put something decent together, and I’m quite happy with it Then, as mentioned above, I spent some time working on some new camera features. The player was able to rotate the camera around and some basic collision detection was implemented: a raycast thrown from the player to the camera, if a collision is detected the camera moves a bit ahead of the collision point. This would suffice for most of the situations, but there are some exceptions on which the player would benefit for something a bit more sophisticated. Exception 1 – Small, thin or full of holes objects Sometimes, if the main characters passes by one of those really close and this object happens to be between the cam and the character, then, the camera will quickly/abruptly move closer to the character. This can be a bit disorienting for the player, and, honestly there is no real need to move the camera closer, the geometry of these objects won’t prevent the player from “guessing” what is behind. For this exception, first, I changed the player shader to display the silhouette. when an object is occluding it, on top of it. Then, I tagged these specific objects so they are not retrieved in the raycast collision. As a result, in the supposed scenario above, the camera won’t move, but the player could still follow the trajectory. Exception 2 – fixed camera Sometimes there some specific angles that are really beneficial for the player, you can always let the player find that specific angle themselves, but in most cases they would appreciate a little bit of help  . So I have set up some volume bounding boxes connected to a fixed point in space, when the player enters that volume, the camera moves as close as possible to that fixed point, and stays there until the player leaves the volume. Exception 3 – Camera on rails Similar to the previous one, the difference here is that I can make the fixed point “mimic” the movements on whatever axis I decide, one, two of all of them at the same time. This somehow imitates camera on rails feature, widely seen on movies. Exception 4 – Cinematic Haven’t done much here, just integrated the cutscene plugging uSequencer. AI – Back to back Last, some basic AI, after a couple of seconds, if there is no input received the camera will automatically move to the back of the player.   Finally, you can watch a video with all those features implemented: Hope you find it interesting! [VIDEO]http://www.youtube.com/watch?v=o4mdCMJx9VY[/VIDEO]      
  8. Thanks for the comments Jake! I'm aming to have it ready by Q4 2014, hope I can make it!
  9. Thanks for the comment Counteractman!   There have been a few changes since my last update, the most noticeable one has been the redesign of R, including the mesh and animations.   The AI has been reworked a bit as well as the HUD, where all the elements have been redesign and some new code has been added to it.   The main directional light has been rotated to be completely perpendicular to the objects, so the player can see the shadows of the objects perpendicular to them and measure better their distance.   I have also started working with the profiler, still a long way to go, but with a few tweaks here and there, got around 30% fps increase.   Finally, I have implemented some new FXs.   I have put together a new video showing some of these developments, really hope you like it J.   [media]http://www.youtube.com/watch?v=4U9zKtAHgxQ&feature=youtu.be[/media]    
  10. I have recently switched the rendering path in Unity Forward Rendering to Deferred Lighting, but  I’m still not fully convinced .   The main advantage of deferred for my game is that you can use shadows with point lights. I started working on some indoor areas where sun (directional light) is not reachable and the result was not fully of my liking.   Even though supposedly I could use lighmaps for those, since my levels are quite big, the final resolution of the lighmpams there makes them almost not noticiable.   On the other hand, the aliasing is more noticiable using deffered as only some post processing and not hardware can be done.   I will stick for the moment with deferred and see how it goes, below some results:           Also, I've playing around with some IA and uploaded a video of the main character "toying" with one of the game´s foes.   [media]http://www.youtube.com/watch?v=Sf4Ygpa6W7M&feature=youtu.be[/media]   Hope you like it!
  11. Thanks for the comments marshiell1!   I'm using Unity3d and for the scripting c#. I designed the models, but I got a freelancer to model them :)
  12. ---UPDATED ON 03/03/14   Hello everyone!   This is the game that I've been working on for the past year.   It tries to resemble the platformers of the N64 era. There’s an apparent twist, however, as the player can freeze objects and enemies in time by taking a picture of them.     Below you can find some videos and screenshots (note it is still on an early development stage)   Hope you like it!   [media]http://www.youtube.com/watch?v=zQ-gOdqN0Aw[/media] [media]http://www.youtube.com/watch?v=Ii6xFizhIoA[/media]   Please upvote the game on Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=231340170
  13. I’m trying to store the depth information of model in XNA from the lights point of view. The model renders fine using a normal shader. This is the shader code float4x4 xShadowMapLight; ///DEPTH MAP float4 RenderShadowMapPS( VS_SHADOW_OUTPUT In ) : COLOR {   return float4(1,0,0,0); //In.Depth.x,In.Depth.x,In.Depth.x,0); } VS_SHADOW_OUTPUT RenderShadowMapVS(float4 vPos: POSITION) {   VS_SHADOW_OUTPUT Out;   Out.Position = mul(vPos, xShadowMapLight);   Out.Depth.x = 1-(Out.Position.z/Out.Position.w);   return Out; } technique ToonShaderDepthMap{ pass P0{   VertexShader = compile vs_2_0 RenderShadowMapVS();   PixelShader = compile ps_2_0 RenderShadowMapPS(); } } And this is the way I generate the light matrix that is passed to the shader.     Matrix view = Matrix.CreateLookAt(modelTransform.Translation, new Vector3(0, 500, 75), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 1.0f, (float)globals.NEAR_PLANE, (float)globals.FAR_PLANE); Matrix ShadowMapLight = modelTransform * view * projection;     But apparently I’m not always getting to the pixel shader and it stops in the vertex for some reason. (I have modified the pixel shader to output always a red pixel, so I know when it goes through). xShadowMapLight is the Matrix containing all the transformations from the lights point of view. Apparently the problem is in mul(vPos, xShadowMapLight); cause if I change the matrix for anIdentity one the shader gets to the pixel one.   Any idea why this might happen?   Thanks in advance!
  14. Hi, After suffering almost three years i think that the game has reached a beta state and i'd like to get some feedback. First i put the link from my last video: Video Beta And the link to the beta version (windows and linux) Download demo Beta More info here www.elocasodesara.com I would be very grateful if you have some time and can give it an eye. Thanks in advance.
  15. Hi, Im was having some problems using smpeg on my GL app, i got SDL_CreateYUVOverlay when i called smpeg on determinates procs of my code. I have checked the code looking for memory leaks with valgrind, i also check for gl errors with glintercept and i couldnt find anything. But looking for errors i add glGetError() just before calling SDL_GL_SwapBuffers and all my problems are gone. first i tought that glGetError called glFlush() also but if i only add glFlush to my code my problems back again. Any explication? thanks in advanced