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Nov 8, 2017
1
Hi Everyone!

Just wanted to share my solo project i have been working on for the last 10 months.



24b90d_a1f9ea877b274773ad4219807afc8ee7~mv2.webp
 
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Deleted member 37679

User requested account closure
Banned
Jan 7, 2018
41
Took me a while to find this thread and the forum. Good to see familiar names again.
Will start posting some new work soon as well.

cheers
Mimi
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
I released an Oculus-native version of the Horizon Vanguard demo on the Oculus store today, which is neat except I messed up with the store banner and thumbnail so I'm keeping kinda quiet until the changes go through lol

https://www.oculus.com/experiences/rift/1012468572161343/

Getting this build out was nice and relatively low-key and I updated the engine version and did some really minor bugfixes along the way, but it's time to fully ramp-up again post-holiday! Got more environments to make.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Can any of you guys possibly help me with this coding conundrum? As I mentioned a few days ago, I've made a countdown timer in Unity that triggers when the player enters a trigger volume. The idea is that unless the player exits the trigger volume he or she will respawn inside the map again (so basically, the triggers are out of bounds checks so people can't hide outside the map in multiplayer).

The problem is that the trigger volumes in Unity can't easily be convex, and thus surrounding the map. Our current system consists of a bunch of super huge concave volumes that overlap with each other at various points so all corners of the levels are covered and it just screams hacky terrible solution. This presents the problem that sometimes the player will consciously activate the OnTriggerExit when they manually re-enter the play area, which should stop the countdown timer. But more often than not, since the volumes overlap, going through one volume into the next will also trigger this OnTriggerExit, shutting off the timer while the player is still falling into the endless void beneath the level, which is what the volumes are meant to prevent :) As far as I know, there's no easy way to check which direction one has exited a volume from.

Fake edit: Writing this made me realize that maaaaybe I could simply make one massive trigger volume that instead covers the playing field and OnTriggerExit is what starts the timer, and OnTriggerEnter cancels it, instead of the more logical opposite? And skip OnTriggerStay entirely (that's where I check if the Coroutine has reached zero basically, which the coroutine could do on its own).

Edit: This seems to be working as intended. Thanks for being my rubber duck debugger ;)
 
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Slamtastic

Member
Oct 26, 2017
2,485
Finally got to a stage I'm happy with showing on what I'm calling the proof of concept for my random creature generating.

CapitalFaintKob.gif
 

K Monkey

Member
Oct 25, 2017
278
More work in progress stuff from me

74TznH5.gif

PxIqHZU.gif

EGJPmZI.gif


Still no projectile or damage yet! I'll probably work on that bit next :)
 

_Rob_

Member
Oct 26, 2017
606
Finally got to a stage I'm happy with showing on what I'm calling the proof of concept for my random creature generating.

CapitalFaintKob.gif

Nice to see you still working on this! How random are we talking?

More work in progress stuff from me

74TznH5.gif

PxIqHZU.gif

EGJPmZI.gif


Still no projectile or damage yet! I'll probably work on that bit next :)

Looks really nice, are the spiney hairy bits dynamic bones? It's really reminding me of these guy from Bloodborne:

wtjAd5D.jpg
 
Oct 27, 2017
262
So I've never ventured into this thread before (here or in the other place), but I'm working on something slowly just as a hobby, and I thought it would be fun to post about it on here :)

I have a totally ridiculous long-term goal, which is for the entire game (within reason) to be procedurally generated. If you start a new game, you get a completely new world, story, player abilities, level design, etc. It would still be the same basic gameplay, but starting afresh would feel like a new sequel or spiritual successor.

Right now I'm thinking Zelda-inspired. I'm at the very early stages here, and I'm sure I'll never achieve my goal 100%, but it's a fun learning experience at least. Here's a demo of my efforts so far in terms of dungeon design:



I put some notes in it too about things I'm trying to achieve.

I also started a Twitter account just for this in case it interests anyone: https://twitter.com/bwoodthreep
So far I'm just talking to myself, but hey, it helps organise my thoughts :)
 

MysteryM

Member
Oct 28, 2017
1,748
I just saw this thread. Should really install unity and start messing with it. I'm a professional c# dev by trade but too lazy to code at home.

Edit. For those using C# with unity, once you get to the point of wanting to port to other devices (android/ios) are you having to then learn swift etc. and convert that way?
 
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K Monkey

Member
Oct 25, 2017
278
I just saw this thread. Should really install unity and start messing with it. I'm a professional c# dev by trade but too lazy to code at home.

Edit. For those using C# with unity, once you get to the point of wanting to port to other devices (android/ios) are you having to then learn swift etc. and convert that way?

if i were to do mobile again I would just use Unity again for ios/mobile builds
 

WishyWaters

Member
Oct 26, 2017
94
Another Unity user here. Ask away and as long as the question isn't too vague, you'll get plenty of people trying to answer.

MysteryM
I am also a business C# programmer by day and it has helped a lot in grasping what Unity can do. It allows us to worry about how the structure and pattern should come together instead of relearning a new syntax.
As for your concerns about releasing on iOS from Unity, you shouldn't worry about customizing the build code. While I haven't released a game, it isn't something I've had to do. You can walk through the process with a simple project and get more comfortable with it. Here is a guide provided by Unity:
https://unity3d.com/learn/tutorials/topics/mobile-touch/building-your-unity-game-ios-device-testing
 

TwinsUltra64

Banned
Oct 27, 2017
1,453
Cyberspace, EUROPE
Now I'm new to Unity and C# and I hope some of you can help me.
If I want to make a classic 90's character movement should I use CharacterController component or a rigid body component?
All I need is the character to recognize the collision and If there's a "Hole" the character should fall, hope it makes sense.
 

WishyWaters

Member
Oct 26, 2017
94
Now I'm new to Unity and C# and I hope some of you can help me.
If I want to make a classic 90's character movement should I use CharacterController component or a rigid body component?
All I need is the character to recognize the collision and If there's a "Hole" the character should fall, hope it makes sense.
This question falls into that too vague to give an answer category. Classic 90s covered a lot of different types of games. Are we top down adventure, side scrolling platform, or off angel beat 'em up.

I'm also pretty sure that a Character Controller needs a Rigid Body component to detect it's collisions. Maybe you are trying to figure out which item to attach scripts to or which one to call methods on, but I can't guess a right answer for those.

If you're truly new to Unity & C# then look up some character controller tutorials for the type of game you hope to make. It doesn't have to be the exact same, but watching someone setup a game similar to yours will help you get more familiar with the tools.
 

TwinsUltra64

Banned
Oct 27, 2017
1,453
Cyberspace, EUROPE
This question falls into that too vague to give an answer category. Classic 90s covered a lot of different types of games. Are we top down adventure, side scrolling platform, or off angel beat 'em up.

I'm also pretty sure that a Character Controller needs a Rigid Body component to detect it's collisions. Maybe you are trying to figure out which item to attach scripts to or which one to call methods on, but I can't guess a right answer for those.

If you're truly new to Unity & C# then look up some character controller tutorials for the type of game you hope to make. It doesn't have to be the exact same, but watching someone setup a game similar to yours will help you get more familiar with the tools.

I'm trying to create a third person "game" and I realise that rigidbody has more to do with physics like If the game will have an explosion and character controller seems more "simplistic" but I want to know if 90s TPerson characters had rigidbody or something like character controller.
I guess I need to listen to your suggestion about youtube videos, thanks.
 

mikehaggar

Developer at Pixel Arc Studios
Verified
Oct 26, 2017
1,379
Harrisburg, Pa
We are still hard at work on Bushiden. I'm quite happy with the way the shop screen is coming together. Here's a wip look at it:

RingedCarefreeAlaskajingle-size_restricted.gif
 
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machinaea

Game Producer
Verified
Oct 29, 2017
221
Happy New Year everyone! Hope everyone's projects are coming along nicely!
We have a new in-depth article/interview up on PC Gamer, so definitely a good start to 2018!
http://www.pcgamer.com/science-is-messy-and-clonings-unlimited-in-twin-stick-shooter-beacon/
That's awesome and great to see how far the game has gone since the days of GAF (holy crap it's been ages since I've actually posted into our thread, despite actually still keeping up and stalking the thread even after my own indie days ended). I think an interview on PCGamer is a pretty big thing for an indie game yet to be released, so congratulations!

Been meaning to get back to indie dev by starting a small solo project (not really a programmer myself) and for that I've long wanted to learn a bit more about backend programming, so does anyone here have any experience about simple backend-as-a-service tools that would serve as a good (preferrably free base)? Mostly it would be about storing playerdata in the cloud, and making certain REST API sort of calls, so Google Firebase has been what I was thinking of starting with, but if anyone has other ideas I could use some thoughts before commiting a weekend to testing it out.
 

Code Artisan

Banned
Oct 30, 2017
805
So I've never ventured into this thread before (here or in the other place), but I'm working on something slowly just as a hobby, and I thought it would be fun to post about it on here :)

I have a totally ridiculous long-term goal, which is for the entire game (within reason) to be procedurally generated. If you start a new game, you get a completely new world, story, player abilities, level design, etc. It would still be the same basic gameplay, but starting afresh would feel like a new sequel or spiritual successor.

Right now I'm thinking Zelda-inspired. I'm at the very early stages here, and I'm sure I'll never achieve my goal 100%, but it's a fun learning experience at least. Here's a demo of my efforts so far in terms of dungeon design:



I put some notes in it too about things I'm trying to achieve.

I also started a Twitter account just for this in case it interests anyone: https://twitter.com/bwoodthreep
So far I'm just talking to myself, but hey, it helps organise my thoughts :)


Any playable demo available for GNU+Linux?
 

Code Artisan

Banned
Oct 30, 2017
805
No playable demo that I'm ready to share online yet, but I am working on it. It's Unity so I should be able to build for all platforms... although I've never tried Linux.

Just wanted to see how your are handling collision with the world. Can't count how many games were ruined due to of bad controls. In the first zelda, the player is realigned on the grid every time he change direction to avoid him blocking on the edges.
http://troygilbert.com/deconstructing-zelda/movement-mechanics/
 
Oct 27, 2017
262
Ah, I see. I have read that article before, but things like "good controls" are on hold for now while I work on the bare bones of the dungeon layout system.

To be honest, the entire visual style of the game is basically a placeholder. I reappropriated it from an earlier project because it was the quickest way to make the dungeons playable. I'm leaning towards a more traditional 2D pixel art style, which would throw out the current controls anyway... although depending on how I feel later on, I might keep what I have but improve on it.

For what it's worth, the player character in the current version uses a very slippery capsule collider, and thus tends to slide around the edges rather than getting awkwardly stuck... but it does depend on the angle.
 
Oct 27, 2017
262
Going to try awkwardly linking to gifs I posted on Twitter... Basically a visual representation of how my dungeon layout generator works. I pretty much need to replace it wholesale with a better generation system, but I still think it's fun to look at!


 

Billy Awesomo

One Winged Slayer
Member
Oct 27, 2017
1,768
New York, New York
Hello everyone first time poster (in this thread at least) long time lurker. Quick question for anyone that might know. I just released a game recently on both android and iOS, the game itself was built in Unity HOWEVER!!! for some bizarre reason that I nor my partner can seem to figure out, is why Unity complies the Android version under 50 megs and the iPhone version complies to 300 megs?!??! Doesn't make aaaaany sense to me. If anyone else has had that issue please let me know, since people are less likely to download a 300 meg game over their cellular connection. Also as an added bonus, our video ad implementation on iOS doesn't always work for some reason. Basically when you lose a match to continue we have the player be able to watch a very short video, while this works on android with no issues, iOS just seems to work once in a while. Typically wouldn't worry to much about but since we have more iOS users than android users this is a problem. If anyone could help out that would be great! Thanks! :D
 

Billy Awesomo

One Winged Slayer
Member
Oct 27, 2017
1,768
New York, New York
How do the install sizes compare? Why don't you check the install folders and see what's different?

Huh, that's a good idea. I just noticed that the libraries folder is 605 megs for some reason on iOS. I have a libiPhone-lib.a archive file that's 605 megs. I wonder if this file is needed, I'll have to ask my friend who programed it tomorrow about that. Thanks for the help. If that fixes I'll be left with my last problem the stuff dealing with Admob video ad not always loading up properly on iOS.
 

missile

Member
Oct 25, 2017
112
So I wasn't too wrong after all? ;)

Looks a bit similar. Seems he tries to get the glossy reflection by
distributing the reflection rays using bayer dither patterns, which is never
going to work esp. if you overlay similar effect using such patterns for it
producing aliasing, beats, and lots of bad noise.

Anyhow, I think he's more into signed distance fields and stuff pimping it up
with some global rendering effects, whereas I tried to improve the rendering
technique as such resp. try to lower the computational resources needed to
get these global effects in the first place.
 

Steezy

Member
Jan 7, 2018
501
I posted in the old indie thread a few times (username: octopiggy) about my logic puzzle game which I am very bad at finding time to work on.

It's called PictoShift and it's like Picross x Minesweeper. The graphics are all place holders and there's still a lot of work to be done on it.

Recently I've found myself putting more effort into another project. It's not ready to show but it features these guys:
HkWSz.gif
biDf8.gif
o6lsF.gif
ZylLi.gif
NsCFH.gif


This my first attempt at animation. I bought Aseprite the other day and I'm pretty happy with how they turned out.
 
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