Search Unity

Tiki Magic Mini Golf Updated

Discussion in 'Made With Unity' started by cgoran, Sep 22, 2006.

  1. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    Hey kids,

    We've been working on tiki magic.
    We have multi player working as well as instant replay for awesome shots! We also added a cool trail effect to the balls, and a map style flyover! Anyway, here are some updated screens.

    Cheers,
    CG















     
  2. pete

    pete

    Joined:
    Jul 21, 2005
    Posts:
    1,647
    great news! multiplayer and replays? nice! if i can ask, how'd you do mp - did you write a plugin or figure a way through scripting? and also on the replays - how do you decide what qualifies as a cool shot? i'm not looking for specifics, just conceptual method stuff as both play into what i'm working on.
     
  3. David-Helgason

    David-Helgason

    Moderator

    Joined:
    Mar 29, 2005
    Posts:
    1,104
    You rock!. This looks so much better than the earlier version of this that we demoed at WWDC. You rock!. I repeat myself.

    d.
     
  4. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    Wow thanks David! You guys rock! Unity is amazing. (it's a love fest).

    pete-
    For multiplayer we just scripted it up.
    The replay was fun, you can specify what is tagged and played back.

    In our case, we got lucky. Right now we are saying anything beyond a certain distance to the hole is a cool shot.
     
  5. Morgan

    Morgan

    Joined:
    May 21, 2006
    Posts:
    1,223
    That looks a LOT better than the tiki golf they ripped off and put on the iPod!
     
  6. forestjohnson

    forestjohnson

    Joined:
    Oct 1, 2005
    Posts:
    1,370
    This looks really awesome. Great to see a really professional game made with unity.
     
  7. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    Thanks guys! A little encouragement goes a long way.
    With so much production left to be done, much of the focus can be on what needs to be improved. So it's good to hear the positive.

    Cheers,
    Charles
     
  8. VeganApps

    VeganApps

    Joined:
    Jun 30, 2006
    Posts:
    263
    Is it a one-computer multiplayer mode or a internet/lan multiplayer feature ?

    -Great job. Looks very nice. :)
     
  9. DaveyJJ

    DaveyJJ

    Joined:
    Mar 24, 2005
    Posts:
    1,558
    Superb. Where do you find the time?
     
  10. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    Charles, are you past the point of production that you can share playable demos with us? In other words, are we looking at screens that will be in the final game? If you could share some more playable levels with us without ruining the final game then that would be great.

    I want to see/study a few things you're doing... it looks like you're using bloom on the background image. And I want to see how well the trail works on the ball. Just hoping that you could share one more playable preview with us.
     
  11. Jonathan Czeck

    Jonathan Czeck

    Joined:
    Mar 17, 2005
    Posts:
    1,713
    I just had a thought about the water in screenshots 3 and 4 from the top - You may want to play with the "FX-Water Reflected.shader" file a bit depending on the scale of your scene. The range for the _ReflDistort property is pretty small as Unity ships... you may want to try increasing it to something larger so you can play with a larger range with the slider. I have done this for some scenes because it's a heck of a lot easier to change this than to rescale a big scene smaller.

    A lot of reflection distort seems to let you get away with a fairly low resolution render texture without seeing pixelation. If you're going for a still water effect then perhaps a large texture is the only option, but I thought I'd mention this.

    Code (csharp):
    1. Shader "FX/WaterPlane (reflective)" {
    2. Properties {
    3.     _WaveScale ("Wave scale", Range (0.02,0.15)) = .07
    4.     _ReflDistort ("Reflection distort", Range (0,100)) = 0.5
    5.     _horizonColor ("Fallback horizon color", COLOR)  = ( .172 , .463 , .435 , 1)
    6.     _ReflectionTex ("Environment Reflection", 2D) = ""
    7.     _ColorControl ("Color ramp (RGB) fresnel (A) ", 2D) = ""
    8.     _BumpMap ("Waves Bumpmap (RGB) ", 2D) = ""
    9.     _ColorControlCube ("Fallback color cube (RGB) fresnel (A)", Cube) = "" { TexGen CubeReflect }
    10.     _MainTex ("Fallback texture", 2D) = ""
    11. }  
    12. *SNIP*
    13.  
    (Still can't get enough of the blue tinge in the glowing sky of Lost Temple. :) )
    Cheers,
    -Jon
     
  12. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    I would love to post a build, but I can't.

    If anyone would like to help test, email me privatly and I'll get you hooked up. The condition for testing is to write feedback though. :)

    aarku, thanks for the tip!

    Cheers,
    Charles
     
  13. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    Just a work in progress...







     
  14. Morgan

    Morgan

    Joined:
    May 21, 2006
    Posts:
    1,223
    Considering I actually enjoyed the golf version of Neverball, I suspect I'll be buying this :)
     
  15. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    Wow-Kindest words I've gotten so far!
     
  16. Lallander

    Lallander

    Joined:
    Apr 23, 2006
    Posts:
    429
    Post a demo.... please.... we all want to see multiplayer. You do mean networked multiplayer right?
     
  17. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    Yeah neverball is pretty cool.

    Does anyone have any good jungle audio source?
     
  18. Morgan

    Morgan

    Joined:
    May 21, 2006
    Posts:
    1,223
    Well, I know a sound designer who just made jungle-themed music for a Unity game we're working on :) Not a free source though.
     
  19. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    Cool. I'm looking for ambient tracks though. Birds snakes and whatnot. ;-)
     
  20. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    Hey kids,

    Set your decoder rings to stun and check out some new screens from Tiki Magic Mini Golf!

    It's taken longer than we thought ? but it's getting close to wrapping up!
    I want to say again what a wonderful tool Unity is. It allows two guys with coffee and a Mac to develop a professional game.

    Cheers to all. Keep Rock'n Unity!

    Charles


























     
  21. drJones

    drJones

    Joined:
    Oct 19, 2005
    Posts:
    1,351
    that really looks fantastic - VERY polished visuals a tight, consistent style ; )
     
  22. DaveyJJ

    DaveyJJ

    Joined:
    Mar 24, 2005
    Posts:
    1,558
    I would still love it if you made a generic version of your power bar code and pointy direction thingy available. Please?
     
  23. thylaxene

    thylaxene

    Joined:
    Oct 10, 2005
    Posts:
    716
    Not sure if this helps. But all I did for my armour and velocity bars is I made one guitexture with alpha and another that was a quicktime movie that was compressed using "animation" codec and that sat behind the overlay guitexture and then got my code to set the frame of the quicktime texture. Works really well.

    Cheers.
     
  24. forestjohnson

    forestjohnson

    Joined:
    Oct 1, 2005
    Posts:
    1,370
    Looks really great as always. ;) Can't wait to see this in game format.
     
  25. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    Well, it's not a demo project, but it's a diagram of how to set it up :)
    Really pretty strait forward, once you figure out how to position GUI elements ;-)

    Cheers,
    Charles

     
  26. forestjohnson

    forestjohnson

    Joined:
    Oct 1, 2005
    Posts:
    1,370
    The only problem with that setup is that the gradient changes shape as the bar moves (it is always red at the end) It might be better to have it set up so that the thing that gets scaled is a depth mask polygon that cuts out part of the bar. This requires it to be set up in 3D space however.
     
  27. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    Yep, yep.
    In this case we wanted the texture just to scale.
     
  28. DaveyJJ

    DaveyJJ

    Joined:
    Mar 24, 2005
    Posts:
    1,558
    Thanks. That helped alot (I'm not doing anything like it at the moment) but it's one of those things that's been nagging in the back of my cluttered brain.

    PS. I'm going to refer to you on the forums as ... "the brilliant coding guy who changes his iChat icon with baffling frequency". I log on and every day there's a new Charles to see. :D
     
  29. thylaxene

    thylaxene

    Joined:
    Oct 10, 2005
    Posts:
    716
    DaveyJJ asked me for an example of what I was talking about. So here it is. Just create a new project and replace the assets folder with this one. The arrow keys control the bar.

    It's not rocket science... but if required I'm happy to post on the Wiki

    cheers.
     

    Attached Files:

  30. cgoran

    cgoran

    Joined:
    Jun 11, 2005
    Posts:
    176
    That's pretty sweet holmes.

    I'll try not to let you down DJJ.
    Now I know you're watch'n me....

    Shoot me an IM while you're at it btw.

    Cheers,
    Charles
     
  31. HiggyB

    HiggyB

    Unity Product Evangelist

    Joined:
    Dec 8, 2006
    Posts:
    6,183
    You've got plenty of folks watchin' you on IM, I even gave myself a custom status yesterday in response to yours... :p

    "Charles, you are number 6."


    Your game is fantastic BTW, great job.