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  1. It's been a while since I posted any code.. Here are some handy methods that I've been using frequently in my SlingBots game. Keep in mind, some examples use local variables where it's better to reuse variables with more scope for memory/GC reasons in practical application. If you see something that I could really improve, please let me know. Many of these are "setup" routines so I've not bothered with optimization really at all since they run once, or very infrequently. All of these are designed to work with the standard Unity orientation, with normal terrain objects or terrain meshes. RayCast Position of Ground at any point on terrain: Vector3 GroundPosAt(Vector3 position) { Vector3 result = position; //some altitude above the highest possible ground position. float checkAltitude = 2000.0f; Ray rr = new Ray(new Vector3(position.x, checkAltitude, position.z), -Vector3.up); //I use a fixed allocation ray cast as a general practice to keep GC down. //It will need to be big enough to contain all the possible hits it could catch finding your ground object.. //YMMV with these *NonAlloc methods, but they work wonderfully for me. RaycastHit[] hits = new RaycastHit[20]; if (Physics.RaycastNonAlloc(rr, hits) > 0) { foreach(RaycastHit hit in hits) { //make sure this entry isn't null if (hit.collider != null) { //check for collision with object tagged ground if (hit.collider.CompareTag("ground")) { result = hit.point; } } } } return result; } Get A Vector3 position on a Circle at a specific angle and radius: Vector3 CirclePos(Vector3 center, float radius, float angle) { Vector3 pos; pos.x = center.x + radius * Mathf.Sin(angle * Mathf.Deg2Rad); pos.y = center.y; pos.z = center.z + radius * Mathf.Cos(angle * Mathf.Deg2Rad); return pos; } Object Placement using fixed arrays for object tracking and management: This example shows one of the ways I programmatically instantiate turrets into SlingBot Boarding. public GameObject worldTurretPrefab; GameObject[] worldTurrets = new GameObject[100]; SnowBallTurret[] _worldTurrets = new SnowBallTurret[100]; void PlaceWorldTurret(GameObject parentobject, Vector3 position, int firefrequency, float firepower, float sightdistance) { for (int i = 0; i < worldTurrets.Length; i++) { if (worldTurrets[i] == null) { if (parentobject == null) { worldTurrets[i] = Instantiate(worldTurretPrefab); } else { worldTurrets[i] = Instantiate(worldTurretPrefab, parentobject.transform, false); } _worldTurrets[i] = worldTurrets[i].GetComponentInChildren<SnowBallTurret>(); _worldTurrets[i].playerAvatar = GameController.GControl.Player; _worldTurrets[i].fireFrequency = firefrequency; _worldTurrets[i].id = (i + 1).ToString(); _worldTurrets[i].turretProjectileVelocity = firepower; _worldTurrets[i].turretSightingDistance = sightdistance; worldTurrets[i].transform.localPosition = position; break; } } } I use an array for both the object and a reference to the script it holds to save time on future getcomponent lookups. This will come in handy when I want to upgrade the settings on all of the already instantiated objects due to a player increase in level/etc. I use a fixed array so I can predict(reasonably) what the upper level of memory usage will be(after testing). I iterate through the existing collection and only add a new object if there is an empty slot in the array. This allows me to ensure there will be ZERO runtime exceptions related to object instantiation. It is better for my game to end up being a little easier than it should have been than it would be for an exception to be thrown right at an exciting moment. Putting this all together, here's instantiating Turrets in a circle around a specific point(on uneven terrain): void PlaceTurretsCircle(Vector3 position, int turretcount, float turretradius) { //place turrets in circle for (int i = 0; i < turretcount; i++) { //Adjust settings based on players level float levelModifier = 1.0f; if (currentGameLevel > 1) { //add 20% to modifier for each level levelModifier += (0.2f * currentGameLevel); } //Calculate angle for object around circle float angl = (360 / turretcount) * i; PlaceWorldTurret(null, GroundPosAt(CirclePos(position, turretradius, (360 / turretcount) * i)), (int)(2000.0f / levelModifier), 50.0f * levelModifier, 500.0f); } } and a bonus, Here's placing turrets on a Grid: This one is presently written to require a parent object as it places the turrets in relative position to that object. void PlaceTurretsGrid(GameObject parentobject, float xstart, float zstart, float xrowdist, float zrowdist, float yoffset, int xrowcount, int count, int firefrequency, float firepower, float sightdistance) { float xoffset = xstart; float zoffset = zstart; if (count > 100) count = 100; int xmaxcount = xrowcount - 1; int xcount = 0; for (int i = 0; i < count; i++) { //Without ground position checking PlaceWorldTurret(parentObject, new Vector3(xoffset, yoffset, zoffset), turretFireFrequency, turretFirePower, turretSightDistance); //With ground position checking(untested) //PlaceWorldTurret(parentObject, GroundPosAt(parentObject.position + new Vector3(xoffset, yoffset, zoffset)), turretFireFrequency, turretFirePower, turretSightDistance); xcount++; xoffset += xrowdist; if (xcount > xmaxcount) { xcount = 0; xoffset = xstart; zoffset += zrowdist; } } } Not a lot of rocket science going on here, but it could be a time-saver or a mental-block fixer for somebody I'm sure. Check out the game if you get a chance: https://www.kongregate.com/games/WilliamOlyOlson/slingbot-boarding/ Happy coding out there!!
  2. Doru on a quest to save her father from the hands of slave masters and a jealous god. As she embarks on her journey, she unveils the mysteries of her life together with the hidden truth of her birth and how she's a demi goddess. Now, Doru must save not just her father but her people and as she treads on a path filled with dangers,and thrilling adventures she meets with dark magic other demi gods demons and spirits. with a shocking betrayal. i'm thinking rpg mechanics with a small amount of fantasy what do you guys think i'm just starting ... i've already written the entire story line would be way too long if i wrote it all on here.... PS: i'm still working on a name but i kinda like this one
  3. Hi everyone Im working along side some friends of mine and we are looking for a 2D artist to work with us we are a team of 2 coders and a 3D artist if you are interested to join our project please message me and we can work something up the ultimate goal of our project its to go into kickstarter and get funding for the game basics from the game twin-stick shooter wit 2.5D for exploration of towns and cities in the world of the dead base in the mexican culture of "El dia de los muertos" ithe project name its Mictlan 2D game art sprites UI elements (inventory and Icons and menu) if anyone its interested please message me so we can chat abour the project I let you some images of the game and some assets we have done (sorry for that we are not artists) feel free to contact me carlos_gallegos2095@outlook.com
  4. Hello gamedev.net! I came here to look for some feedback and beta testers for our current project Spell Slingers! --- Spell Slingers is an online turn-based 2D shooter game with sling mechanics for iOS and Android devices. It has been inspired by games like Worms, Angry Birds, Hearthstone and Max Payne. Current status: Private Beta (17.1.2019) --- --- Join to private beta here:https://goo.gl/forms/aJa6d8zNtunXgnKZ2All feedback is welcome!Thank you, and looking forward to hear your comments. Miikka --- Some details about the development: Spell Slingers has been in development about an year. Our team is currently 4 members strong. We started with 2 people. We are based in Finland.
  5. Paszq

    Last quarter additions

    Haven’t written for a while, but I have been working on the project tirelessly I managed to implement a different animation system for weapons, each one can have a unique animation (instead of predefined by very broad weapon type). Here’s an example – Slingshot for Ranger: Slingshot – the first weapon of every Ranger character got unique animations #gamedev #indiedev #lowpoly #indiegames #unity3d pic.twitter.com/mFR8x0iofi — Arpago (@ArpagoGame) October 16, 2018 I completely remade buffs/debuffs system – replaced it with Aura Controller, each aura can have its own icon, effect, length, etc… all affected by player/enemy stats. And it is all visible on the hud Minor improvements to the debuffs UI #gamedev #indiedev #indiegames #unity3d #lowpoly pic.twitter.com/mcIatOEYge — Arpago (@ArpagoGame) October 30, 2018 …as well as a few new particle effects, here are some examples: Stun: New visual effect of being stunned #gamedev #indiedev #indiegames #lowpoly pic.twitter.com/cStG9Okf45 — Arpago (@ArpagoGame) November 4, 2018 Haste: Changed the effect of haste, and fixed the animation#gamedev #indiedev #lowpoly #unity3d pic.twitter.com/drOiMR13NJ — Arpago (@ArpagoGame) November 23, 2018 Armor buff: Tweaked Armor buff spell effect a bit#gamedev #indiedev #lowpoly pic.twitter.com/KHX5nAGD7X — Arpago (@ArpagoGame) November 24, 2018 Invisibility: Fixed invisibility effect for all races #gamedev #indiedev #lowpoly #madewithunity pic.twitter.com/IaOWEXcs2D — Arpago (@ArpagoGame) November 20, 2018 I implemented Pause functionality, as well as a bunch of in-game settings (which are saved, yay!) Bunch of new options – sensitivity, font type, font size #gamedev #indiegames #indiedev #lowpoly #screenshotsaturday pic.twitter.com/dQj717qpcZ — Arpago (@ArpagoGame) November 11, 2018 Added Death system – for now, a short message is shown for a few seconds, and then you get teleported back to the last camp you rested at. Later, I plan on healing all enemies around the player who died, to remove possibility of rushing back after respawn again and again: Slightly improved the visibility of the "You are dead" text#gamedev #indiedev #lowpoly #unity3d pic.twitter.com/j7g1CfpeAO — Arpago (@ArpagoGame) November 26, 2018 Created a ship that will be present in the game’s intro sequence: #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/KUtdX0pqwM — Arpago (@ArpagoGame) December 9, 2018 …with fully modelled interior, which serves as main menu + character creation hub: Character creation / Load game menu progress #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/5Xk7KErqdS — Arpago (@ArpagoGame) December 13, 2018 Completely redesigned loading system – now with added level-specific loading screens and progress bar: Starting up the game and loading a character #gamedev #indiedev #indiegames #lowpoly pic.twitter.com/NP5Uqs9oFk — Arpago (@ArpagoGame) December 20, 2018 Split-screen multiplayer functionality added to main menu + improved co-op specific interface + fixed a TON of issues with it: A bit of co-op gameplay #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/7vxQMH6crn — Arpago (@ArpagoGame) December 23, 2018 Implemented varied environments within one “level” – like getting into a cave without a loading screen Getting in a cave!#gamedev #indiedev #indiegames pic.twitter.com/Qv89ggbrfQ — Arpago (@ArpagoGame) December 27, 2018 Entirely new Fog of war (map discovery) controller – now it’s pretty slick, and it’s saved together with each player character separately. I really like it Remade fog of war for the game's map – now it looks better, saves, and loads with the character! #gamedev #indiedev #indiegames #lowpoly #madewithunity #screenshotsaturday pic.twitter.com/bFhREJk7m8 — Arpago (@ArpagoGame) December 28, 2018 Also added collision blocks to prevent players from falling into the abyss or walking outside of the level Added some collision blocks to create invisible walls, so that players won't fall out of the map pic.twitter.com/rVwahXXmuO — Arpago (@ArpagoGame) January 6, 2019 …and currently I am working on dialogues and quests. Here’s a little walk around the Dagis village, and a dialogue with farmer Ferk, who’s probably the first person you’ll meet there. A short stroll around the village + checking the new (more complex) dialogue pic.twitter.com/Zjp5SoSrI0 — Arpago (@ArpagoGame) January 16, 2019 In case you have any questions or remarks, feel free to write here …or visit project’s Twitter https://twitter.com/ArpagoGame/ …or visit its website – http://arpago.eu Thanks! The post Last quarter additions appeared first on Arpago. View the full article
  6. I have been making my game 2d in Unity and almost immediately came upon this 2D tile rendering issue. All I've found online, and am using, is a hack to fix it which includes separating them all, and in some cases drawing lines in between every single tile to match colors. I'm wondering if anyone else has this issue and how to fix it. Also, @CrazyCdn here's what I meant. You see streaks across the tiles that shoudn't be there. Also, here's a youtube video of that exact problem https://www.youtube.com/watch?v=QW53YIjhQsA
  7. Hi folks,My name is Aydin. For a while, i'm developing a game by myself. My profession is actually illustration and animation. I'm just learning coding. So I have no idea how long the process will take. But I'm sure I can finish it. The main theme is the mysterious events that emerged in the 15th century Ottoman Empire. ( Yeg (Baba Yaga), gulyabani (ghoul), itbarak(werewolf), vampires, zombies and witches emerging in Constantiniye (aka İstanbul) etc.) You can review a 20-second preview at the link below. I am aware that there is not enough data to evaluate it yet.But, i'm glad to hear that what you're thinking about the first look and the idea.
  8. Hi everyone, I'm creating a series of tutorials about the creation of Game Effects in Unity. I hope it may help someone around here, and feel free to ask questions. Thanks & Enjoy!
  9. The fallout from Unity TOS changes continues as Tim Sweeney, CEO of Epic Games, and Herman Narula, CEO of Improbable, pen a joint blog post to reaffirm their commitment to developers. Not content with highlighting their differences with Unity, Sweeney and Narula go a step further to setup a $25,000,000 fund dedicated to helping developers in limbo with the events of the day. Key phrase: more open engines, services, and ecosystems. View the full blog post here. Learn more from our post and discussion about Unity's TOS changes and impact to Improbable: View full story
  10. Hi GameDev! Magical Game Studio is excited to present an opportunity to the gamedev community that we’re passionate about. The game we’re working on is a throw-back to one of our favorites, Legend of Zelda: A Link to the Past, and we’re looking to create a similar 2D, top-down adventure game with more of a painterly art style and faster-paced gameplay. We are currently developing for Nintendo Switch and PC platforms (we’re Nintendo dev partners with Switch access). A bit about our own experience: we have signed contracts with three publishers across four previous games, ranging in funding from $400K to $5M. As a team, we have shipped over 22 game titles in the past, and we’ve shipped both AAA and indie projects alike. This specific project is in current negotiations with several notable publishers who want to see our First Playable demo. This job posting refers to work that needs done for that First Playable milestone. Our studio is comprised of 3 full-time and 13 part-time members. Several of us are currently employed full time in director or senior-level roles at other game companies, but this is our passion project that we’re looking to get funded so that we can quit our day jobs and establish our own studio. We’re currently looking for a Gameplay / AI Engineer who is capable of taking our animated NPCs/creatures and implementing their movement and combat mechanics. We're also looking for someone who can implement gameplay events and event sequences, such as "the boss plays an entrance sequence when the player steps on a floor tile, then the fight begins after the sequence" (random example of our definition of an event sequence). We have most of our core gameplay elements at the "80% functional" stage and are currently undergoing adjustments and polishing passes. We are specifically looking for engineers who have a strong desire to not only implement a basic feature, but iterate until that feature is fully polished and worthy of showing to a crowd of gamers and game media outlets. This position is remote and royalty-based until we secure publisher funding, in which we will pay salary/benefits + royalty. If you’re interested in hearing more, we have documented a full breakdown with more detail on the game itself (and us as a team) and we’d love to discuss it with you via Discord. We also have a small game demo we can send you to test the game. Simply email me at zach@riseofthemakers.com with your portfolio or examples of work and I’ll reply promptly. You can view our latest screenshots and concept art here: https://imgur.com/a/WRyzC I've attached a few images from that link for the lazy.
  11. I am new to shader programming. I was learning how to detect edges using shaders these days. And I found the UnityChan toon shader project. But I found it difficulty to understand when I read its implementation of sobel filter. Especially for these s few lines:(From Line166) depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B depthsDiag -= centerDepth; depthsAxis /= centerDepth; It seems to try to get the diagonal and axial depth values. But I don't know why we need to substract centerDepth from depthsDiag and divide depthsAxis by centerDepth? Another confusion comes from these a few lines when it tries to return the final color from fragment shader:(From line 191) float SobelX = dot(SobelH, float4(1,1,1,1)); float SobelY = dot(SobelV, float4(1,1,1,1)); float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY); Sobel = 1.0-pow(saturate(Sobel), _Exponent); //NK float4 Col = tex2D(_MainTex, i.uv[0].xy); Col = _EdgesColor * Col * (1.0 - Sobel) + Sobel; return Col * lerp(tex2D(_MainTex, i.uv[0].xy), _TestColor, _BgFade); What does Sobel = 1.0-pow(saturate(Sobel), _Exponent) do? And what dose Col = _EdgesColor * Col * (1.0 - Sobel) + Sobel mean? Sorry for my bad English and hope anyone could help me understand this. Links to the git
  12. Valsi_Noen

    Noel's Hope - is alive!

    Noel's Hope - is alive! Hello! Not a little time has passed since the second post, but the project is still alive;) Moreover, after a series of successful and not very successful tests, the project is finally ready to try to go in Steam Shop and conquer your hearts! Noel's Hope - This is a story in RPG, Survival, Adventure style with a small of Roguelike genre. What game should be expected now? Collect resources for survival, build useful objects on the ship, improve your character, upgrade characteristics, explore the islands and dungeons, destroy bosses, solve secrets, help survivors, find satellites and etc.! There are dungeons/islands and some zones in the game, with auto-generation of traps, enemies and useful items. Also bosses, additional quests and many stories! Unfortunately, because I am alone make this game - I had to use a lot of Free Open Source models, textures, etc., which probably already become boring of games on the Unity3D engine, but without this, the game could not exist... An important aspect is the COMMUNITY and the feedback that will be. Your opinion about the mechanics of the game, about which points you liked / didn’t like, what needs to be changed, what to adds, what to news and etc. I really hope that "Noel's Hope" will like to those who love these genres of games! p.s. In the game is not fully implemented the plot, for several reasons - one of them, the lack of a good, high-quality translation into English. (Yes, I use Google Translate + some plugins + some help else, but this is not enough!). The game is in early access until the plot is fully implemented, like some new mechanics. Much of what was planned - I am implementing right now and in the future this will be even more! Thank you for understanding Trailer: Idk, why videos (.wmv) don't work here, so just a link on Steam Page (Trailer) Screenshots: Dungeon gate example: Magic Ocean: House on island: CHA-A-A-A-ARGE! Skill upgrade tree: Treasure: Steam Shop: Steam Page P.p.s. I’ve almost finished preparing a big update, in which appear the heavenly islands, new types of traps and something else. The work on Alchemy and tools of the ship, is also actively underway. Thanks for attention:) P.p.p.s. Download Trailer (file Promo.wmv): Promo.wmv
  13. Hi all, I would like feedback and ideas on how to improve the UX for an indie game I am working on, in Unity. First of all, I am not an artist so pardon the quality of my art assets. What I have in the UX below is a 3D character and a piece of interface that displays some stats about his limbs, such as arms and legs. The limb UX is connected to the limb it represents with a line (drawn with the Line Renderer component in Unity). The problem I am having, and what I want feedback and improvement ideas on, is that the line in question is difficult to distinguish from the background. I've tried different colors, but none seem to work well. Also, because i didn't want to make the line thick (it's current width is 0.02), i couldn't really have any significant outlining. I am open to making the line thicker though, if that would look better and make it stand out more, and also if it works well with the limb UX. The bottom line is that I want the line connecting the limb UX to the limb to stand out and be easy for the player to distinguish from the background. Also, I would like feedback on the limb UX itself, that's the shape outlined in purple. I am thinking it should probably be bigger and I am not sure that purple works well with the rest of my level. The first two images below are screenshots of the UX i want feedback on. The second two are ideas i've been bouncing around about to how to improve the UX in question, though I am not sure it would look any better. So what are some ways I can make my UX interface stand out more and look better?
  14. Being a solo developer is a double edged sword. One the one hand you get complete freedom when making decisions. But, on the other hand you can become too emotionally attached to ideas you have invested too much time in. Not only that, I think it's a pretty common problem for us to bite off more than we can chew. We'll have grand ideas of what we would like to create but ultimately between real life commitments and finding the time to work on a project - those ideas usually are not that feasible without a team. I've been having a strong internal debate for a while. Stylistically I really wanted to create a 2D pixel art game. At the beginning it was really fun getting the basic sandbox of my game going. As I started to plan the game out I started to draw up the assets for it. Talk about biting off more than I can chew. 2D pixel art does not happen quickly. If you aren't proficient at it... the time it takes to draw up acceptable sprites can be pretty long. I've spent countless hours in photoshop drawing up naked sprites that I could paint clothes on, etc. The inevitable happened and I got pretty burnt out from doing something that was necessary but ultimately not that stimulating for me. At the end of the day I enjoy coding a lot more than doing the actual design stuff. Progress on the game stagnated. A few months passed since I did any serious work on the game. I ended up installing the most recent version of Unity 3D and figured I would mess around with some 3D stuff just for fun. One thing I noticed was how much quicker I was able to get something up and running that I was pretty happy with even just using assets I downloaded from the Asset store in Unity. I spent a little bit more time tinkering and getting the hang of 3D graphics. All of the games I have done in the past for fun have been 2D games and I never really delved deep into 3D stuff. As I started to scour the asset store looking at 3D assets I started to realize how much amazing work people are putting out at extremely fair prices. I realized I can treat the asset store as basically hiring a team to help me develop parts of my game that I am not interested in putting time into as I would rather actually focus on the core aspects of what will make my game unique. I ended up purchasing a few assets. One of the main things that I picked up that has made a massive difference is Procedural Worlds Gaia, GeNa 2 and Path Painter. Money well spent I must say. After about 5 minutes of tinkering I was able to create this game world. Wow! That is pretty damn impressive and I don't need any knowledge of how to use 3DS Max or Blender. I love it. It's crazy how fast these game engines are growing and allowing a person like me to actually make their ideas become a reality. I am extremely excited to get a playable sandbox going that I can build off of for my game and test out my code and ideas. I think in about a weeks time I am going to absolutely obliterate the progress I made on the 2D version of this game. If you want to make something on a larger scope, don't hesitate to look into using third-party tools that will help streamline your progress. It isn't essential for you to code every single element of your game. If that is what you want to do, more power to you though. But, ultimately you have to weigh how much time you are able to commit to a project and what kind of progress you want to see from your idea. Until next time. Niko @ Chernobog Studio
  15. Ming-Lun "Allen" Chou

    Boing Kit - Unity bouncy VFX tools

    Hi, all: Boing Kit, my bouncy VFX plugin for Unity has just been released. It can be used to create single-body & interactive multi-body bouncy effects. It utilizes the GPU to offload work from the CPU. It also makes use of Unity's job system (2018.1 or newer) for parallel computing. Asset store page: https://assetstore.unity.com/packages/tools/particles-effects/boing-kit-135594 Here's some more info: Details - http://longbunnylabs.com/boing-kit/ Manual - http://longbunnylabs.com/boing-kit-manual/ Here's some technical explanation I wrote on the mathematical tool behind the effects, numeric springing: Part 1 - http://allenchou.net/2015/04/game-math-precise-control-over-numeric-springing/ Part 2 - http://allenchou.net/2015/04/game-math-numeric-springing-examples/ Part 3 - http://allenchou.net/2015/04/game-math-more-on-numeric-springing/ My plan for next update is to add support for bouncy hierarchical/chained objects (e.g. bones) utilizing the same framework.
  16. Why hello there, and welcome to this 27th weekly update! I've been cooking up something literally game-changing (sorry for the pun). Hang on tight and be careful not to fall, and let's get right to it! Steppin' In my previous post, I've ended on a bit of a teaser. I've talked about an algorithm that helps to create varied types of floors. In essence, the idea is to be able to "paint" different floor type onto a 2D array (or an "image" if this is abstract enough for you). Once that image is painted, we simply render it and generate special floor types all around the level. The Array Because I've previously used this Unity tutorial as a basis for building my level generate, reusing it was really ideal. I've simply added another 2D array that describes floor types at a given position. Because I've also previously worked on another 2D array algorithm for prop placement, I've also taken the liberty to reuse those drawing algorithm too. By mixing both codes I was able to create a reliable 2D array that was easy to modify and access, which is arguably really nice to have. The Rendering Now that the array is set, we now need to somehow render that array to the level, which wasn't as straight forward as it seems... Because I've followed that tutorial, the algorithm I use is the mighty Marching Square algorithm, which does work nicely on binary maps... However, my floor map isn't binary. This creates a pretty glaring issue: corners. While I can treat each floor type as their own binary map (and consequently as their own mesh altogether), their corners won't match up and will create holes where there should be none. Notice the small bright pink triangles on this map So we need to tweak the algorithm to fix that: we don't want the ground to be swiss cheese... Patching-up holes After thinking about it thoroughly I could list up the "problematic" cases. First, we could narrow down the problem by simply stating that because a square only has 4 sizes then there could only be as much as 4-floor types per square. this limits the amount of case to search. Then it was only a matter of visually scanning every problematic case possible. Here's what I've found: As we can see, there's a pattern forming. We can state that problems only occur when the following conditions are: The floor type we are currently rendering only has one active node for a problematic floor square. There are more than one floor type for that square The biggest sum of the total number of active nodes between two types of floors is less than 4. Aside from that, there's also the idea that only non-corner floors can be problematic. One thing to note is that there are two configurations that are exempt for it: As you can see, when there are exactly 3 types of floors with these configurations then there are no holes at all... The algorithm In order to fix those problematic cases, a new algorithm was in order. After snooping around and searching different marching squares tutorial and/or general discussions, I've decided that the best course of action was to use dual squares at these junctions. For those who don't know, dual squares are the more conformal cousin of marching squares. From left to right: marching, dual In essence, with marching squares, we want to create a "triangular" meshes with "rounded" corners (Think of it as a "smoothing" function for pixels), while with dual square we take their dual point. Like marching squares, dual squares also works by building indexes for particular squares. It's just that when it comes to rendering, duals are far more square that their marching counterparts. To illustrate this, here are the possible configurations for marching squares: And here's the same thing for dual squares: One particularly alluring thing about dual squares is that I can simply reuse the code for building marching cubes meshes but just create another vertices-creating function which creates those squares meshes. This is far easier to plug into the previous code. Walkable floors types Another important thing to note is that even though we now have a hole-free ground we also need to do another step in the rendering. The way the enum is organized is that there are certain floor types that are marked as "non-walkable" (i.e, they aren't your typical floors). Every non-walkable floor type has a chance to be completely invisible. This means that the player could see holes where those type of floors would be. Not really aesthetic if you ask me... So, in order to fix these, I've decided to create walls that would surround every walkable floor. Thus, if a non-walkable floor is completely invisible, there would be a wall and possibly a dark "bottomless" pit too. Because the tutorial also shows how to create walls you would think that just reusing that code would be great, and you'll be partially right. Although that walkable floor map would be binary, we also need to take into consideration the aforementioned junctions, and more specifically their configuration. If we have one of these dual junction squares then the extended walls need to only encase walkable floor. Otherwise, you'll get holes in the floor again. Notice the black triangle on the upper-left. To fix this we'll simply store an additional square for each junction that actually describes not whenever or not there's a floor there but whenever or not that node relies on a walkable floor. This way, while building those extended walls, we could simply check these "junction" square instead of the real ones. Paired with a nice fading shader this makes for a believable bottomless pit. Foor patterns Much like the props placement algorithm, this one also comes with room-specific floor patterns. It works much like the prop placement ones, but it renders directly onto the floor type map. Right now, aside from a generic random one, there's only one other arrangement: the Island pattern. Basically, the pattern consists of a central island surrounded by non-walkable floors. There are also ridges along the rooms' entry and exit wall side. Everything is connected by semi-procedurally generated bridges. There will be a lot more different floor patterns... There will also be huge structures here and there too, like lakes or chasms. Of course, some room patterns will override these, but not all of them. Floor types Now that the technical stuff is done then let's talk about the floor types. Normal Floors This is your typical floor. Nothing special here Grass Floors A typical grass-filled ground. It is very noisy and will get instantly noticed by enemies while walking on these. I'm not sure how to make this type of floor more interesting... (A Geometry shader perhaps, or maybe an actual separate mesh of simple billboarding triangles...) Grass Wetness One particular thing to notice is that this type of floor will have different coloration depending on the wetness level of a room. To achieve this I've decided to have another 2D array of the float that describes the wetness of a particular square. Like the floor types 2D array, there are many utility functions to draw on that array. I've also wanted to have some blur going on so I've decided to look into the gaussian blur algorithm, which is quite useful here. With it, I can control the amount of blur applied between different zones. After that, I store the wetness of a particular floor square in an unused UV map. In the shader, I just sample the U coordinate of vertices to get their wetness and that's it. Take a look: Here's the algorithm I've looked at. Sand Floor (WiP) This is a sandy floor. Jumping from it yields a really low jump. Mud Ew, mud! Careful not to get yourself dirty! You can't go really fast while walking in mud. Chasm This is a chasm. Falling into them results in death, so be careful. Lava (WiP) This is your old friend lava. It is a heart-warming friend that is always there for you. But seriously, don't get in there or you'll catch on fire. Ice A nice clear floor, yet it's quite solid. It is quite slippery, so be careful. Water Ah, nothing feels quite like a nice swim, especially when you're on fire. Poisonous Water This isn't like your normal water. Bathing in it will poison you, so be careful not to slip! Liquid Nitrogen (WiP) This is quite a scene: a sea of liquid nitrogen. It's impossible in real life, but this is a video game. But like real life, touching this will freeze you, so be careful! Spikes (WiP) I didn't finish their design yet, but it's your old friend the spikes. You get the gist: stepping on them will hurt you so be careful! Love Potion (WiP) A bit of a stretch, but it's there! Stepping in this will make you frenzied, so be careful! Liquid Floors Another thing to mention is that I've also cooked up a wavy vertex shader that makes models wavy, which is quite useful to simulate big bodies of liquids. Here's a good look of the shader in action: wavyWaves.mp4 I've followed this tutorial to achieve this if you're interested Minor updates I've finally decided to fix most melee weapons hitboxes. Previously I've used the actual weapon's hitbox to basically see if the attack hit something. This was unreliable at best, mainly due to by both animation and code being wanky. I've changed it so that hitboxes are now more reliable and will always hit where the player aims their crosshair. This makes weapons like sword relevant again! This applies to both players and AIs Next week Last week was insane! That floor algorithm really took a lot of my time and I think it can really pay. With things like chasms, jumping now gets the importance it should have. Lately, I'm trying to somehow fit AI in this. I want to give the player the ability to "push" enemies in chasms. Right now AIs are restricted to their navmeshes, which is neat but it makes them immune to chasms, so there's a lot of thinking ahead. There's also some polishing to do with, especially with floor formations and stuff. I also need to change the visual of some floors, like for example the spikes or the grass. Afterwards, I really want to diversify enemies. This would be an important step towards having a public demo of some sort.
  17. yoseph072

    My Game Resize after build

    How do I fix my issue with Unity? I build an android game with Unity and I already publish it on Google store. But until yesterday, everytime I use my package name, the layout even Unity logo splash screen (unity logo not mine) was resize. But if i used another package name, it works fine. Please help
  18. Improbable announced today that all existing and in-development games using SpatialOS are now in breach of Unity's TOS. While the TOS was changed on December 5, 2018, Improbable received confirmation of breach on January 9. Improbable had just released the SpatialOS GDK for Unity around the same time as the TOS change. Improbable is taking steps to help all developers affected by this change, including: But this change to the Unity TOS may have wider implications for developers in the Unity ecosystem. The clause in question is Section 2.4, which states: Specifically troubling for all Unity asset and service providers and developers is that Unity now prohibits "streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user devices...". Seeing as this applies to the Unity runtime and Project Content, this could mean that any kind of processing offload for entity state occurring on a server or cloud provider (such as SpatialOS) is no longer allowed. While Unity does provide an authorized list of streaming platforms, with these Terms in place, developers who planned to use Unity in any kind of distributed network capacity may find themselves in a difficult situation. Update: Comments from Epic's Tim Sweeney: Further comments from Sweeney: Update from Unity https://blogs.unity3d.com/2019/01/10/our-response-to-improbables-blog-post-and-why-you-can-keep-working-on-your-spatialos-game/ More from Improbable https://improbable.io/company/news/2019/01/10/an-update-on-todays-events Epic and Improbable Partner Up View full story
  19. DabbingTree

    Join my Ludum Dare team!

    I am joining a team for Ludum Dare 43, and I need a designer and an artist. We will use Unity3D for the game engine. https://crowdforge.io/jams/ludumdare/teams/2621
  20. Hey everyone! I'm a recent Diploma of Digital and Interactive Games grad, and I'm looking for a small team of people to help out in a small passion project I've wanted to do for a while. My Diploma didn't give me much in terms of portfolio material so I really want to get a head start before University commences! This game will be for mobile devices and relatively low-poly, so any beginners in their field are more than welcome to contact me. I'm a novice Programmer/Developer myself so this project would be ideal for anyone with similar experience, but of course if any professionals are looking for something to kill time then feel free! So, here's what I'm after... Team Members Required: Concept Artist/3D Modeler/Texture Artist/Animator (Doesn't have to be the same person!) Game Music Composer/SFX I really want to test my own limits with this project so I'd like to try my hand at programming and putting everything together myself, but I may need a hand from a more experienced Programmer/Developer so stay tuned! The Game: An endless runner mobile game in the same vein as Subway Surfers/Temple Run, where the player chooses from a variety of dog breeds, each with their own special abilities, and aims for the highest score as the dog runs endlessly on a bustling highway full of cars, trucks, and general obstacles. This project will be from scratch so there will be some commitment needed, but as I said it's a perfect first or second project to start building a portfolio. If interested please email me at cameron.g.rooney@gmail.com and we can go from there! Thanks for reading!
  21. Improbable announced today that all existing and in-development games using SpatialOS are now in breach of Unity's TOS. While the TOS was changed on December 5, 2018, Improbable received confirmation of breach on January 9. Improbable had just released the SpatialOS GDK for Unity around the same time as the TOS change. Improbable is taking steps to help all developers affected by this change, including: But this change to the Unity TOS may have wider implications for developers in the Unity ecosystem. The clause in question is Section 2.4, which states: Specifically troubling for all Unity asset and service providers and developers is that Unity now prohibits "streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user devices...". Seeing as this applies to the Unity runtime and Project Content, this could mean that any kind of processing offload for entity state occurring on a server or cloud provider (such as SpatialOS) is no longer allowed. While Unity does provide an authorized list of streaming platforms, with these Terms in place, developers who planned to use Unity in any kind of distributed network capacity may find themselves in a difficult situation. Update: Comments from Epic's Tim Sweeney: Further comments from Sweeney: Update from Unity https://blogs.unity3d.com/2019/01/10/our-response-to-improbables-blog-post-and-why-you-can-keep-working-on-your-spatialos-game/ More from Improbable https://improbable.io/company/news/2019/01/10/an-update-on-todays-events Epic and Improbable Partner Up
  22. The fallout from Unity TOS changes continues as Tim Sweeney, CEO of Epic Games, and Herman Narula, CEO of Improbable, pen a joint blog post to reaffirm their commitment to developers. Not content with highlighting their differences with Unity, Sweeney and Narula go a step further to setup a $25,000,000 fund dedicated to helping developers in limbo with the events of the day. Key phrase: more open engines, services, and ecosystems. View the full blog post here. Learn more from our post and discussion about Unity's TOS changes and impact to Improbable:
  23. Hello All I'm currently working on a 2D Pixel art art game that at the end of the day will be similar in workload to Stardew Valley. I'm wondering if Unity would have all the requirements for making a game like that, or if another engine would be recommended. I'm currently using Unity so I just find myself wondering if I'll hit a wall at some point in capability, so I figured I'd ask some of you guys with way more experience, as I have barely any experience with the engine. I've also heard Unity adds a lot of 3D stuff that weighs down the program, Is that true? Thanks for taking the time and God bless
  24. Art Evolution of SAMA As the solo and lead artist for the indie studio RoKabium Games and working on the first game of the studio called “Something Ate My Alien”, the amount of different images I’ve created and modified for this game goes well into the many thousands. As I’m writing this blog my file number of different assets, concepts, backgrounds, logos and promotional artworks is just over 6000 files. For anyone that does not know what goes into making a game it is easy enough to not fully grasp the amount of content needed to make even a smaller but full, visually pleasing and fun to play game that has all the mechanics needed to function properly and look good. We have been developing this game for the last 2 years and have finally come to the stage where we’ve let a few people try out the game and give us feedback during a private alpha release. At this stage of development most of the game is finished and we are tweaking, adding and changing things to make for clearer and smoother game play before releasing it as general alpha where more players are needed to test the game. Since we have reached this point I thought it would make for an interesting read to visually see the development of the game up until this point. The overall art style I was so in love with the art style of games such as “No Man’s Sky” and “Firewatch” and wanted to create something similar for this game with a retro-feel to the palette and style. This game was to be a reminder of the early classics such as “Boulder Dash” and “Spelunky” but with some more exploration/adventure tossed into it slightly reminiscent of the first Zelda games. We wanted future players of SAMA to feel a connection to these earlier classics but with a smooth, painted, beautiful style that had a “hand painted stroke by stroke” look. Very early on we knew we wanted to create a game with keywords such as fun, classic, hand painted, quality, beautiful. The GUI and HUD Despite the brush painted style on the different worlds, I did want to keep the retro palette and clean interface without too many fillers or decorations that could cause distraction on the GUI. You as the player are the main AI running the mining ship that in turn sends down the Aliens to dig on the planets, so the AI part of the game play needed to have a distinct and more simplistic look than the dynamic, living world the Aliens would move around in. At some point we did add a bit more of the painted backgrounds used for the Menu and loading screens into the back of the GUI since the difference between the very bare GUI and the planet game play seemed too different and the merged result from combining the two extremes is what made the most visual sense. The main concern with the HUD was to display all the info you need while mining, such as health, oxygen levels, inventory, messages that the AI need to relay to you, mini-map etc without interfering or covering too much of the game play area of the screen. This itself proved tricky and we made lots of changes to this, testing out different ideas during the last 2 years. Finally the layout we have currently is the one we find the most pleasing but even so we’ve made it re-sizable so that players who want more or less game play area outside the HUD can set that. The Aliens In the beginning as the game idea was merely some sentences and points on a few pieces of paper I started sketching what we thought would be the main character which was the Alien. The first concepts were made to decide which idea to build on. As you can see below the first idea was an actual retro style human-like astronaut and it was not until a bit into development once the story was fleshed out properly that we wanted a more unfamiliar and not too realistic (since the Alien would be the second character and be disposable) look. We wanted something unknown but appealing, something more simplified that would speak to people of all ages but that you as a player wouldn’t get too attached to. This is when the current Alien was born. The Levels The ground on each planet in SAMA is supposed to be bedrock that can be mined by the Aliens, and early on we decided we wanted seamless tiles to build up this bedrock rather than individual blocks that was more prominent in the early classics. The first tiles were extremely simple, but we decided to move towards more of a hand painted style for the whole game quite quickly and looking back I’m really glad we did that. This style makes the game feel so much more immersive and gives a sense of quality in my opinion. Each planet has a specific colour theme and environment and these were set quite early on in development. The far backgrounds behind all the front tiles were to set a nice, ambient parallax look to the underground, and the very first and rough paintings of the back is very different from the final, meticulously painted ones we have today. The resources and puzzle chambers were the only things I designed that would not be unique to any one world. These things needed to be uniform all over the game play areas since as a player you need to recognize these things across the planets. The look for the various resources was developed very early on and has more or less stayed the same throughout development and pretty much the same goes for the puzzle blocks. The Wildlife We wanted to use the environment itself against the player such as the need for filling up oxygen, emptying the backpack when full, falls or ending up in liquids etc. But we also needed dangerous wildlife that would be more interactive and seek the player out. Some of the first concepts of animals were a bit wild, but after realizing the amount of animations needed for each animal and for me to make those animations without having much experience at all in animation work before this, we had to settle for creatures that had somewhat easier or easily referenced movements. Based on that I came up with a range of wildlife (enemies) that has been added to more recently to get between 8-10 different ones for each planet. Each planet would also be guarded by something huge, a part of the wildlife that would be so dangerous it would possibly be able to eat the Alien whole. Something that would appear from time to time and then inevitably lead to some kind of confrontation/battle and so the “Somethings” or monsters/dragons/terrators/bosses were born. The evolution of the Something has been pretty significant as you can see in these images. We had some problems coming up with how these big things would move on the screen. At one point the idea was that the big bosses would come out from the back wall and eat the Alien that way, but it just looked terrible. We weren’t sure how something going across the screen would look since really there is bedrock in the way, but in the end the visually pleasing and game play aspect of that kind of movement won over “realism”. Hey, it is a fantasy game set in a fantasy world with the bedrock depicted in a 2D platform style on the screen, who says a huge creature can’t move through it all as it pleases? Hope you have enjoyed this look at how the art within the game SAMA has developed over the last 2 years. View the full article
  25. Project Name: Project ONE Role(s) Required: 2D Character Artist/Animator, Unity Programmer My Role: Game Designer, Team Manager, Game Director. My Previous Projects: N/A as a team. Team Size: 2 Project Length: No public release date: Estimated 2019/2020 Compensation: Revenue Share + becomes paid shortly after first public release Requirements: 2D Character Artist/Animator: - Great experience with Creating & Animating characters - Experience With Creating characters in all sorts of art styles - Willing To Work with others Unity Programmer: - Great experience with Unity - Know how to make multiple choice Gameplay - Ability To Work well with other programmers if needed In General: - Good communication skills - Be active & reporting your progress to team leaders - Ability to speak English conversationally - Creativity - Sense of humor Project Description: Project ONE (Placeholder Name) is a Multiple Choice Horror Sci-Fi Adventure game similar to games such as OxenFree. You are Riley, after the death of your brother and sister You go on a local Weekend with your best friends Dax & Matt, you also meet some of your worst enemies... THIS IS A KICKSTARTER PROJECT, YOU WILL BE PAID ONCE WE HAVE SOMETHING TO SHOW! Contact is at data7games@gmail.com
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