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What Are You Working On

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

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  1. CharlieSamways

    CharlieSamways

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    Working on my college project :) doing an illustrated quote: "A dreamer is one who can only find his way by moonlight, and his punishment is that he sees the dawn before the rest of the world" Need to finish the background by putting in a cresent moon in the top right and finishing the buildings.

    Just wanted some opinions on it, do you think the background portrays the feeling of dawn well? And if anyone has any good ideas for iconography on any of the words id appreciate that :) im thinking about incorporating a 'cluedo spyglass'/inspector spyglass into the word 'Find' and incorporating eyeballs/glasses into the 'ee's in 'Sees'. for 'Way' maybe do some footsteps?

    C+C, Thanks

     
  2. HolBol

    HolBol

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    Awww shame, my screenshots got lost in a rush of posts :L
     
  3. CharlieSamways

    CharlieSamways

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    Im liking this so far, having fun doing it too, C+C please, will help in the end ^_^

     
  4. KRGraphics

    KRGraphics

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    @charlie This is kick ass, keep it going...

    @Fishman: I am also loving your concept... very interesting light set up


    Now my next question is... anyone here familiar with Antares Universe?
     
  5. Rush-Rage-Games

    Rush-Rage-Games

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    Nice!
     
  6. CharlieSamways

    CharlieSamways

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    Finished the draft, its 2:35 in the morning so Im sure when i look at it later today im gonna be like 'barg, silly design floor' 'too cramped' yadda yadda ya, but im happy with this draft and ill probably finish it tomorrow.


    EDIT: Straight away I can see where my spacing isn't sorted out, so ill do that when i wake.

    C+C :)
     
  7. vdek

    vdek

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    Sep 2, 2011
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    Been working on my AI and expanding the game area available in my game. So much work to do and writing AI in unityscript is not as fun as it would be in C#.

    Playable WIP here:
    http://www.burrowgames.com/games/


     
  8. Rush-Rage-Games

    Rush-Rage-Games

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    Very nice start!
     
  9. TheCasual

    TheCasual

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    well im not that good , only been doing all this stuff , models , textures , game scripting for about a year, and im all alone :( (like theres no one around me for 500 miles that does this stuff ./cry ) but heres what i started recently with unity.

    http://willcotter.elementfx.com/UnityPlayers/Brandy.html
     
  10. holyjewsus

    holyjewsus

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    awesome, tell us more about your wet shader!
     
  11. c-Row

    c-Row

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    I finally got a first working version of Parcel Pusher, my little Sokoban-style game together. Doesn't look too impressive at this time, but the basic mechanics are there and it works as a game.

    http://www.simplypointless.com/uploads/parcelpusher/

    Next step will be a menu to restart a level and loading the next level once you solved the current one. And getting rid of the small stops when moving over several tiles. And tweaking the graphics every now and then of course.
     
    Last edited: Oct 26, 2011
  12. WetWired

    WetWired

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    They're not my shaders, I used the Hard Surface Shader Pack from the asset store
     
  13. BooBi

    BooBi

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    @Charlie Nice one, few things:

    - maybe add some buildings brighter in 1 or 2 layers on the background to give a little bit of depth.
    - the punishment part needs a little bit more space between the edges of the building and the text maybe think of redoing the building, split the text or make it smaller
    - really like the walk path for the word "way"
    - the triple "the" you could (if you split your text) have a line which says "before the" and you could use à nicely curved " { " to link thoses three parts.
    - I would have made the "dawn" less orange, less bright, maybe play with a sun and the word, because it's the first thing your eye is attracted to, is that what you want ?
    - on the M maybe use pathfinder in illustrator to cut a little space (with the shape of a slightly bigger m) between the thing on the top and the top of the M
    - if you do put some building on the background, you can use a brighter color to put some windows with the lights turned on

    otherwise great idea, and i really like your logo ;)

    Again I really like that walk steps :D
     
  14. Ben-Massey

    Ben-Massey

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    Working on my UI, added a panel now. Looks better, saves cpu... Win,Win. (Take no notice of my testing level)
     
  15. johnTheWeb3d

    johnTheWeb3d

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  16. Don-Gray

    Don-Gray

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    Hate inverted controls, sorry.
    Copter is pretty cool though.
     
  17. KheltonHeadley

    KheltonHeadley

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  18. Don-Gray

    Don-Gray

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    Yeah, pretty much what he said.

    :)
     
  19. johnTheWeb3d

    johnTheWeb3d

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    inverted? hmmm...

    in my system:
    push mouse = copter forward
    pull mouse = copter back
     
  20. HolBol

    HolBol

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    This. That's the way they work!
     
  21. Don-Gray

    Don-Gray

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    I can push and push and push and only as long as I push does the copter tilt forward,
    then it levels off and I can't see the tanks. Just my feelings, too much trouble trying to get them in view.
     
  22. lazygunn

    lazygunn

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    I'm doing a sort of informal port to Unity of a friends game out on iphone at the moment called Call Connect - thought i'd 3D-ify it and change the classic switchboard style to something steampunky, not nearly finished but you get the idea, this is just the zbrush models with their subdivs up, obviously the game models will be dialed down and far more reliant on normal maps and such - I'm tossing up wether to bake the entire diffuse with vray or just the lighting for a lightmap

     
  23. Don-Gray

    Don-Gray

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    Still got the "steampunk" feel.
     
  24. lazygunn

    lazygunn

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    Mission accomplished then!
     
  25. janpec

    janpec

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    LazyGunn awesome stuff!
     
  26. Rush-Rage-Games

    Rush-Rage-Games

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    Nice stuff LazyGunn!
     
  27. lazygunn

    lazygunn

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    Thanks folks, i'll post updates as they occur, should have some stuff done for tomorrow

    It's based around these graphics for the original game

    It's a great game btw, for those of you with iphones you cant lose but try their work (esp at 99cents), addictive fun

    http://www.clockwalkers.com/
     
  28. beck

    beck

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    Hex-based game for my school project. I'm lead designer/programmer, and I'm working with about 10 other artists. Only about 3 weeks in on the production phase, after about 10 weeks of pre-production. http://www.becksebenius.com/Olive
     
  29. Ambrosios

    Ambrosios

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    Oct 22, 2011
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    Hi guys, this is my first post on Unity's forum !



    I'm currently trying to make a procedural terrain generation tool based on this documentation : Realtime Procedural Terrain Generation.

    Already implemented the diamond-square algorithm and the erosion part, but i am kind of blocked by Voronoi diagrams. I think I need to do more research on their implementation....
     
  30. Duskling

    Duskling

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    This thread seems to be dying down :L
    Anyways i'm working on this:

    The road is a "conveyor" belt that works with a texture offset, kinda simulating that the character is moving when he is stationary.
     
  31. UnknownProfile

    UnknownProfile

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    That's how the walls in the iOS app I'm getting ready to release, LaserGlider, work. They are tiled and use a texture offset script to simulate movement.
     
  32. PrimeDerektive

    PrimeDerektive

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    My first attempt at texturing (still obviously a work in progress). All done in photoshop on uv map flats by hand... the 3d model was an untextured human base mesh I got from 3docean:

     
  33. Clave

    Clave

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  34. jedy

    jedy

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    Looks pretty cool!
     
  35. KRGraphics

    KRGraphics

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    here is some scripting that I have been practising... using Antares... It is a learning process, but it is worth taking the time to learn... still trying to get the character to jump up properly and walk forward and backward (the walk cycles were done in place)
     
  36. Adam-Buckner

    Adam-Buckner

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    Welcome!

    Ambitious!

    We look forward to seeing more!
     
  37. NinjaSquirrel117

    NinjaSquirrel117

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    So I created my first car in Blender today. I would love to get constructive criticism and tips. It's for a top-down game, so it's fairly low detail, only 133 poly currently, and some of those are edge loops to bring out the detail in certain parts.




    Still a WIP, thanks!
     
  38. multivac

    multivac

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  39. JohnnyJohnJohns

    JohnnyJohnJohns

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    First Post here so please be gentle. Been woking on the game for a while but finally getting down to the art style. Overall happy with how its going. C C welcome!

     
  40. Alvarus

    Alvarus

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    Love the B&W grainy look, JohnnyJohnJohns!
     
  41. JohnnyJohnJohns

    JohnnyJohnJohns

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    Thanks for the kind words Alvarus, I'm going for a WW2 meets Limbo kinda visual style and Unity has been amazing at getting this done.
     
  42. conceptcrash

    conceptcrash

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    Attached Files:

  43. Adam-Buckner

    Adam-Buckner

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    Seattle! My home town. Where are you studying?

    Looks really nice! Let us have a chance to test when it comes to that.

    I'm viewing this on my iPhone and it looks great. Can't wait to get back to my desk to see it full sized.
     
    Last edited: Oct 28, 2011
  44. rbx775

    rbx775

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    @conceptcrash: Epic Scene. :) So this is, like the London Street-Scene, also a Level for your game ?
    Is their already normalmapping applied or is everything actual geometry ? Looks very high detailed, in a good way, of course.

    @janpec: thank you ! yer, i cant wait to show them to you guys when all is finished ! (You'll be the first to know then ;p)

    I started the Diffuse for the PPK today and i just felt like sharing. WIP


    +gay glow :p
     
  45. KRGraphics

    KRGraphics

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    Nice gun... :)
     
  46. xxxDjdogxxx

    xxxDjdogxxx

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    Heh, my first sculpt nothing special and no tuts just did what i thought was best. :) (transition from hard edge to organic)

    $alienworm2.PNG
    $alienworm.PNG
    $manhead.PNG
    $Aleinmandie.PNG
     
  47. conceptcrash

    conceptcrash

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    the london scene was just geometry,was built about a year ago for animation I just wanted to get it into Unity to see what level of detail the engine would take.Both scenes are more experiments in lighting/rendering and playing in Unity in any free time,I also wanted to see how Unity could used for realtime rendering of my modelling.
     
  48. AaronG

    AaronG

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    Looks gorgeous. Looking forward to seeing it with materials and light.
     
  49. KRGraphics

    KRGraphics

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    Got bored this evening and decided to design some life bars for the fighters... should be interesting to render these and create arrays for the physical damage.

    $UI Elements.png

    And the Yin Yang, is the amount of Harmony the fighter can harness... the more specials that are performed, the more a fighter's harmony is drained... it regenerates slowly over time... still working on the clock and win tags
     
  50. Adam-Buckner

    Adam-Buckner

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    Neptune_Imaging: You don't need to render all of the possible iterations to make a health bar, even a spiral health indicator. There are a number of UI solutions to this. You should be able to solve most of these with only two textures, the full and empty, and blend between the two.

    Here are two circular solutions:
    http://answers.unity3d.com/questions/14770/creating-a-circular-progressbar-timer.html
    http://forum.unity3d.com/threads/42813-Health-Bar-UI/page2

    Don't forget this useful link - a Google custom search engine for Unity:
    http://www.google.com/cse/home?cx=001712401338047450041:csfhqk-trfa
     
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