Search Unity

  1. Get the latest news, tutorials and offers directly to your inbox with our newsletters. Sign up now.
    Dismiss Notice

What Are You Working On

Discussion in 'Made With Unity' started by cupsster, Dec 10, 2010.

Thread Status:
Not open for further replies.
  1. wrm186

    wrm186

    Joined:
    Apr 4, 2010
    Posts:
    661
    Do you have unity free or pro?

    If free, how did you get the reflection look on the front bumper? Or is it my eyes that are confusing me? :p (looks like a blue sky and clouds on the bumper)
     
  2. Frank Oz

    Frank Oz

    Joined:
    Oct 13, 2010
    Posts:
    1,561
    Cubemap? Pretty sure the free one can do those.
     
  3. NathanAu

    NathanAu

    Joined:
    Nov 15, 2010
    Posts:
    98
    Using unity free, and it's a reflect map. the standard one that comes with unity.
     
  4. WedjetAmulet

    WedjetAmulet

    Joined:
    Mar 23, 2011
    Posts:
    2
    Hello ..,
    Since few weeks, I started develop 2d game called " Don't be NOSEY " this is my first web-based game i tried to make with unity 3.0, today I uploaded screenshots .. soon I'll upload the beta version of the game..
    P.S.: Sorry for bad graphics, all graphics and sounds we used are temporary, we will start design graphics and sounds in the next few days
    we will return soon ..

    Thanks for reading ..,

    .. $Screen shot 2011-03-29 at 9.00.35 PM.png $Screen shot 2011-03-29 at 8.59.21 PM.png $Screen shot 2011-03-29 at 8.57.58 PM.png
     
  5. PixelLegacy

    PixelLegacy

    Joined:
    Mar 24, 2011
    Posts:
    1
    I started working on porting our Maker tool over to this engine.



    Some info about it:
    • When I press the "Open file" button in the video (which is a placeholder for now), it searches for a pre-defined filename, opens it up, and then parses it line by line creating the cubes where they need to go and attaches them accordingly.
    • The skybox has a dynamically generated texture that takes any number of colors and any number of stripes as a parameter.
    • Most of the work so far has been porting over our custom file format and then dynamically loading it up at runtime.
    • I'll eventually replace how I handle rotation.
    • I did implement scaling, but my capturing software doesn't allow me to shift+click while it's running.
    • Everything uses a "snap" function (which i'll later allow to be changed using a GUI) that controls the interval that it increases/decreases at.
     
  6. jonbonazza

    jonbonazza

    Joined:
    Nov 6, 2010
    Posts:
    453
    Currently working on an RPG for PC/Mac and Android (iOS possible for future) called Clockwork Rune.
     
  7. jorisshh

    jorisshh

    Joined:
    Oct 6, 2009
    Posts:
    1,522
  8. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,423
    This is great! Hope you finish this i will be looking forward to playing it. If you ever need any models, Weapons, Building, Scenary props. Give me a bump :)

    Regards

    -Charlie
     
  9. NathanAu

    NathanAu

    Joined:
    Nov 15, 2010
    Posts:
    98
    Working on a car sim game and was just wondering what kind of cars people would like to drive.

    Cars from all era's will be in it.
     
  10. NomadKing

    NomadKing

    Joined:
    Feb 11, 2010
    Posts:
    1,461
  11. jorisshh

    jorisshh

    Joined:
    Oct 6, 2009
    Posts:
    1,522
    Thanks ^^ i have way more to show off but i'm only showing small parts at a time.
     
  12. wrm186

    wrm186

    Joined:
    Apr 4, 2010
    Posts:
    661
    Hey, I played your Aftermath game, got to say I like it :) Pretty cool.
     
  13. SkipKickCrash

    SkipKickCrash

    Joined:
    Oct 17, 2010
    Posts:
    80


    Little thing I'm being commissioned to make. Animations are from lots of different sources the client brought, I used motionbuilder to retarget them to the one boxer model.
     
  14. NomadKing

    NomadKing

    Joined:
    Feb 11, 2010
    Posts:
    1,461
    Thanks Wade :)

    Nice scene. Will it be staying with the minialist art style? (no real crowd, simple texture etc) I think it works quite well at making the ring and the action the main focal point for the player.
     
  15. Taigo

    Taigo

    Joined:
    Feb 18, 2010
    Posts:
    128
    Just started to polish my sw to port it ingame :)
     

    Attached Files:

    • $Sw.jpg
      $Sw.jpg
      File size:
      133 KB
      Views:
      616
  16. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,670
    Very nice car!
     
  17. mikesgames

    mikesgames

    Joined:
    Apr 16, 2010
    Posts:
    1,071
    Nice car... looks like my dads ex-car (it died...)
     
  18. wrm186

    wrm186

    Joined:
    Apr 4, 2010
    Posts:
    661
    Wow! Nice! What program did you use, how many polys?
     
  19. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,423


    Nothing too special, Just a concept of the pipelines for Army of One.

    I have plenty more complex ones but non of which i have played with enough to make presentable.
     
  20. Taigo

    Taigo

    Joined:
    Feb 18, 2010
    Posts:
    128
    Thanks for the cool comments folks.
    I just fixed all the minor issues and textured the interior, i will be posting some in game screens as soon as possible.
    @ Wade: I work with 3dsmax and photoshop, the wagon, with everything you see is 7788 tris (4659 polies) :)
     
  21. wrm186

    wrm186

    Joined:
    Apr 4, 2010
    Posts:
    661
    Has this thread become a forum yet?
     
  22. ColossalDuck

    ColossalDuck

    Joined:
    Jun 6, 2009
    Posts:
    3,246
    Not yet.
     
  23. NathanAu

    NathanAu

    Joined:
    Nov 15, 2010
    Posts:
    98
    Taigo, nice car and nice poly count.

    Does it have an engine?
     
  24. Taigo

    Taigo

    Joined:
    Feb 18, 2010
    Posts:
    128
    Thanks buddy and nope, for my game i just need basic and generic undercarriage parts, rear axle, basic suspension and some geometry that kinda looks like a engine
     
  25. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,358
  26. NomadKing

    NomadKing

    Joined:
    Feb 11, 2010
    Posts:
    1,461
    Not a bad model, but i think your axes are better ;) Although they could do with better lit screenshots to show them off more :)
     
  27. wrm186

    wrm186

    Joined:
    Apr 4, 2010
    Posts:
    661
  28. EricTheCoolDude

    EricTheCoolDude

    Joined:
    Feb 21, 2011
    Posts:
    164
    You work for antares? I hate you. You created auto-tune, and it has destroyed the music industry.
     
  29. EmadGh

    EmadGh

    Joined:
    Jun 10, 2009
    Posts:
    144
  30. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,358
    This is just "What I working on" ;)
     
  31. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,358
    Not this Antares ;)
     
  32. alexju

    alexju

    Joined:
    Feb 6, 2011
    Posts:
    15
  33. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    Boat Blob hehe.

    boat isn't UV'd yet, Islands aren't done, and I need more of them, but hey.
     
  34. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,423
    If you ever need a hand i am freelancing atm, Just drop me a line

    But i love the game so far, Looks really good :) Good work!
     
  35. Frank Oz

    Frank Oz

    Joined:
    Oct 13, 2010
    Posts:
    1,561
    You gotta stop trying to sell yourself everywhere you go, if people want you, they'll get in touch. You're beginning to act like a street whore plying her trade in the middle of Harrods :p
     
  36. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,423
    Bahh... :/ I know..

    haha. Ill stop.
     
  37. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    Don't worry, I've actually had all the freelancers in I need, and they've all done their bit, it's up to me now to finish it off. Just a few more animations and levels to go. I had one guy do the complete soundtrack, another do some animation. But I'm actually looking for a job like you are, I need some funds for the launch.
     
  38. wrm186

    wrm186

    Joined:
    Apr 4, 2010
    Posts:
    661
    Sorry if it sounds stupid... but why are the houses like leaning and not level? Suppossed to be like that? If so cool, its different.
     
  39. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,423
     
    Last edited: Apr 5, 2011
  40. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    It's supposed to be like that. When you sail to the island and the level begins, they're flat, like this:

    Trees still need blob shadows. But yeah, when off the island and sailing everything is supposed to look a little over exagerated in comparison to the player- it makes the world 'feel' bigger than it actually is. The sea area is 3 square kilometers, and for a game with a big ocean it's relatively small (look at TLOZ Wind Waker and Phantom Hourglass, they have HUGE overworld maps). Infact I think the wind waker map is 7 square kilometers... it's big. But yeah, that's why I did it. Making the ocean bigger and flattening the islands would suck- it'd take too long to get anywhere.
     
  41. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,423


    Another turret for Army of One
     
  42. Cnaff

    Cnaff

    Joined:
    Apr 3, 2011
    Posts:
    82
    @fishman92 What do you do in the game? btw looks like alot of fun =D!
     
  43. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    Well, it's a kinda adventure platformer thing. Think Mario Sunshine crossed with TLOZ: the Wind Waker. So most of the actual levels involve platforming, the ones with the boat is exploring the sea for new levels, like this one! The volcano erupted and left the lake full of Lava :O.

    Fortunately, getting the Gold Banana on the level will fix it :D. Heheheh.
     
  44. Frank Oz

    Frank Oz

    Joined:
    Oct 13, 2010
    Posts:
    1,561
    Ha, that is looking really good now, nice one! Also, extra points for the floor being made of lava! :)
     
  45. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,423
    Agreed, Looks really good and fun! Cant wait to play. Hope you make lots and lots of different islands :)
    (Hopefully the buildings aren't to repeated)
     
  46. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    Yeah, all I need is a wind particle effect like in windwaker, and a heat haze effect. I wish I had pro!
     
  47. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    Ok, I found out how i could make the wind lines effect, by using the particle technique used here.

    And Here's a brief over exaggerated test:

    Wiiiiiiiiiiiiiiiiind.
    Now to see how to make that heat haze...
     
  48. Iron-Warrior

    Iron-Warrior

    Joined:
    Nov 3, 2009
    Posts:
    776
    Hey Fishman, I really like the look of your game, looks like it's coming together. I'm just curious how you're doing the controls...because I don't think I can remember any solid 3d platformer controls on a mouse/keyboard setup.
     
  49. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    I have the WASD controlling forward backward left and right in relation to the camera's position, so when w is pressed he is walking away from the camera. The camera's on mouse orbit, and i'm looking to rewrite the system.
     
  50. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520


    Lake underwater example of our game. Still need more work on underwater feel but its comming along nicely.
     
Thread Status:
Not open for further replies.
unityunity