Games what "we" wrote
  • LazyGunn wrote:
    Ahh i definitely understand, and you're quite right it could just add a slight multiplier to the acceleration measured by the device, good call sir, i'll look into it tomorrow
    Ah, good to hear; saves me going over it again. What you had felt good, so I'd keep that as the default setting.
  • aye I shall also purchase lazy's game :D :D Like the artsyle on it actually.
    http://horganphoto.com My STILL under construction website
    PSN : superflyninja
  • Thanks chaps! Ram, i've put a version of Flarble Badness that should run fine at any resolution now, its been tested on a nexus 7 successfully so you could have a look

    I'm still refining it, there's some weird stuffin there i didnt realise i'd put in there and the code in general is a monstrous horrible headfuck, but i'm doing my best. Added sound effects  up to level 3 and stuff, when it's full of sound effects and has options sliders for tilt sensitivity and sfx and music volumes (And hence a bit closer to polished niceness) i'll release another update on google play

    i'll have a look at your thingy sfn! assuming i dont have to pay, i have no money aha
  • @LazyGunn i look forward to the update with tilt sensitivity...maybe it was just me but though i bundled through the first few levels i struggled to get the ball moving where i wanted...i gave up when i got to the stage that starts going down a long ramp only 1 tile wide...basically when the level first started i rolled straight off the edge, then after that it kept restarting me by the edge where i fell off and i couldn't deal with the slope and trying to get back inline at the same time!

    @superflyninja however, my 3 year old is doing much better with your monster match game, though she's not too happy on the occassions that she doesn't get 3 stars! (she hasn't yet grasped the 'tactics' of pairs yet!).  anyway, it's nice to see something put together so well for the 'younger gamer' when plenty of high profile examples seem to have no consideration for the usability of their game.
    "Like i said, context is missing."
    http://ssgg.uk
  • you're not trying hard enough! hah, nah it'll come soon, or when i'm done pulling off my mindblowing and audacious concept for a tutorial

    on another note, i'm thinking of remaking Chase HQ for real, i'm just deciding what platform to aim for
  • Which platform? You not going to use Unity for it?
  • sweet.  i was going to say Wii U, but that's because I was thinking of a sequel/descendant where the second player fired a gun while one drove - then obviously the driver plays on the TV with a normal wii remote/wheel thing, and the gunner has the wii U pad and looks through the screen at his target, moving around relative to the car.
    you should do that! ;)
    "Like i said, context is missing."
    http://ssgg.uk
  • AJ_ wrote:
    Which platform? You not going to use Unity for it?

    I'll use unity but i don't know wether to go for mobile, webplayer or standalone, it's a conundrum
  • @LazyGunn i look forward to the update with tilt sensitivity...maybe it was just me but though i bundled through the first few levels i struggled to get the ball moving where i wanted...i gave up when i got to the stage that starts going down a long ramp only 1 tile wide...basically when the level first started i rolled straight off the edge, then after that it kept restarting me by the edge where i fell off and i couldn't deal with the slope and trying to get back inline at the same time! @superflyninja however, my 3 year old is doing much better with your monster match game, though she's not too happy on the occasions that she doesn't get 3 stars! (she hasn't yet grasped the 'tactics' of pairs yet!).  anyway, it's nice to see something put together so well for the 'younger gamer' when plenty of high profile examples seem to have no consideration for the usability of their game.
    ah cheers for that! *ahem 5* review ahem*. Ive yet to get Lazy's game. been snowed under. but will get in the next day or two. A chase HQ remake sounds superb actually.
    http://horganphoto.com My STILL under construction website
    PSN : superflyninja
  • Ive decided to make the Chase HQ standalone and submit via steam greenlight, that should let me do some pretty awesome things. Excited.
  • sweet.  if you need anyone to offer up silly and/or ridiculous ideas in exchange for about 50% of the profits please just let me know! ;)

    but good luck even if you refuse my generous offer!
    "Like i said, context is missing."
    http://ssgg.uk
  • There's some stuff on the Unity forums and in the asset store that are making me foam in garbled excited frenzy at what can be done, gwargh!
  • And i get money in 8 hours! I'm blowing an entire 60 quid of it on stuff that makes roads and things

    If you help me buy some of this stuff you can have 50% of the profits
  • i'd be happy to help:  what you do is, go in the store, find the thing you want, then click buy! ;)
    actually, i downloaded a free (or perhaps a trial) 'road maker' thing for unity, it was pretty clever...you literally just stuck a bit of terrain down, then draw the road over the top of it...

    will you be making it in 3d, or 2d-style like the original?
    "Like i said, context is missing."
    http://ssgg.uk
  • I'm going to go 3D but employ a lot of the conceits of the 2D game, like always facing forwards and such things (Completely different theme and graphical style though) , i've just bought a license to a fully featured 3D roadmaker yesterday actually, which is exciting, i have a car script that i'll tune to handle in a very simplistic way, the terrain shader that i think will be absolutely perfect for this will be available for 10 euro soon so i'll snap that up when it appears, i'm currently weighing up the pros and cons of the two main 3rd party shadow systems i can use in unity basic.. well, i actually own one so i suppose getting the other isnt so hard, and i've got my eyes set on the water i want to use, which may set me back 40-50 or so quid but should be quite worthwhile.. i suppose that should do me fine to begin with, although i'll no doubt have to get more things as they occur
  • so will you be creating like a procedurally generated road that is always heading off into the distance?  or will you be driving around one big pre-built town/track?
    and if you'd like me to stop asking questions so you can get on with it let know! ;)
    "Like i said, context is missing."
    http://ssgg.uk
  • The road will be prebuilt but one long one that should weave round some fun scenery, im thinking of putting it in a sci-fi-weird-fantasy setting which would be fun and make the courses more fun to design and model anyways - but i'd like to keep the general shape as a wink to the originals though
  • "Chase F-Zero"? :)
    "Like i said, context is missing."
    http://ssgg.uk
  • Hahah not really like that no, the vehicles will have 4 wheels etc
  • good, floating vehicles just don't feel the same
    "Like i said, context is missing."
    http://ssgg.uk
  • I'm hoping for a good amount of weight to it it all, within the basic idea that the car always points forwards down the course, i hope to have a good few types of civilian vehicle and player upgrades and criminal vehicles and them all have their own heft and suchlike. I've got a good car script so i should be able to configure vehicles to work quite realistically
  • Just for fun, a wip of tutorial level being done for marble game

    tut1.jpg
  • rather swish.  are you creating all that 'by hand', or are the textures and materials off the shelf?
    "Like i said, context is missing."
    http://ssgg.uk
  • Modelling 95% of it or so without stock, most the materials are simple, ive used some of evermotions archshaders and edited the hell out of them because they werent initially suitable. Textures are all tiled and from various libraries. This is just the 'first pass' 3D work, after the area is done i decide which needs more painting and what can live with just an illumination bake - High model detail areas with few tiled textures can generally be baked fully and its great fun painting them further in a more suitable environment like Mari, large areas with lots of tiled textures i tend to take straight into unity just doing an illumination bake in max for a lightmap in unity, then i can take advantage of the joys of tiled textures. Theres some complicated things to do to get the most out of everything and it still run ok on a mobile, but there'll be more direct 'painting' texture work done certainly before it's finished
  • how long did that take you to make?  3d modelling just looks like it would take forever to do anything beyond a couple of boxes...
    "Like i said, context is missing."
    http://ssgg.uk
  • I think i did most the modelling for that on thursday morning last week and a bit more today, 6-8 hours or so i guess along with fiddling with materials and getting the right look. Doesnt take too long when you're used it it, i dont really like modelling but its getting better now ive watched a few things on max's graphite modelling tools - Very cool yet straightforward stuff
  • not too bad, though even if I knew what i was doing, that would still take about at least 1 weeks worth of my 'spare' time...so i think i'll be sticking with boxes for the foreseeable future! ;)

    another question in the 'lazygunn teaches 'very lazy' ramsteelwood' series...each level in flarble, are they a whole model that you've created in your modelling package, and then 'dumped' into unity?  if so, does unity pickup all the surfaces and materials etc from the model, or do you apply all that to the object once it's in unity?
    "Like i said, context is missing."
    http://ssgg.uk
  • Kind of a mix - tiling textures are applied through shader in Unity where they're needed. Large textures on discrete objects tend to be handpainted and shoved onto unity with a shader

    The 'raytraced' lighting comes from rendering the entire level as a texture and saving out the lighting information, you apply that as a lightmap in unity and gives you really nice shading at low cost
  • I think it was either frantic or webbins that will be pleased to hear that almost everything is in place (it's taken a while) to start a fair attempt at recreating the gameplay (Although not track design nor aesthetic) of the game Chase HQ, thinking of setting it in some future/fantasy version of the Amalfi Coast. I need one more thing before i start which i should have later today but i'm getting drunk today, ive been doing nothing but fucking with unity all day every day for weeks, i need a break
  • FranticPea
    Show networks
    Xbox
    FranticPea
    PSN
    FranticPea
    Steam
    FranticPea

    Send message
    Twas Webbo.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!