Search Unity

DrownspireCoral first videos + Playable !!

Discussion in 'Made With Unity' started by ikaruga, Mar 1, 2007.

  1. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
  2. Morgan

    Morgan

    Joined:
    May 21, 2006
    Posts:
    1,223
    Looks really unique and cool!
     
  3. drJones

    drJones

    Joined:
    Oct 19, 2005
    Posts:
    1,351
    very slick style ; )

    i tried to d'l the widget but nothing unzipped, any ideas?
     
  4. bigkahuna

    bigkahuna

    Joined:
    Apr 30, 2006
    Posts:
    5,434
    You did this in Unity and this is your first post?
     
  5. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    Not sure what it is but it has a very charming quality to it. I do so hope this is a test for a larger project yet to come.
     
  6. Joe ByDesign

    Joe ByDesign

    Joined:
    Oct 13, 2005
    Posts:
    841
    Very nice style ikaruga! I love the look of the elements especially the faces and flames.

    Also, the widget link worked fine here on the MBP.

    Definitely looking forward to seeing more of this! <hint hint> ;)
     
  7. drJones

    drJones

    Joined:
    Oct 19, 2005
    Posts:
    1,351
    i don't know what happened the first time but it works for me now. really well done. i'm curious as well if this is just a test or if its the beginnings of a larger project (i hope the latter ; )

    it reminds me of okami in a sense - its not a visual style you'd expect to see in an interactive game so it really keeps your attention.
     
  8. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    You did this in Unity and this is your first post?

    Yes bigkahuna ^_^ ma very first game.

    And wow thanks everyone for he warm welcome and attention to my little game. I m not much of a programmer right now so i can t promise anything big but I do wanna add stuff, I am working on more levels to explore atm. The whole stage posted in the video is about 180 polys, so it gives you an idea how muchs tuff i can show at the same time.
    I dunno if you guys can help me aroudn with this but, in a very simple languge i would like to know how to do this:

    Like when you fall, your speed increase gradually and same for when you run, kindda like a car you know. vvvvvvVVVVVVVVVRVRVRVRVRRVRVRVRVRRKKRKRKKRR. I m using the premade camera asset from the default package. I would like it so much if someone could tell me how to edit htis one so the speed increases : ) !!

    THanks again, I will update this tread with new shots soon ^_^
     
  9. dingosmoov

    dingosmoov

    Joined:
    Jul 12, 2005
    Posts:
    559
    great work ikaruga.

    Curious, on your web page you say that the widget can be played through yahoo's widget engine on a pc.

    I didn't know it was possible to play unity widgets on a pc is that true?

    Peace,
    dingo
     
  10. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    I finally know what the level design reminded me of. Psychonauts.
    Heck if you just did level design I'm sure you could track down a programmer that would like to work on a project.

    Looking forward to what comes next.

    I'm fairly certain that you can't. If I am wrong then whoopsie and cool I suppose. I'm not the largest fan of the widget builds. The best bet would be a nice web player version.
     
  11. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    i can t do windows builds. is it because i have a indy liscence ?

    I ll update the game tonight with the second level and a playable version. :D !! It s pretty cool i find . you guys ll be the judge of that ^_^
     
  12. dingosmoov

    dingosmoov

    Joined:
    Jul 12, 2005
    Posts:
    559
    Yep it does remind me of psychonauts.

    ikaragu, you definitely have some good level kung-fu.

    Can you make a web build for us to play? Again really great stuff.
     
  13. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    http://m0oo.com/

    there ya go ^^ try to get a high as you can ^_^ ... i m working on it atm.
     
  14. bigkahuna

    bigkahuna

    Joined:
    Apr 30, 2006
    Posts:
    5,434
    Cool...

    You might want to set the resolution higher in the web player, go to Edit => Player settings and change the resolution.

    I like the graphics, very novel and interesting...
     
  15. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    Web players work on PC and Mac fyi.

    Also looking good.
     
  16. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    You know what would be freaky. If we all got together and submited an area for a Psychonauts inspared webplayer. Delve into each of our psyche.
     
  17. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    Excellent style! If the gameplay is even half as creative as the visuals then I'm really looking forward to seeing how this progresses. Good luck ikaruga and welcome to the forum.
     
  18. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    Looks like he is going for a tower climb platform game. Probably wouldn't be that complex other then that.
     
  19. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    it s all i can do with my current knowledge.. but BEWARE MOUHHAHAHA.. I ll update the game weekly with new levels : )

    thanks guys :D
     
  20. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    I'm curious what shader you're using for the alpha-based textures right now. Is it just the 2-pass veg or something else. The reason I ask is because your textures all maintain a constant luminance and are not culled.
     
  21. nickavv

    nickavv

    Joined:
    Aug 2, 2006
    Posts:
    1,801
    This... is... awesome! ;D I played until I couldn't get any higher (the lower of the two huge sky brdiges). Is there any way to get to the higher one?
     
  22. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    Not that I can see.

    Is it just me or has this first post drawn more attention then any other prior first posts. Other then PlZ M4ke windowz version of Unity!!!! of course.
     
  23. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    I added a higher deck. I will update it tonight and it ll have a soundtrack as well.

    Lallander, haha I m very very lucky ^_^; It s sooo encouraging for me to keep working on stuff when i see this !!!

    Moldorma, I just.. I used png on alpha / difuse. I wanted to keep a constant ambience all along : )
     
  24. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    The game will be offline for a day. So to make up for it Igive you some shots.





    ^_^
     
  25. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    You also seem to love what I refer to as pixel art. Those little characters. Dunno any beter term, anywho the most awesome freeware package for that if you haven't seen it.

    http://opensword.org/pixen/

    <3 this program.



    Also Psychonauts was such an underrated game.
     
  26. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    OMGOMGOMG this program is sooo awsome !!
     
  27. Morgan

    Morgan

    Joined:
    May 21, 2006
    Posts:
    1,223
    I like the "reach the top" concept, since I take exactly that as a personal challenge in most FPS maps :) Especially in the old UT '99, there were often ways onto the "roof" of the map if you tried hard enough. If not, then at least you could climb the wall geometry pretty high with rocket-jumps etc.
     
  28. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    LOL why this time? Edit: oh you mean Pixen?

    And Morgan Halo was one of my favorite for trying to climb the levels. :)
     
  29. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    actually the idea came to me when i saw my friends playing WoW and trying to go to undercounstruction areas by juming on the vertexes and using mesh colliding glitches.. I was like mhmm that could be fun.. :p
     
  30. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    So when can we expect the next update? I think you have some of us hooked now.
     
  31. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    in about 6 hours from now ^_^ !!
     
  32. HiggyB

    HiggyB

    Unity Product Evangelist

    Joined:
    Dec 8, 2006
    Posts:
    6,183
    Sorry to be the late-comer to this thread but your work is gorgeous! Very pretty work indeed, keep it coming!!!

    Edit: and get crackin' on that update! :p

    And for reference, Psychonauts is one of my all-time favorite games... :D
     
  33. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    To be honest I hated the last level. I saw someone else beat it and never cared to finish. I hate timed events in games really.
     
  34. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    Thanks HiggyB, If i read well you re working at OTEE well you made a kickass product man ! : ) I admire you for that ^_^ !!!

    And ladies and gentlemen as promised.

    http://www.isopharmacy.com/zombies/index.php?categoryid=32

    It's not really an update on the game tho, I added a couple of things and tweaked the camera a little bit. But it s mostly a webplayer update and site fonctionallity hehe.. (how lame..)
    I will reupdate this week for sure tho, I wanna add more graphics to the higher floor, and the soundtrack for sure. I just have to figure out the ogg file thingy.

    Totally not related, I updated the music section of my portfolio : )

    http://www.isopharmacy.com/zombies/index.php?categoryid=25

    Cheers !! thanks so much for the support ^_^ !!!!
    Lalalander you rock !!
     
  35. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    *bows

    Thank you thank you,
    Why in particular tho?

    *scratches his head

    Edit: Anywho made it to the top of your newest addition. Just waiting for the new update now.
     
  36. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    What's great: love the art direction!
    What I would change if I were myself: the FOV is too wide for my taste. Not sure if it's because of the FOV, or the controls are "too strong", i.e. forward jumping gets you really far.
     
  37. nickavv

    nickavv

    Joined:
    Aug 2, 2006
    Posts:
    1,801
    Sweet update, got to the top and read the message. Now to wait another week. :p Anyways, my first time playing this update I fell off of the world... I don't even remember how. I was just walking and then poof! But it was on the left side of the level (if you're facing the back wall with the big face floating there)
     
  38. HiggyB

    HiggyB

    Unity Product Evangelist

    Joined:
    Dec 8, 2006
    Posts:
    6,183
    You're reading it right, I work at OTEE as the Product Evangelist for Unity (I'm at GDC right now, replying from the Expo floor as we're getting our booth ready!). Having said that I must side-step any kudos as I'm the noobie on the OTEE squad, I was just hired on last December. These guys have in fact made an incredible product and I'm thrilled to just be a part of it going forward... :D

    Anyway, keep up the good work yourself!
     
  39. forestjohnson

    forestjohnson

    Joined:
    Oct 1, 2005
    Posts:
    1,370
    I love the art style! I think the world would be more convincing with more moving parts, and that would improve the gameplay too. Can't have a climbing to the top game without complex and dangerous moving objects.

    This is really an art piece and I love it. Sort of the same style as my game Megapixel except yours is more arty and mine is pure gameplay.
     
  40. littlelingo

    littlelingo

    Joined:
    Jul 18, 2006
    Posts:
    372
    Very cool, excellent work...

    I totally suck at jumping, <G>...

    Regards,

    -- Clint
     
  41. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    hehe thanks guys. I d like to add moving things too, most of the objects there are ment to be animated later. I still need to figure out how to animate them : )
     
  42. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    Poke. No update? D:
     
  43. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    i ddnt forget you guys ! hehe don t worry ^_^ !!! It's a pretty big update finally haha... I ll reply with the updated version don t worry man :D
     
  44. milkytreat

    milkytreat

    Joined:
    Jan 15, 2007
    Posts:
    267
    this is fantastic! a true inspiration! keep it up :D
     
  45. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    Well I didn't worry.. until now. You fall off the planet guy?
     
  46. nickavv

    nickavv

    Joined:
    Aug 2, 2006
    Posts:
    1,801
    I PM'd him about it a while back, but I haven't gotten a reply. :(
     
  47. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    /me pokes the thread.

    Maybe his trial ran out, or did he buy a license.
     
  48. ikaruga

    ikaruga

    Joined:
    Nov 18, 2006
    Posts:
    85
    nonono I m still alive ^_^ sorry guys haha. I just .. so many things happened and everything hehe. music making, work, vynils toys, etc.. I ve started somehting tho, I was wondering if someone knew how to connect unity and sql ?
     
  49. nickavv

    nickavv

    Joined:
    Aug 2, 2006
    Posts:
    1,801
    He lives! Look on the Unify Wiki for an online highscore table script. That should have code in it that connects to a server. You're still working on Drownspire, right?
     
  50. HiggyB

    HiggyB

    Unity Product Evangelist

    Joined:
    Dec 8, 2006
    Posts:
    6,183
    There are many ways to connect Unity content and MySQL, the easiest being to make calls to CFM/PHP/ASP/etc. files on a server that then make database queries and return the data to your content (I believe that's what is discussed on the Wiki).

    Now git to it and make another version of your demo! :D :p (just hasslin' you)