Search Unity

What Are You Working On

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

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

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,821
    Eh, I know you all kicked me out of this thread before, but I'm working on a gravity-lift centered level called "The Gravity Core." It involves Gravity Lifts, shafts, big rooms, and more gravity lifts.
     
  2. DangerSnoot

    DangerSnoot

    Joined:
    Nov 23, 2009
    Posts:
    213
    @ Acumen - Cheers, I see what you mean about them being too pristine. I'm making a set of textures with increasing wear and tear, so that they can be swapped out (or blended together). Hopefully that'll give them some more character.

    @ multivac - Loving the water effect! I'm trying to make something like this myself, but I'm failing miserably on account of my relatively poor scripting knowledge. Might I ask how you're going about it? Also, if it's not too cheeky to ask, is there any chance you might opt to share it? I don't want to use it in a project, but I'm really struggling with mine and would love the opportunity to pick apart your code. If not then I'd settle for some pointers! XD

    @ TheLlama - Ooh, shiney... I'm often sadly dissapointed with ice effects, but yours I must say don't fall into that category at all. They have a strong fantasy appeal. How heavy are they in the particle department though?
     
  3. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Last edited: Jan 19, 2011
  4. multivac

    multivac

    Joined:
    Oct 27, 2009
    Posts:
    133
    Wolfie, there's a really barebones description of the implementation on my blog, which you can find in my signature.
    I'll probably post the project as soon as I have time to clean it up and create a separate project file for it.
    As for the cost, it has a medium cost on the FPS, most of it comes from the separate camera rendering the blocker map and from Texture2D.Apply calls.
    I think the bulk of the effect could be moved to the GPU, if I have some free time, I'll try to port it.
     
  5. Redz0ne

    Redz0ne

    Joined:
    Oct 19, 2010
    Posts:
    332
    that is some phenomenal work there. i'd love to take a peek at how you did it ;)
     
  6. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,821
  7. thellama

    thellama

    Joined:
    Mar 25, 2010
    Posts:
    360
    The whole ice effect with particles runs about 6 drawcalls. It's a home built shader that uses distortion from a normal map to warp it's surroundings and then a cube map rendered from the location of the ice for added reflectivity accuracy. Then a snow particle effect and some decals pasted across the wall with an ice texture/alpha and normal map.

    I'll do some effects tutorials in the future, I'm working on others like magma fonts, lightning blasts and strikes, poison blasts and darkness magic.

    I'll post some progress later in the week or this weekend of my effects. If I get enough interest I'll do some tutorial videos.
     
  8. Deleted User

    Deleted User

    Guest

    Trying to get HyperBowl in shape for the Mac App Store:
     

    Attached Files:

  9. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664

    It's cool to see that you're trying your hand at animating. It can be really really challenging, but it can also be a helluvalot of fun. This might be of use when looking at run cycles:
    http://www.youtube.com/watch?v=5j4YRHf6Iyo

    It's a bit over technical, and (as you can read in the comments), there are other systems of analysis, but it's just a labeling system for the same movement and it's the movement that matters.
     
  10. wrm186

    wrm186

    Joined:
    Apr 4, 2010
    Posts:
    661
    Just some more stuff I made for my game "Da Hub"

    Pool table- going in 2BinProductons building



    And the apartment for the game:















    Should be a big enough bump right? :p
     
  11. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,821
    @Little Angel: Thanks for the video! At least I was on the right track, making the run cycle two steps long! I just bookmarked that.
     
  12. bigkahuna

    bigkahuna

    Joined:
    Apr 30, 2006
    Posts:
    5,434
    Holy cow that's cool! Is it a take-off from what Forrest Johnson posted a couple years back (ie. using normal mapped particles)?
     
  13. galent

    galent

    Joined:
    Jan 7, 2008
    Posts:
    1,078
    Well, in the spirit of the thread, I'm working on a number of things, not the least of which is another update to my iPhone game Fowl Invaders:
    - updated graphics,
    - port to c#
    - improved gameplay
    - tigher controls
    - new weapons
    - new "things to shoot at" :)
    - new iPad version
    - new PC/Mac version
    etc...



    Cheers,

    Galen
     

    Attached Files:

  14. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    I did that the other month. With MD and C#, the pipeline is much tighter.

    Have you seen this site:
    http://www.m2h.nl/files/js_to_c.php

    You'll need to check your script afterwards, as often the type doesn't convert well, but it save a lot of the tedious conversions of things like:
    var myVar Type;
    to:
    public Type myVar;

    He seems to have plugins on the asset store as well, which could throw some dosh his way as a thank you.
     
  15. galent

    galent

    Joined:
    Jan 7, 2008
    Posts:
    1,078
    @Llittle Angel - Thanks! I'll check it out. But in this case, port may be too kind of a word.. how about complete refactor :)

    That code is ... the result of poor design time :) Ok, it's spagetti code ... yes it performs, but it's a mess pure and simple. I'm looking to do some reusable structures this time, interfaces, factories, better object pooling, etc... I want it to be reusable for my next games and something I'm not ashamed of would be nice as well :)

    Cheers,

    Galen
     
  16. I Collective

    I Collective

    Joined:
    Sep 28, 2010
    Posts:
    9
    WOW! @ TheLlama what you have displayed there is amazing, there is some cool stuff in this thread but that is top o the list in my book. I will be looking forward to reading more about what you find out when your testing is further along. I really like the ice effect that emanates from the crystal formation that is fantastic. Thank you for share looking forward to seeing more.
     
  17. Slem

    Slem

    Joined:
    Jan 28, 2009
    Posts:
    191
    I'll show my interest in that right away. Great stuff.
     
  18. thellama

    thellama

    Joined:
    Mar 25, 2010
    Posts:
    360
    Thanks for the kind comments, I'll be presenting my Magma Font next. I'm going to start working on a normal mapped particle shader, not sure if I can do it.
     
  19. cupsster

    cupsster

    Joined:
    Apr 14, 2009
    Posts:
    363
    search for "gravity gun".. that shader was already done.. maybe you can build on top of that..
     
  20. granada

    granada

    Joined:
    Oct 31, 2010
    Posts:
    135
    Trying to get this large arab city into unity.Importing this many textures crashes unity,but a fix is on the way :D.
    Just need to get that last block in.Want to put the enemy stronghold in the middle,so you have to fight your way in to free the hostages.







    Dave
     
  21. cupsster

    cupsster

    Joined:
    Apr 14, 2009
    Posts:
    363
    look niece procedural.. any details on creation Granada?
     
  22. granada

    granada

    Joined:
    Oct 31, 2010
    Posts:
    135
    This was not built by me, i bought the model from turbosquid.Later i want to move ad buildings props to make it more random.

    Dave
     
  23. 3dDude

    3dDude

    Joined:
    Jul 4, 2010
    Posts:
    1,067
    Fire pack! Its going to the asset store soon!


     
  24. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Nice lookin' stuff 3DGu... er 3dDude! (sorry...) But seriously, they look good. I'd like to see them in motion! (Got a youTube/Vimeo channel?)
     
  25. 3dDude

    3dDude

    Joined:
    Jul 4, 2010
    Posts:
    1,067
    Thanks! yah no problem ;)



    I do have a youtube channel but, I can never get screen recording to work :( I cant find a free screenRecorder that works on mac...

    If you look in the showcase section you should see the topic where it was announced... Somewhere on the first page there is a webplayer.
     
  26. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Now, I've got ScreenFlow, but I did stumble across this the other day:


    Screen capture and sharing from QuickTime...

    I've not tried it, but heck, might be worth a shot if you've got no other option.

    Also ScreenFlow (http://www.telestream.net/screen-flow/overview.htm) is free if you want to put up with their watermark...
     
  27. thellama

    thellama

    Joined:
    Mar 25, 2010
    Posts:
    360
    @cupsster, thanks for the tip but I already looked into that. He uses the HeatDistort shader from the detonator explosion package. The problem with this shader is that particle fading doesn't work. The particles either exist or they don't. This works in some case, quick particle effects but fading it just looks bad. I'm thinking blood effects, stone chunks etc. I'm looking to add more life to the particles without destroying the natural fading.

    So far no luck with this, I won't waste to much time on it, but if I can figure it out I'll release it to the community.
     
  28. 3dDude

    3dDude

    Joined:
    Jul 4, 2010
    Posts:
    1,067

    Hmm the link for the video says its private?

    Yeah I might try to position the fires to the left and right of the watermark ;)
     
  29. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Whoops... Can you not see it. I don't use that channel much.
     
  30. 3dDude

    3dDude

    Joined:
    Jul 4, 2010
    Posts:
    1,067
    I dont know.. It just "says sorry this video is private!"
     
  31. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    I just checked and it was set to private (???) not sure why. It's public now. (^_^)!

    The joke of using a screen capture app to show a screen capture app is a bit defeated if no one can see it.

    Oh dear.
     
  32. 3dDude

    3dDude

    Joined:
    Jul 4, 2010
    Posts:
    1,067
    Edit:

    Was that some kind of quicktime addOn?
    Where did you get that!?! ;)

    Ahhhh thanks!

    Ok here is my crappy movie made in demo of screen flow ;)

    It has really low frameRate and low quality and a waterMark...

    They look MUCH better inEditor!

    Enjoy(hopefully)!

     
  33. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    That's really nice looking stuff! Are they just Unity particles? Nice job!
     
  34. 3dDude

    3dDude

    Joined:
    Jul 4, 2010
    Posts:
    1,067
    Thanks!

    Yep, no scripts or anything.. pure art ;)

    Edit:

    Remember to give the video a thumbs up!! ;)
     
  35. MrSmive

    MrSmive

    Joined:
    Oct 12, 2010
    Posts:
    428
    Some super low poly guns for "Onslaught of the Laser Cat" game, about 6,900 for all 10 average out at about 400 a gun par the 3 multiply barred ones. Just a simple bump spec mat and ss from the unity mesh preview window thing.
    Compiled in Photo-shop added a dark border and cropped to fit but other than that there rawr screen shots.

     
  36. ExB

    ExB

    Joined:
    Jan 16, 2011
    Posts:
    9
    Last edited: Jan 21, 2011
  37. Mr.kylle

    Mr.kylle

    Joined:
    Sep 18, 2010
    Posts:
    43
    I'm working on new Male Character.
     
  38. wrm186

    wrm186

    Joined:
    Apr 4, 2010
    Posts:
    661
    Not to really do anything with this thread, but I use WeGame. To me it's a pretty decent game recorder. I'm not sure if it's available for mac or not, but you can check it out here: http://www.wegame.com/
     
  39. celinscak

    celinscak

    Joined:
    May 4, 2010
    Posts:
    102
    It's a FP space shooter with almost real space physics in an asteroid field. People testing it (once and briefly) had a hard time getting to control the ship, but I'm sure when players get used to it, it will be fun to play.


    What's done:

    Movement keyboard/mouse
    Targeting
    Auto aiming (predicts the target's position in the moment of impact and fires to that point)
    Target info GUI (follows target on the screen)
    Target pointer
    Pointer GUI (changing depending on a weapon selected and other conditions)
    Weapons (bullets, energy bolts, homing missiles, magnetic mines)
    Sistem that enables/disables weapons depending on a target status (is it in range, is it in front of the player, behind an asteroid... etc.)
    3D Radar (turned off on the screenshot so you can't see it :p )
    Shields/health and other ++/-- stuff for Player and NPCs
    AI for two types of enemies (and a fixed turret of course) - NPC follows player, avoids asteroids and each has a simple tactic for attacking, depending on the weapons it carries. The same AI is currently used for friendly units, but wingmen should get their own AI in time.
    Some sound effects borrowed from free sites.


    What to do:

    Well, I'm planning a lot, but since I'm working on this alone, and been working on it for moths now on my spare time, don't know what tempo will the progress have. The things this game certanly needs and are planned to do first are:

    More objects like mining facilities, artefacts and stuff
    An awesome HUD
    A skybox (this one is borrowed)
    At least one more type of enemy and one capital ship
    Wingmen
    Input manager menu (currently controls are only good for standard PC keyboards and a mouse with at least three mouse buttons)
    A tutorial level
    A demo level with a mission
    Occlusion culling
    Some minor code optimising
    An Ace

    The game is being done in a free version of Unity. I hope it will see the Showcase section in the next two months.

    I want to thank all the users of this forum that helped me in any way in producing this game and learning Unity.
     

    Attached Files:

  40. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,821
    There is no hope. Do...or do not. [/yoda]

    Seriously, your game looks great, though! Good luck on getting that project done! I don't know about you, but for some reason it just seems easier to make shooters in Unity than most other game engines...
     
  41. celinscak

    celinscak

    Joined:
    May 4, 2010
    Posts:
    102
    @ Asvarduil: Wouldn't know. This is the first game engine I ever used. The best thing so far about Unity, to me, is not it's simplicity but rather this community, support amongst users and a growing database of tutorials and solutions. Most of my game was done in the past 20 days thanks to the free time I had and this forum which enabled me to learn very fast. So, shooters, platformers, weird artsy-fartsy reels... Everything is easier if there's someone willing to help.

    Btw, been stalking on your Laser Cats. The idea is very good. Can't wait for more weapons ;)
     
  42. Acumen

    Acumen

    Joined:
    Nov 20, 2010
    Posts:
    1,041
    I worked on the second course environment for the minigolf game. Wanted to make this a lot more modular. Much heavier on the polycount of course, but it's just for fun. I don't know if this ever gets anywhere. Lots of experience gained in working in profitshared environment, yet all the projects are on hold now. Total bummer, but I should've known better. Current project is a Geometry Wars inspired game. We'll see how that one goes in the next days ;)
    Kinda sad to see everyone disappear. I just need to make sure to not send the original art until I get a build of the games :D

    Anyways, enough yadayada, beige-blue-stoney-course on his way:

     
  43. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
  44. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,821
    Acumen - I like the modular course, it looks great!
     
  45. Acumen

    Acumen

    Joined:
    Nov 20, 2010
    Posts:
    1,041
    Arowx, great game for a great cause. Nicely done !

    hey, thanks, Asvarduil ! It was really worth fiddling around a little longer, now I can quickly hunkle dunkle around and come up with new courses in no time at all ^^
    Also I still wasn't feeling the whole empty track, so I figured that the obstacles should be a bit more interesting, yet simple in color choice. Here's what I came up with:

     
  46. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,821
    Snazzy. AO mapping on the track and windmill?

    I'm building the levels in Laser Cat using a modular setup as well. I think it just makes sense for man-made structures - not to mention that it's too easy to do.
     
  47. MrSmive

    MrSmive

    Joined:
    Oct 12, 2010
    Posts:
    428
    only for interior spaces, modular is real hard when using a sand box methord lolz.

    Nice levels mate, Cancer wars.... cant say enough good things about that, and any other work i forgot to mention, tiss all looking great.
     
  48. Kyuss77

    Kyuss77

    Joined:
    Jan 20, 2010
    Posts:
    121
    @Arowx - I know its beta and all, but the splash screen has a couple typos. Technology and taking are misspelled that I noticed. :)
     
  49. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    celinscak, would you mind helping me along on my project? Its a space shooter as well, and I'm having a hard time figuring out the AI, got any tips on logic for space combat?
     
  50. celinscak

    celinscak

    Joined:
    May 4, 2010
    Posts:
    102
    @ ScienceFictionado: PM me and I'll se what I can do ;)
     
Thread Status:
Not open for further replies.