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C Sharp Accent Tutorial Channel

Discussion in 'Community Learning & Teaching' started by AthosK, Dec 26, 2014.

  1. AthosK

    AthosK

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    Hi guys!

    I've started a new channel for tutorials, I'll update it regularly with lot's of interesting stuff and soon I'll start a series making a major game from scratch

    Here's the first video (and to test some things out)
    How to throw gameobjects that aren't solid like the moneybags in Payday

     
    Last edited: Jan 19, 2015
    siblingrivalry and EliasMasche like this.
  2. ikemen_blueD

    ikemen_blueD

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    very cool, can't wait for your upcoming tutorials
     
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  3. AthosK

    AthosK

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    Thanks! Next one will be tommorow or the day after probably, I'm aiming for at least one a week.
     
  4. AthosK

    AthosK

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    Happy New Year!
    Let's make 2015 a creative year starting day one! :)
     
    Last edited: Jan 19, 2015
  5. AthosK

    AthosK

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    New video is up, making an advanced character controller which would serve as a starting point for future projects.
    This one is a bit longer but it's good to get the basic stuff out of the way and then move on to more awesome stuff.

     
    Last edited: Jan 19, 2015
  6. ikemen_blueD

    ikemen_blueD

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  7. AthosK

    AthosK

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    Hi there!
    The subject is pretty simple to make a full video out of it but I will keep it in mind. It depends mostly on animations than anything else, If you want to make your own you just need to add triggers near an edge and let it play the animation you want, you can even randomize which animation should play and even use different tags for if you want him to simply jump up a ledge or just avoid an obstacle. If you want to make it even better, you can make a check that it would play the animations only when he is running and only if the angle is correct for him to jump above, so he doesn't start jumping looking at the other direction or hardcode his direction to where you want him to jump.

    If you play any AC games, when you run towards the ledge at a spefic angle. For example, when you are on a roof and there's only one other place to the right for him to jump on and straight forward is just empty space. If you run towards the corner you will clearly see when they stop control of your character because you trigger the jumping animations and his direction is clamped to look at the next position he needs to jump, in this case to the right. After that they just correct the hand's and feet position with IK and that' it.

    Another way you can go with it is by doing raycasts to see what's in from of him but I'd stick with the triggers.

    There's already Unity's sample project from gdc https://www.assetstore.unity3d.com/en/#!/content/9896 which guessing from the level he has and animations, he started from this. There's also an example inside on how is done and there was also a tutorial video I think but I can't seem to find it now.

    I have something similar implemented on one of my own games but it's not anything different from what I've described. With the controller from the video, if you disable the gravity you can simply add force wherever you want so he can jump and climb freely.
     
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  8. ikemen_blueD

    ikemen_blueD

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    Hi there,

    Thanks for the hints, trigger would do the trick. How about these one:
    https://www.youtube.com/user/alexmbr/videos
    https://www.youtube.com/user/FreetimeCoder/videos

    a complete course about Adventure Movement Controller that could be like Assassin or Tomb Raider, where a lot of interested stuff could be covered like Ledge Climbing, Pole Climbing, Mountain Climbing, Wall Walking, Rope Swinging, Zipe Line sliding, etc.

    A full complete Adventure course I think most people would be interested about it, since I see none out there yet for Unity part.

    Anyway, just a suggestion though :)
     
  9. AthosK

    AthosK

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    I'll keep it in mind.
    The only difference between all those cases are the animations however with some minor changes but the main idea is the same. If you notice in AC your character is very limited on where he can go and what he can do, while in GTA games your character can go everywhere on the map even on places he wasn't supposed to. In strict enviroments it's pretty easy to do stuff and fake freedom, it's all triggers
     
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  10. AthosK

    AthosK

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    There was no new video this week and it might not be one also the upcoming week due to workload.
    Also due to some personal reasons I will be moving the videos to a new channel. I'll update you with the new links when they are ready.
     
  11. AthosK

    AthosK

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    All links now are updated and working on the new channel, don't forget to subscribe again ;)
     
  12. AthosK

    AthosK

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    So I lied before :p
    I've made a quick tutorial for you to have something to try out.
    In this one we will make an RTS camera with automatic height adjustment
     
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  13. AthosK

    AthosK

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    New video is live!
    Creative uses of .ReadPixels() to make a flashbange effect
     
  14. Nubz

    Nubz

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    Good luck with your channel.
    Might check later if there is anything that might interest me on it.
     
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  15. AthosK

    AthosK

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    Thanks! I make one video a week, if I'm not working
     
  16. AthosK

    AthosK

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    New video is up!
    Making spritesheets from 3d models inside Unity
     
  17. AthosK

    AthosK

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    Videos++;
     
  18. AthosK

    AthosK

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    Second part of our Third Person Shooter tutorial is up!
     
  19. AthosK

    AthosK

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    New Video is now live!
    Custom IK solution for Unity Free
     
  20. AthosK

    AthosK

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    part 3 to our TPS series
     
  21. AthosK

    AthosK

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    Let's celebrate the release of Unity 5 by porting our TPS project!
     
  22. AthosK

    AthosK

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    Pretty excited with Unity 5 so I messed up the schedule in youtube so here's tommorow's video today!

    Node Editor Tutorial
     
  23. AthosK

    AthosK

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    Part 4 of our Third Person Shooter tutorial is now live!
     
  24. AthosK

    AthosK

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    Let's play with Global Illumination and Realtime Reflections!
     
  25. AthosK

    AthosK

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    More examples of nodes for our Node Editor

     
  26. AthosK

    AthosK

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    Part 5 of our Third Person Shooter series is now live!
    We make a UI procedural crosshaid and we don't just shoot, we shoot through stuff *mind blown* (I know I'm pretty funny)

     
  27. AthosK

    AthosK

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    Not directly related but we are going to use it in the next tps video, so here's a texturing timelapse
     
  28. AthosK

    AthosK

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    New series! Space Simulator!
    part1 controlling our spacecraft
     
  29. AthosK

    AthosK

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    Couldn't waste anytime before playing with our new toys!
    This is an optional part for our Third Person Shooter series though, we integrate our controller into a new level and a new character with a killer mustache!!

     
  30. AthosK

    AthosK

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    Ugh it's one of those videos again
     
  31. AthosK

    AthosK

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    Part 6 of the TPS series is now live, spread the word
     
  32. AthosK

    AthosK

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    This week we texture a Hong Kong Gun Fu classic weapon
     
  33. AthosK

    AthosK

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    Instant Pixel Art, no need for scripting

     
  34. AthosK

    AthosK

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    Part 2 of our Space Sim tutorial is now live! Buckle up!

     
  35. AthosK

    AthosK

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    A rudimentary guide when using Blender with Unity

    Check description for timestamps, topics covered:
    Materials and Textures from Blender to Unity
    Animating Characters from Blender to use in Unity
    Using Blendshapes inside Unity

     
  36. AthosK

    AthosK

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    Dr. Charles? more like Captain Charles!

     
  37. AthosK

    AthosK

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    Part 7, basic enemy AI
     
  38. ikemen_blueD

    ikemen_blueD

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    wow so many nice topics there. I hope I finish my Rigging course soon, so I can start to watch your tutorials. Keep it up!
     
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  39. ikemen_blueD

    ikemen_blueD

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    hey, can I request some Topics?

    - Optimization tips for Open World, Mobile, Level Design, Textures, Meshes, Physics, Layer, Scripting, etc.
    - Mobile performance tips for Substance textures.
    - Profiler - How to detect problems or potential ones?
    - Dynamic, Procedural Level Generation.

    I really like this one. Like, first his system generates a layout: 3 rooms, connecting by hallways/doors. And then, each room is generated with different styles and AIs. Really interesting! Randomness but in control.

    Dungeon of the Endless Rendering and Procedural Content
     
  40. AthosK

    AthosK

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    I have some of those in mind ;)
     
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  41. AthosK

    AthosK

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    Another Monday, another timelapse
    This week we texture Revolution, aka AK 47

     
  42. AthosK

    AthosK

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    Lot's of hazards are hidden in outer space, none more frightening than floating point inaccuracies though! So, let's boldly go where a lot have gone before!

    Space Sim part 3 !

     
  43. AthosK

    AthosK

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    In this extra part I will showcase the flexibility of our system by creating a weapon attachments functionality.

     
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  44. AthosK

    AthosK

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    You thought I forgot you this monday didn't you? Lot's of shinny metals!

     
  45. AthosK

    AthosK

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    In this part we will take a dive into advanced AI territory.

     
  46. AthosK

    AthosK

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    Let's see how easy it is to add Controller or Joystick support to our games.

     
  47. AthosK

    AthosK

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    In this part we will create an AI system capable to avoid space obstacles.

     
  48. AthosK

    AthosK

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    Let's make a top down shooter

     
  49. AthosK

    AthosK

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    Let's work a bit on our previous AI system and see a new example for it
     
  50. AthosK

    AthosK

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    Hang on, we are going 2D!

    2D Fighting Game

     
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