• Ever wanted an RSS feed of all your favorite gaming news sites? Go check out our new Gaming Headlines feed! Read more about it here.
  • We have made minor adjustments to how the search bar works on ResetEra. You can read about the changes here.
Status
Not open for further replies.

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
So I thought I'd share my recent experiences in a twitter thread - might blog about a little to help spread the word (help the hits in google).

I actually wrote a little about this in my launch day reveal post - most praising Steam's Curator system. It's pretty cool: http://noonan.design/news/jack-b-nimble-steam-release-date/

Oh and here's a gif, because why not :D
 
Last edited:

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
Wow, there's a lot of good stuff on the past few pages.

My game is going to be a old school gradius style shump with some newer mechanics.
this is first level. flying above the city bay. there will be 7 sections of line scrolling going on here with 6 pallets
bga.png

Really nice. The adherence to the hardware looks like it's paying off here.

I haven't posted a ScreenshotSaturday in a little bit for Horizon Vanguard and that's not changing today! Yesterday, though, right after experimenting with making a simple pixel-textured hovership, I was gifted a Daydream viewer. Naturally I had to hook up stupid slippery tank mechanics and make a mobile VR demo, complete with a message for friends that poke around.



Throw it on the "maybe someday" pile.
 
Last edited:

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,420
i got an lstick input buffer KIND of working but because of the dumb way I detect which quadrant the lstick is in I had to hack a solution to detect when the lstick is in neutral and also it doesn't work if you're already facing the direction you want to move in so blah! Need to think my way out of that!
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
I HAVE COME BACK FROM THE DEAD (or at least the anim marathon followed by some hibernation)

The new anims are now safely integrated in the prototype, and I've taken the opportunity to chain some stuff together because it seemed like it would play nice, and well:

FlashyZealousBoto.gif


That's the "backdash" evasion move that now allows mid-evasion form switching, because why not, followed by a block->counter (attack with the right timing after a block, and you'll do a more powerful move than normal, and in some cases jump straight to a combo finisher). I'm also trying to get a "parry" mechanic working, where blocking with the right timing would allow you to slow down time for a bit - it works with projectiles, but not with enemies for some reason, so I'm still looking into it, but it feels pretty good :-D

I'll now focus on getting all of this clean and playable for a vertical slice of sorts, in the hopes to present to some potential publishers/investors. Not that I particularly relish the idea of hunting for money, but devving on crumbs gets tiring after a while... so yeah, communication is now the name of the game. To that end, I've been making some promotional stuff, to hopefully get their attention. Here are a few examples:

5cd6965cca8d7c5952ac105cbed5e696.jpg


And here are a few "intention shots" - illustrations meant to convey how the final game should look if all goes well (is it technically a bullshot if it's not a screenshot at all in the first place? Either way, turns out it's a required communication tool to even start a conversation with many publishers, so I have to play ball, if only for a bit...)

d7e8bf5f84d92db93a28c6994034fc65.jpg

14d97d6ca274db4962995365e51425f0.jpg

5354be3039b3abb1f42302bac934130c.jpg


(Again and to be clear/future proof this: THESE ARE NOT SCREENSHOTS, THE PROTOTYPE DOESN'T LOOK ANYWHERE CLOSE TO THIS, but hopefully, given a few years and a few hundred thousands bucks, it will :-D)

Lastly, here's yet another thing I've had to make for comm purposes, but I hope it's fun enough to share here: you've seen most of them already, but here's the "animated process" of an animation taking shape (with the patented "weird gif trash trails that actually look kinda cool"):
DifferentActiveAmericanavocet-max-14mb.gif

JealousImportantFieldspaniel-max-14mb.gif


And now, back to getting the latest prototype in playable form for testers to finally get their hands on the latest stuff - yes Weltall Zero , air momentum is finally coming :-D
Wow, it is really coming together. Those prototype screenshots looks really great. How many layers of parallax scrolling are you planning?
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
DUDE! that looks nuts. Best of luck getting a publisher, Im sure you will land one.

Many thanks :-D I wouldn't be so sure about getting a publisher easily, though, so far the feedback has been more along the lines of "a platformer? In 2018? And you expect to make sales?" and "your title sucks, period", so there seems to be some work to be done before convincing anyone :-D

You seem to be coming along just fine on your end, it's great to see :-D If there's one thing you manage to capture just right, it's atmosphere - it was already dripping in the short demo I got to play, but I think I'd be too scared to progress now :-D

This is looking so beautiful! Watching your progress has been inspiring!

Thank you as well :-)

And awesome to hear it's going well on your end too! Out of curiosity, how has the itch release been going for you? Do you have any numbers to share (if you want to)? How has player reception been so far?

First off, I love your work so far.

Also it seems the enemies have for theme thorns and wings.
Are these related with the mythology in the game?

Much appreciated as always :-D And you're right! They're common visual elements to distinguish enemies and their different properties - in short, a focus on power, speed, or defense, and communicate at first glance whether they'll hurt on contact or not. It's somewhat tied to the game's mythology (those are the corruption effects caused by the moon spirit) but I'm approaching this from a "player feedback first" perspective :-D

Wow, it is really coming together. Those prototype screenshots looks really great. How many layers of parallax scrolling are you planning?

You're too kind, thanks a lot! And I'm sorry I have to ask this, but just to be sure: you're referring to the gif, right? I haven't posted screenshots, and just in case, I need to reiterate and make adamantly clear the 3 still images are NOT screenshots, they're intention illustrations (essentially concept art) - I shared them here because we're devs, we know what's up and sharing process is hopefully helpful to others, but if there's any confusion on the matter, I'll need to remove those concept arts, as I can't deal with a scenario where players accuse me of ever promising the game to be/look like X when it actually never has looked like those intention illustrations at any point. Intention and reality will hopefully connect, but I am NOT making any promises!

Regarding parallax layers: uh, I don't know, it depends? As much as I can afford, and depending on the levels, as many as are needed - some will be in more enclosed environments, so will require less moving depth. So far I've got maybe 3, I hope to be able to push that to 5-6 in some cases, maybe more? Not something I have a definitive answer on, I'm afraid!
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Many thanks :-D I wouldn't be so sure about getting a publisher easily, though, so far the feedback has been more along the lines of "a platformer? In 2018? And you expect to make sales?" and "your title sucks, period", so there seems to be some work to be done before convincing anyone :-D

You seem to be coming along just fine on your end, it's great to see :-D If there's one thing you manage to capture just right, it's atmosphere - it was already dripping in the short demo I got to play, but I think I'd be too scared to progress now :-D



Thank you as well :-)

And awesome to hear it's going well on your end too! Out of curiosity, how has the itch release been going for you? Do you have any numbers to share (if you want to)? How has player reception been so far?



Much appreciated as always :-D And you're right! They're common visual elements to distinguish enemies and their different properties - in short, a focus on power, speed, or defense, and communicate at first glance whether they'll hurt on contact or not. It's somewhat tied to the game's mythology (those are the corruption effects caused by the moon spirit) but I'm approaching this from a "player feedback first" perspective :-D



You're too kind, thanks a lot! And I'm sorry I have to ask this, but just to be sure: you're referring to the gif, right? I haven't posted screenshots, and just in case, I need to reiterate and make adamantly clear the 3 still images are NOT screenshots, they're intention illustrations (essentially concept art) - I shared them here because we're devs, we know what's up and sharing process is hopefully helpful to others, but if there's any confusion on the matter, I'll need to remove those concept arts, as I can't deal with a scenario where players accuse me of ever promising the game to be/look like X when it actually never has looked like those intention illustrations at any point. Intention and reality will hopefully connect, but I am NOT making any promises!

Regarding parallax layers: uh, I don't know, it depends? As much as I can afford, and depending on the levels, as many as are needed - some will be in more enclosed environments, so will require less moving depth. So far I've got maybe 3, I hope to be able to push that to 5-6 in some cases, maybe more? Not something I have a definitive answer on, I'm afraid!
Sorry, I fully understood that they were not real screenshots so I do not think you have to worry about that.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Okay so I really always wanted to do a NES game.

So I got this game engine going with shaders that mimic NES graphics (pallets, line scrolling)

But let me tell you. making NES graphics sticking with the limitations is HAAARDD!!
Its not just about creating tiles with 3 colors plus a shared background color.. you also have to make sure the contrast between the characters and back grounds are good enough not to blend together.

I really didn't want to post anything until i get a whole level made but I wanted to discuss just how difficult creating nes graphics is. some people think simple equals easy. let me tell you it would be much easier to use all colors and not worry about tile sizes/amounts and pallets. I am taking a few little liberties thinking if a new mapper was made today it could hold a lot more memory.
even shovel knight had to add colors to NES's overall color pallet because of the difficulty. It does give me a lot more respect for the devs back in the days and i already had a ton to begin with.


anyway a quick preview.
My game is going to be a old school gradius style shump with some newer mechanics.

this is first level. flying above the city bay. there will be 7 sections of line scrolling going on here with 6 pallets
bga.png






This is the player character. typical NES sprite size 3 colors. Lots of nes games used the same colors to represent different things. sometimes you never even notice. here the skin color and the red highlights are the same color.

char.png

I love games with the NES aesthetic. All that blue in the background and those urban environments are lovely, and remind me a lot of Blue Shadow / Shadow of the Ninja, one of my favorite NES games. Can't wait to see how this pans out.

The one thing that's triggering my OCD on that screenshot is the uneven sized pixels, I struggled quite a lot with that on Unity until I got it right.
 

Bjones

Member
Oct 30, 2017
5,622
I love games with the NES aesthetic. All that blue in the background and those urban environments are lovely, and remind me a lot of Blue Shadow / Shadow of the Ninja, one of my favorite NES games. Can't wait to see how this pans out.

The one thing that's triggering my OCD on that screenshot is the uneven sized pixels, I struggled quite a lot with that on Unity until I got it right.

Thanks and pretty sure it's just from me scaling the images to post here.
 

Yoshi

Banned
Oct 27, 2017
2,055
Germany
So, I have just completed my level design work on my platformer game, Level 1-8 done. Still, I have to wait for Level 9 (out of nine), because a friend of mine I work with is doing that one (and he has yet to start, I only programmed the skill for that level this week and he is still finishing off the overworld), but now a lot of polishing work will start. Edging out rough edges in the code and the level design, including the music (which I will receive in 1-2 weeks, I am very excited for that), introducing the save system, linking the levels and the overworld together and.. making textures. For now, almost everything is just a single colour texture with an outline. I just hope that I will manage to improve the visual style through that, even though I am certainly no artist and will resort to N64 level texture resolution (64x64) to ensure there is no sizable impact on framerate.
 

SaberVS7

Member
Oct 25, 2017
5,252
I'm considering dropping my website since It's getting low traffic relative to its cost - Is a "Social Media Only" approach viable in anyone's experience, or is a website necessary in order to be taken seriously? IE if I should consider seeking out a publisher down the line.

Also Squarespace is kinda Shite.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
I'm considering dropping my website since It's getting low traffic relative to its cost - Is a "Social Media Only" approach viable in anyone's experience, or is a website necessary in order to be taken seriously? IE if I should consider seeking out a publisher down the line.

Also Squarespace is kinda Shite.

I did not have homepage when releasing my first game and not really any social media presence and initial sales was not great. I think a homepage is primarily good to show journalists that you are serious. It is a good place to have a press kit and someway for journalist to sign up for emails. However, I do not think it is good way to build a community pre launch.
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,420
I DID IT I WOKE UP AND I CODED A WORKING INPUT BUFFER

it's a horrible hackjob implementation but it WORKS so BLAH

now to do some enemy ai coding
 

tmkn

Banned
Oct 30, 2017
348
autogenerated 1st person traversal/exploration game
gta1 style(top down 2.5D) mp game with world building

can't decide ._.
 

SweetSark

Banned
Nov 29, 2017
3,640
I'm considering dropping my website since It's getting low traffic relative to its cost - Is a "Social Media Only" approach viable in anyone's experience, or is a website necessary in order to be taken seriously? IE if I should consider seeking out a publisher down the line.

Also Squarespace is kinda Shite.

How much do you pay if I may ask?
If it is cheap, I suggest you to keep it.
The older the site get, the biggest chance to get in the first page on Google.
 

Ark Heiral

Member
Nov 16, 2017
70
My mind is blown right out of my skull every time I see your game and think it's made by a single person. It's frankly humbling in every sense of the word. If I was told this was a long lost SNES / PSX era SquareSoft game I'd have no trouble believing it. Hats off to you, man.

Frankly, between you, Pehesse, K Monkey and so many others, the level of talent at display in this thread is truly mindboggling (and more than a bit intimidating :D).

Thank you very much! :)

Now that my announcement teaser is online I'm wondering if I should start contacting websites, blogs & journalists to tell them that my game exists and will be coming to Kickstarter this winter. Or am I too early and should rather wait? What do you guys think?
 

Yoshi

Banned
Oct 27, 2017
2,055
Germany
Thank you very much! :)

Now that my announcement teaser is online I'm wondering if I should start contacting websites, blogs & journalists to tell them that my game exists and will be coming to Kickstarter this winter. Or am I too early and should rather wait? What do you guys think?
I'd think that it is better to advertise the Kickstarter when it is about to start, because otherwise, websites might be unwilling to report twice about the kickstarter and then you are stuck with an early announcement that the readers could not directly follow up with their Kickstarter money.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Thank you very much! :)

Now that my announcement teaser is online I'm wondering if I should start contacting websites, blogs & journalists to tell them that my game exists and will be coming to Kickstarter this winter. Or am I too early and should rather wait? What do you guys think?

I think it's never too early to generate buzz, and your game, not to put a fine point on it, is a goddamn looker, so I don't think you'll have any issues getting journalists to report on it. But I have never released a game or promoted it, so perhaps I'm not the most experienced person to be talking, hahah.
 

WishyWaters

Member
Oct 26, 2017
94
So I currently lack an artist, but I need some stand in art to help illustrate the setting and tone of my game. I originally used random assets, but the game's direction has become much more clear and I think the prototype benefits from using unique art. Even if it's terrible art drawn by a programmer.

The proto party members:

7b8sS4E.png


It's been really important for me to not lose focus and remaining productive despite losing a large part of the team. The project must continue and I'll take the set backs in stride.
 
Last edited:

jahasaja

Banned
Oct 26, 2017
793
Sweden
Thank you very much! :)

Now that my announcement teaser is online I'm wondering if I should start contacting websites, blogs & journalists to tell them that my game exists and will be coming to Kickstarter this winter. Or am I too early and should rather wait? What do you guys think?
It is very time consuming so if you do not have anything newsworthy I think it is better to wait.

However, If you can give them a playable build so they can test the game and write a preview it might be a good idea since you can use it in your Kickstarter.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
So I currently lack an artist, but I need some stand in art to help illustrate the setting and tone of my game. I originally used random assets, but the game's direction has become much more clear and I think the prototype benefits from using unique art. Even if it's terrible art drawn by a programmer.

The proto party members:

7b8sS4E.png


It's been really important for me to not lose focus and remaining productive despite losing a large part of the team. The project must continue and I'll take the set backs in stride.

My game is entirely done with programmer art and it looks... well, it looks... I don't know how to finish this sentence. :D
Anyhow, your art looks fine to me. Dark Souls / BB as fuck, which I 100% approve of.
 

Veidt

Member
Oct 27, 2017
511
Thank you very much! :)

Now that my announcement teaser is online I'm wondering if I should start contacting websites, blogs & journalists to tell them that my game exists and will be coming to Kickstarter this winter. Or am I too early and should rather wait? What do you guys think?

Here's my opinion on it for what it's worth. You can start establishing a media presence, showing some stuff on forums, gaming communities (particularly on Discord) and twitter to slowly build an audience. Don't spend much time on it yet, just try to get the word out and receive some feedback. Don't go directly to the press yet.

Wait until you're closer to your Kickstarter launch date (for example 3 months before) to start building up interest and getting in touch, as first impressions are important and the press is completely overwhelmed as it is:



If you contact them about an upcoming Kickstarter for a game they've never heard about, particularly without a launch date, maybe you get lucky and find a few publications to run a story about it. But since you reached out too early they won't be able to include proper details in their article, so it'll end up as another game that will be launching a Kickstarter somewhere in the future, just like thousands of other projects.

You will find people interested in the game, but you won't be giving them enough information to successfully translate that interest into a successful KS campaign. Attention spans are short and people will inevitably forget about something announced several months ago. Having a mailing list or some way for people to subscribe and get contacted through e-mail once you launch your campaign is also quite valuable, so make sure you have that in place.

If you were lucky enough to get covered at this phase of development, your chances of getting a second piece are usually lower since you already got your spotlight, something a lot of developers won't get. Unless their story on your game was a big hit the first time around or you genuinely caught the attention of someone in the press - who will keep following your game since they're personally interested in it -, getting covered again might be tricky since you already wasted your first impression.

An article covering a new game has a better chance of getting posted than an article following up on it. It's very rare for publications to run multiple stories on games from small/unknown developers, especially if it's just to say 'this game is now on Kickstarter'. The press gets thousands upon thousands of requests to cover KS campaigns and they naturally don't enjoy being used as tools for free PR.

I would advise to wait until you're ready to officially announce the project and already have a set date for your Kickstarter. Do some research and find people who have shown similar interests. Value their time and politely ask for feedback, if you have a build ask them if they'd like to try it. That way you will connect with people who will actually be interested in your game, so when/if they report on it they're already giving accurate information about your project and sharing your polished marketing materials (the ones you'll present in the Kickstarter), which you can effectively use to boost your campaign and spread word of mouth.
 

Ark Heiral

Member
Nov 16, 2017
70
I'd think that it is better to advertise the Kickstarter when it is about to start, because otherwise, websites might be unwilling to report twice about the kickstarter and then you are stuck with an early announcement that the readers could not directly follow up with their Kickstarter money.

I think it's never too early to generate buzz, and your game, not to put a fine point on it, is a goddamn looker, so I don't think you'll have any issues getting journalists to report on it. But I have never released a game or promoted it, so perhaps I'm not the most experienced person to be talking, hahah.

It is very time consuming so if you do not have anything newsworthy I think it is better to wait.

However, If you can give them a playable build so they can test the game and write a preview it might be a good idea since you can use it in your Kickstarter.

Here's my opinion on it for what it's worth. You can start establishing a media presence, showing some stuff on forums, gaming communities (particularly on Discord) and twitter to slowly build an audience. Don't spend much time on it yet, just try to get the word out and receive some feedback. Don't go directly to the press yet.

Wait until you're closer to your Kickstarter launch date (for example 3 months before) to start building up interest and getting in touch, as first impressions are important and the press is completely overwhelmed as it is:



If you contact them about an upcoming Kickstarter for a game they've never heard about, particularly without a launch date, maybe you get lucky and find a few publications to run a story about it. But since you reached out too early they won't be able to include proper details in their article, so it'll end up as another game that will be launching a Kickstarter somewhere in the future, just like thousands of other projects.

You will find people interested in the game, but you won't be giving them enough information to successfully translate that interest into a successful KS campaign. Attention spans are short and people will inevitably forget about something announced several months ago. Having a mailing list or some way for people to subscribe and get contacted through e-mail once you launch your campaign is also quite valuable, so make sure you have that in place.

If you were lucky enough to get covered at this phase of development, your chances of getting a second piece are usually lower since you already got your spotlight, something a lot of developers won't get. Unless their story on your game was a big hit the first time around or you genuinely caught the attention of someone in the press - who will keep following your game since they're personally interested in it -, getting covered again might be tricky since you already wasted your first impression.

An article covering a new game has a better chance of getting posted than an article following up on it. It's very rare for publications to run multiple stories on games from small/unknown developers, especially if it's just to say 'this game is now on Kickstarter'. The press gets thousands upon thousands of requests to cover KS campaigns and they naturally don't enjoy being used as tools for free PR.

I would advise to wait until you're ready to officially announce the project and already have a set date for your Kickstarter. Do some research and find people who have shown similar interests. Value their time and politely ask for feedback, if you have a build ask them if they'd like to try it. That way you will connect with people who will actually be interested in your game, so when/if they report on it they're already giving accurate information about your project and sharing your polished marketing materials (the ones you'll present in the Kickstarter), which you can effectively use to boost your campaign and spread word of mouth.


Alright guys. That makes sense. I'll wait until I'm closer to my Kickstarter campaign date. Thanks for all your feedback!

ark that looks so fuckin boss holy shit

Whoo, thank you :D
 

WishyWaters

Member
Oct 26, 2017
94
My game is entirely done with programmer art and it looks... well, it looks... I don't know how to finish this sentence. :D
Anyhow, your art looks fine to me. Dark Souls / BB as fuck, which I 100% approve of.
That's about the best thing you could say. The art isn't great, but as long as it points to my inspirations it's doing it's job. Thanks for the feedback!
 

Raide

Banned
Oct 31, 2017
16,596
I know this is probably an odd question, any idea what Unity and UE perform like in a surface pro 4.
 

Alastor3

Attempted to circumvent ban with alt account
Banned
Oct 28, 2017
8,297
Anyone here worked on a point and click game? Im currently looking to learn pixel art so I can start on my project but im overwelmed by what engine to use
 

Kalentan

Member
Oct 25, 2017
44,654
You know, playing Octopath Traveler makes me wonder if I should overhaul my sprites and go a tad bit simpler. I think with my designs right now I'm struggling with animations since they need a good amount to look at all fluid. I don't want to supremely simply things but I think to get to the point where they still have good detail, but less animations can be greatly beneficial.

Ultimately I think it could also be good since I can just get used to making animations in general.

Man, I should have figured this out so long ago... I need to set a better schedule to work on the game. Maybe use my PTO more strategically to give me more time without burning out. In no rush but going still too slow. I keep checking this thread and getting jealous at how good so many projects looks and then reminded how little mine has progressed.
 

LuckyLactose

Member
Mar 28, 2018
161
Is there any way to simulate VR when developing in Unity? I don't currently have any VR hardware, and I would like to preview the VR cameras -- seeing each individual eye/camera.
 

GMM

Member
Oct 27, 2017
5,482
Is there any way to simulate VR when developing in Unity? I don't currently have any VR hardware, and I would like to preview the VR cameras -- seeing each individual eye/camera.

Don't know any way to do that, is there any reason for you wanting to do that? Seeing the barrel warped view will not give you any good impression of what you are actually seeing in the goggles, just crank up the FOV of the camera to like 90 and use that as a base reference.

or better yet, buy a VR headset :)
 

Chaos17

Member
Oct 27, 2017
769
France
I'm going to begin how to learn to code because me too one day I want to make a game \o/

You know, playing Octopath Traveler makes me wonder if I should overhaul my sprites and go a tad bit simpler. I think with my designs right now I'm struggling with animations since they need a good amount to look at all fluid. I don't want to supremely simply things but I think to get to the point where they still have good detail, but less animations can be greatly beneficial.

Ultimately I think it could also be good since I can just get used to making animations in general.

Man, I should have figured this out so long ago... I need to set a better schedule to work on the game. Maybe use my PTO more strategically to give me more time without burning out. In no rush but going still too slow. I keep checking this thread and getting jealous at how good so many projects looks and then reminded how little mine has progressed.

Octopath traveller is able to pull off some stuff that usually people would've disliked with indies just because it's SquareEnix the publisher. Same thing happened with "I'm Setsuna" and pc players were more critical than than console players too.
 

LuckyLactose

Member
Mar 28, 2018
161
Don't know any way to do that, is there any reason for you wanting to do that?
I'm wanting to do specific things to each individual eye/camera/lens. I need to test whether Unity actually allows me to do what I want to do -- meaning Unity has to think I have a HMD connected. I can fake what I want to do easily, but that doesn't mean Unity allows me to do it with a proper HMD.

Buying a VR headset is on the list of things to do, but it's a currently a bit tricky.
 

Kalentan

Member
Oct 25, 2017
44,654
Octopath traveller is able to pull off some stuff that usually people would've disliked with indies just because it's SquareEnix the publisher. Same thing happened with "I'm Setsuna" and pc players were more critical than than console players too.

That is a fair point. Though not expecting enough people to play to get any backlash for not having high end graphics. But I also don't want to make sprite stuff that looks like it's really old.

Maybe I still simplify the animations with my current sprites. Perhaps there is something I can do to make it still flow nicely.
 

GMM

Member
Oct 27, 2017
5,482
I'm wanting to do specific things to each individual eye/camera/lens. I need to test whether Unity actually allows me to do what I want to do -- meaning Unity has to think I have a HMD connected. I can fake what I want to do easily, but that doesn't mean Unity allows me to do it with a proper HMD.

Buying a VR headset is on the list of things to do, but it's a currently a bit tricky.

Ah, that makes more sense. Create two different cameras, one for the right eye and one for the left eye, assign them both with the correct eye target like shown below:

capturez7f12.png


Under layers create two new layers, one for each eye like "Left Eye" and "Right Eye". Now assign each camera so they can only view the content of the appropriate layer like so:

capturep1emf.png


Now having only one camera active will show you what the left eye or right eye sees, plus you now have a way of easily defining objects that can only be seen by one eye by assigning them to a specific layer :)
 

LuckyLactose

Member
Mar 28, 2018
161
I'm not sure that covers what I want... let me explain in a bit more detail.
I want a completely normal VR setup, except for being able to override a few very specific things. Meaning I want to respect the IPD settings from the HMD, head tracking and positional tracking, etc. Me creating and placing 2 cameras on my own would seemingly go against this.
My main goal isn't to cull differently on each camera/eye.
The difference between what I want and a standard VR setup is that I want to be able to control each camera's transform individually (specifically rotation, position overriding isn't needed in my case).

Essentially, like a chameleon which can look at 2 different places at the same time, 1 place with each eye. Except for the look-at point (or rotation, in my case), which would be non-standard, everything else would follow the normal VR/HMD setup.

As far as I've understood, I can grab the HMD camera nodes in Unity, and potentially tweak them as I want. But since I don't have HMD active, the VR camera mode defaults to None, which makes it impossible for me to test/simulate what I'm trying to do. At least having 2 instances of the Game view active, with each instance set to different eyes lead to identical output, see attached picture. Were it correct, I would expect to see the default offset her and slightly different angles.

7mKgInC.png
lwp6lNN
 
Last edited:

Stuart444

Member
Oct 25, 2017
9,068
I'm not sure that covers what I want... let me explain in a bit more detail.
I want a completely normal VR setup, except for being able to override a few very specific things. Meaning I want to respect the IPD settings from the HMD, head tracking and positional tracking, etc. Me creating and placing 2 cameras on my own would seemingly go against this.
My main goal isn't to cull differently on each camera/eye.
The difference between what I want and a standard VR setup is that I want to be able to control each camera's transform individually (specifically rotation, position overriding isn't needed in my case).

Essentially, like a chameleon which can look at 2 different places at the same time, 1 place with each eye. Except for the look-at point (or rotation, in my case), which would be non-standard, everything else would follow the normal VR/HMD setup.

As far as I've understood, I can grab the HMD camera nodes in Unity, and potentially tweak them as I want. But since I don't have HMD active, the VR camera mode defaults to None, which makes it impossible for me to test/simulate what I'm trying to do. At least having 2 instances of the Game view active, with each instance set to different eyes lead to identical output, see attached picture. Were it correct, I would expect to see the default offset her and slightly different angles.

https://imgur.com/a/lwp6lNN
EDIT: Halp, can't get the picture to show up properly.

7mKgInC.png

lwp6lNN

Image should be showing now :)
 
Status
Not open for further replies.