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Games WIP Small Works Game / Programming Thread

Discussion in 'Projects In Progress' started by Tim-C, Aug 6, 2012.

  1. Deleted User

    Deleted User

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    Here's a webplayer @800x600 - find a quality setting that you get less than 50/60fps(webplayers are vsynced, and sometimes the limit appears to be 10 fps less than the monitor frequency for some reason), and click "Use Subsampling" - then you can change the camera resolution from 90% down to 1% of the display resolution with the slider.
     
  2. Defaultio

    Defaultio

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    Been working on a game where you deliver pizzas in helicopter.

    Here is an early screenshot:

     
  3. HolBol

    HolBol

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    It looks okay, but the ambient lighting/lighting in general is wrong. As it's a sunset scene, a deep purple ambient light and an orange, low intensity glow for the directional light should do. And the skybox doesn't really fit itn... other than that, good job.
     
  4. imaginaryhuman

    imaginaryhuman

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    Interesting... about 70-80% quality looks ok.
     
  5. IcyPeak

    IcyPeak

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    Even the 89% setting on the slider (max it goes) makes it look like it has a thin layer of Vaseline on it compared to the full-resolution rendering, in my opinion. Below that... blurry soup :eek: .Might be a good option to add for allowing people with lower-end computers to run something, but as an "optimization", no way.
     
  6. imaginaryhuman

    imaginaryhuman

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    I sitll think it may look better by doing half resolution and a smart 2x pixel resize algorithm that interpolates etc
     
  7. Deleted User

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    It was not really meant as an optimisation for mid-high PCs, more to let older PCs run games with higher minimum requirements - I got my single-core netbook with an Intel 965 running the PS2.0 fallback(4 splats+scene normal with the translucency shader on the candle+particle system) at >30fps with it set to 60%(800x600), which surprised me.

    I'm looking into that, and I'll come back to this after I've released the Advanced Texturing component, but it's finding an algorithm that doesn't slow it down too much on the target PCs to make the speedup less worthwhile.
     
  8. Defaultio

    Defaultio

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    Thanks for the feedback.

    I had a go at messing around with the ambient light, but I really do prefer the ridiculously quirky graphics I have got right now (I love cartoony stuff).
     
  9. GS-Kiwibird

    GS-Kiwibird

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    Codename: GooGirl is a collaborative project between my friends. The game is an online(works!) multiplayer third-person shooter.

    You play as Farker, an alien who is made entirely of goo. Using her goo powers, the player is able to soar through the air, boost along the ground, or shoot at enemy players. Be careful, though; Farker needs that goo to stay alive!

    The goo acts as Farker's health, fuel, ammunition, and shielding. Players can recharge their goo anytime to their maximum goo level. The maximum goo level is reduced when the player is shot("infected") by enemy goo.



    A lot of the code will need to rewritten as this was our first attempt at a network(headache) game. Gameplay mechanics are also not final.
     
  10. Kona

    Kona

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    A few pictures from a project I've been working on for a while, to pass time when I've got nothing else to do :)
    It's similar to the Diablo and Dungeon Siege games regarding gameplay, Full of zombies, mutants and bandits, quests and item-looting. I haven't fully decided where to go with it yet though, since it's mostly just to give myself something to do I can't quite say what the end result is supposed to be:) but time will tell I guess.



    adding the other pictures as links :)

    http://1.bp.blogspot.com/-TSJGLq85d2M/UGc5Li9fXnI/AAAAAAAAAFU/79ygZx09KuE/s1600/b2909_05.jpg
    http://4.bp.blogspot.com/-Fqk648B8iEc/UGc5POroWHI/AAAAAAAAAFc/G2PEhqh2KUs/s1600/b2909_02.jpg
    http://2.bp.blogspot.com/-fSAQ4nbJJQ8/UGc5ZkVH75I/AAAAAAAAAF0/5t5z3C3KSzA/s1600/b2909_10.jpg
    http://1.bp.blogspot.com/-jUCyBMOkon0/UGc5fygMSxI/AAAAAAAAAF8/x6PZxqSrgfs/s1600/b2909_11.jpg
    http://3.bp.blogspot.com/-uh49lo7LXiE/UGc5jYcSJOI/AAAAAAAAAGE/OAA6lPlKFdA/s1600/b2909_08.jpg
    http://2.bp.blogspot.com/-v0XTOgpPGhg/UGc5WGV5kkI/AAAAAAAAAFs/AV7ccXv9EVA/s1600/b2909_07.jpg
     
  11. imaginaryhuman

    imaginaryhuman

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    Just submitted my CG Shader Generator "Shader Wizard" to the asset store! Hopefully will be approved by next week :)

    Pretty exciting to finally finish something and send it off to fend for itself. It's like giving birth!

    It will be priced at $20 ... can generate CG (no fixed function) shaders in 26 blend modes for each of 5 functions. Right now the functions are Color, Vertex Color, Texture, Texture + Color, Texture + Vertex Color . .. produces a total of 130 unique shaders/materials but with other options like ztest/zwrite/culling/masking etc can output 187,000 unique shaders. It can generate multiple shaders at once - saves a tonne of time, compexity and difficulty trying to write shader code! It can't create fancy bumpmapped/lighting shaders yet but there's lots more cool shader functions coming soon. Great for 2D games and 3D too!

    If you want to put it another way, it's a shader package of 130 shaders with 187,000 variations. . but it's impractical to distribute that many individual shader files because Unity takes too long to import them.

    $Temp.png

    NOW AVAILABLE ON THE ASSET STORE - ONLY $20!!!
    http://u3d.as/content/ocean-wave-software/shader-wizard-cg-shader-generator/3qr
     
    Last edited: Oct 9, 2012
  12. krougeau

    krougeau

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    *snip!*

    I think I'll just go ahead and see if this rates it's own thread. Thanks though! ;)
     
    Last edited: Oct 3, 2012
  13. Deleted User

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    What a great idea! That should make 2D shader writing so much simpler, and maybe help with custom GUI stuff for 3D games too.
     
  14. imaginaryhuman

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    Thanks, yes it definitely is a good thing for 2d games. For example in a 2d language like BlitzMax you only get a few blend modes - solid, alpha blend, mask blend, multiply and add. Such a limited range of creative options yet good for a variety of games. My shader wizard includes these and tones more possibilities and cuts through the complexity of writing shader programs. Lets face it, writing a correctly functioning custom shader has some significant learning curve, even if you just go with fixed function. When you want to go beyond that into CG shaders you have a whole language to learn. Shader wizard bypasses that whole time-sink plus removes issues of bugs, researching proper syntax, etc. I'm excited about what it's going to be able to do once I add extra CG functions.
     
  15. mu-kow

    mu-kow

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    I started porting Walabers Jello Physics library from XNA to Unity.

    I am pretty happy with my first night of work.




    Edit: Added Second video to show further progress



    Edit: Added Third Video to show even further progress

     
    Last edited: Oct 29, 2012
  16. gioworks

    gioworks

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  17. chrisall76

    chrisall76

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  18. JohnnyA

    JohnnyA

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  19. AnomalusUndrdog

    AnomalusUndrdog

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    Here's progress on my AI editor. The nice thing is you can debug and edit the AI while in the middle of the game!
     
  20. kingcharizard

    kingcharizard

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    Been working on a SMB remake the last week here is what I have so far.

    Webplayer Demo

    Let me know what you guys think...

    If anyone wants to help in anyway such as collab ideas, offer suggestions, or help in development feel free to drop me a PM or reply here. thanks.
     
    Last edited: Oct 15, 2012
  21. gamenutbm

    gamenutbm

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    Attached Files:

    Last edited: Oct 15, 2012
  22. brilliantgames

    brilliantgames

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    Brand new AI system I have been working on for the past 2 months. Really excited about this one. :)

     
  23. Funnynel42

    Funnynel42

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  24. Vanamerax

    Vanamerax

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    Looks really cool! Are you going to release it on the asset store, or will you use it for some games of your own? The only thing I'd say as a little critism here is that the pathfinding looks kindof.. static. When the group of soldiers are heading towards the other base, they all follow the exact same path. Maybe add i little bit of randomness to it, so it feels more dynamic?

    Anyway, looks impressive :D
     
  25. BrUnO-XaVIeR

    BrUnO-XaVIeR

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    I make no secret of the fact I don't like Unity's hierarchy view; I've just noticed (again) they won't make anything new about it...
    So I finally started working on my own custom "horizontal hierarchy view" and it is coming out with good stuff.
    The panel has zoom factor working 100%, there are menus and actions I am building based on tools I use in Autodesk's softwares.
    I am now wrapping my head around some stuff I need to hack to be able to totally replace that vertical "text list" and never look back;
    New Unity 4's icons are sexy and gonna make the hierarchy panel look nice; But this works on both Unity 4 and 3.
    If I succeed on this tool and it don't consume too much of time to finish, I will give it away for free to the community :)
     
    Last edited: Oct 18, 2012
  26. gioworks

    gioworks

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  27. JohnnyA

    JohnnyA

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    Put together a little runner project while waiting for other things to happen.

     
  28. BrUnO-XaVIeR

    BrUnO-XaVIeR

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    Small update on this 'horizontal hierarchy view', working from Unity 3.5.
    Today I took some time to implement multi-selection and marquee selection (the multi-selection based on marquee almost drove me crazy).
    Also re-worked connections and graphics of selected objects...

    Learning some fancy stuff, I'm not EditorGUI guru ;)



     
    Last edited: Oct 24, 2012
  29. pikpiak

    pikpiak

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    I like what I'm seeing in this small works thread.
    I pieced up a blog for all my past Unity work @ http://pikpiakgames.blogspot.sg/, check it out and drop me any comments/feedback there.
     
  30. zombiegorilla

    zombiegorilla

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    I built this last night and thought it was kind of interesting. I am working on building a small robot character with tank treads for wheels. (along the lines of Wall-E). So I started messing with different ways of doing and along the way came up with this solution:
    http://dl.dropbox.com/u/28107/unity/SimpleTreads/index.html

    There are no animation clips or scripting (apart from the camera orbit script). It's functionality comes frome colliders and hinge joints. It works pretty well. Overall it is probably impractical as it takes a lot of cpu for some that can be animated or simulated in another way. But I thought I would share the result as it is kinda cool considering it was it just uses basic components.




    ZG
     
  31. imaginaryhuman

    imaginaryhuman

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    http://http://forum.unity3d.com/threads/154242-Shader-Wizard-CG-Shader-Generator-NOW-AVAILABLE

    Working on version 2 of ShaderWizard - the CG Shader Generator. Adding a multi-texturing pipeline with support for up to 16 textures and ability to set the input of each stage to use the output from any previous stage (not just immediately previous), allowing you to create a tree structure defining multiple parallel pathways for combiners. It will feature a full set of `photoshop-style` layer blends, plus some others. ShaderWizard (only $20 on the asset store!) generates Shader Model 2 CG shader code, so you don't have to! Requires no programming at all and can create large numbers of shaders and materials in seconds.

    $SW2.jpg
     
  32. Deleted User

    Deleted User

    Guest

    We needed a shader for our game that could do several material types (wood, metal, stone, etc) in one object and I wondered if anyone would be interested in us offering it as a component. It can do Unity style Blinn Phong, Oren Nayar, Ward and Cook Torrance reflection, with a control map to state where each should go. It also has a tool to build an isotropic and anisotropic roughness map for the algorithms that need them. Here's a couple of pics:




    The algorithms, from left, are Ward (ansiotropic roughness), Oren Nayar (isotropic roughness), Cook Torrance (isotropic roughness) and Unity style Blinn Phong on the right.
     
  33. jamie-lowes

    jamie-lowes

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    Hi, it's not a game yet, not even a playable demo, but today I put together a quick Nexus 7 graphical test for a potential future game... (Also posted in the indie dev thread - check that out, it's good fun in there!)

    Click for video...


    It's perfectly smooth running on the device, I think some juddering was introduced from iPad->VirtualDub->Youtube!

    But yeah, well pleased with this. And impressed with the Nexus!

    Follow me on Twitter for updates: @jamielowesdev

    Alternatively, check VAMflax.com.
     
  34. diegzumillo

    diegzumillo

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    Hi folks

    I'm at my parents house for a few days and decided to make something as close to a game as possible in 2 days. I still have half a day to spare before my random self imposed deadline but this is what I have so far:

    http://dl.dropbox.com/u/8011761/OrbitrollWebPlayer.html

    I'm temporarily calling it ORBITROLL. I like this name so much it just might be the final name. A few words to those who want to try this webplayer:
    It's kind of a generalization of moon lander. Rotate the ship with left/a and right/d and thrust forward with up/w. Restart the level by pressing R, that "restart" gui button over there is bugged for some reason. It has three levels, the first two you simple have to land the ship in the indicated green region, the third level requires you to put your ship in a stable orbit for at least a minute (the green zone indicates the allowed region for the orbit). There's a fuel bar on the left, try to keep your solution as economic as possible ;)

    The landing gear / legs can be broken but I haven't implemented crashing of your ship yet.


    Very nice :)
    Are you aiming at a clone or just trying to get a good platforming controls? I don't remember how it felt to play mario, but I like this controls. The jump height doesn't seem to work very well with this level design (I'm betting the original mario, which this level is from, had higher jump) And I got slightly stuck on some platform corners, just momentarily.

    lots of awesome stuff in this thread! each post has something interesting in it.
     
  35. Bunzaga

    Bunzaga

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    Hey, I just started using Unity 'seriously' about 2 weeks ago or so. I've been working on the basic camera and control for a top-down shooter rpg style game, and got it to the point where I felt comfortable showing it off :D

    I wanted to get peoples opinions and feedback as far as... does it look like something worth pursuing? Does the camera view, and movement look enticing to play? Any advice? Any gripes? This is for the camera view and movement, not the actual 'physics' of the level...

    Let me know.


    I REALLY want to use a rigidbody (in video) for the character VS a character controller. It has been a major hassle trying to find any documentation on a 'good' rigid body movement script. As you can see from my demo, I want to incorporate things like platforms, moving platforms, slopes, stairs, etc, but it just doesn't seem like there is much community support for a working (bug free?) rigidbody character controller for these conditions.

    In any case, I'll continue my journey, and post again when I actually DO have a working rigidbody character controller... maybe another week or two? :D

    Attached is the closeup of the character, in case anyone wanted to see. Also, I code in JavaScript. I can read C#, I just love JS :D
     

    Attached Files:

    Last edited: Nov 4, 2012
  36. DOCSKI_GAMES

    DOCSKI_GAMES

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  37. fivearchers

    fivearchers

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    Here's a little thing I've been messing with, when I should be working on my main project!


    Virtajet Webplayer

    All you can do is use WASD to move around - no up/down movement (unless you hit something heh)

    So the main thing I've been messing with here is using animation curves for various parameters:
    - controls the jet's banking - maps your rotational speed to a curve and applies that to the Roll angle
    - the floater's forward and upward pulses each have a curve - there's a counter over-time that looks up a point on the curve and applies thrust relative to the curve
    - pretty much all physics based - 8 tentacles with two segments each, with simple configurable joints
    - graphically going for very low poly, flat shaded, no phong shading (though I'm not 100% sure if unity is ready my phong angles)
     
    Last edited: Nov 5, 2012
  38. imaginaryhuman

    imaginaryhuman

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    That's cool, takes me back to the Amiga days of flat-shaded polygons.

    I dont understand though why the framerate is so sluggish?
     
  39. fivearchers

    fivearchers

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    Not sure why - on my home pc, it's fine. On my dev pc it's fine in editor, sluggish in the webplayer.
     
  40. TylerPerry

    TylerPerry

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    It works fine on my pc, I like the style, it is good because it will never age :)
     
  41. Kona

    Kona

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    I wanted a simple way to modify textures of my characters aswell as tear of limbs if enough damage was done to them, also I've wanted to try and make an editor tool/extension for quite a while now and considering the amount of data I have to insert myself in the inspector to get this thing working properly I'll give it a go with this project. :)

     
  42. FernandoRibeiro

    FernandoRibeiro

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    Hi there! I think this might be useful:
    http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf
    Hope it helps :)
     
  43. imaginaryhuman

    imaginaryhuman

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  44. hellcaller

    hellcaller

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  45. FernandoRibeiro

    FernandoRibeiro

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    No problem =)
    Hope it can be usefull
    I´m not using it on my own implementation right now, but it´s a great solution for many cases.
     
  46. Kona

    Kona

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  47. FernandoRibeiro

    FernandoRibeiro

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    =D
     
  48. AndrewGrayGames

    AndrewGrayGames

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    Working on a prototype for the capital city of the nation of Veigar, for Thora!

    I've got the modular building architecture down - the Veigar people are militaristic, and love modular everything, for the sheer utility - but I'm going to be adding additional things to liven up the city soon, such as street lamps, signs, and other clutter to make the city feel somewhat alive...or, as 'alive' as possible in a militaristic regime...



    C&C please? This is a bit more ambitious than anything I've done to date, and I know it needs work.
     
  49. brilliantgames

    brilliantgames

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    Video demonstrating dynamic obstacles of any shape or size on high resolution navigational grid.

    PS, whats with youtube videos not showing up on these forums sometimes..?

    https://www.youtube.com/watch?v=_SlL0zacGbs
     
  50. fivearchers

    fivearchers

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    It looks decent so far, maybe needs a bit more contrast or something - the gray parts of the gangway sort of blend with each other and the background.