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1055137 Posts in 42843 Topics- by 34767 Members - Latest Member: xpeng

October 20, 2014, 05:02:27 AM
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1  Community / Jams & Events / Re: Global game jam 25. - 27.1.2013 on: January 16, 2013, 08:28:41 AM
I'm going to the one in St. Louis, had fun with the one last year.  These events are typically open to anyone willing to contribute something, so you shouldn't have much issue. 
2  Developer / Art / Re: 3D thread on: December 10, 2012, 10:47:36 AM
Yeah I don't really know much about using AO, I've never done it before. I constantly have issues with my lighting washing everything out, as it has here.

Do you have a style in mind?
3  Developer / Art / Re: 3D thread on: November 26, 2012, 10:24:08 AM


derp

Reminds me of the first Max Payne and how they did their models


...good way to keep the polys down.
4  Developer / Design / Re: what do you think of this card game I made up? on: November 13, 2012, 11:24:45 AM
I think you have added a layer of indirection on the game of War, or maybe that game from Sherlock where he tries to out-think the taxi driver with the poison bottles.  This game would at least go faster.  There isn't much strategy here, everyone is of equal footing, except in this game of Russian Roulette, it takes (ah lessee, 1+2+3+4+4+4+4 = 22) 7 shots minimum for someone to die.

If strategy is what you are going for, maybe add a risk/reward mechanic?  Maybe certain tiers of cards are a shield block/bash?

My personal favorite game of dueling playing cards is spit, as it allows for strategy and is all out crazy anyway.  It too has problems, but it is at least engaging.
5  Developer / Technical / Re: Diferences between DirectX8/9 on: November 08, 2012, 05:01:19 PM
Err, they do?
They just don't package the updates D3DX stuff.

That is because they can't.
6  Developer / Technical / Re: Offset UVs in Editor, While Batching? on: November 08, 2012, 01:06:01 PM
Actually had to do this for one of my own projects!

The easiest way to change UV offset, as I believe you've figured out, is to modify the tiling and offset values for the texture shader in the inspector.  But you want each item/unit/prop to have it's own position on a sprite sheet, correct?  And even better, have it show on the editor? 

Gonna use C# here, but still mostly applicable to everything else...

If your objects are MonoBehaviors, one of the built in components is renderer.  Of the renderer, you are interested in renderer.sharedMaterial, and of that, renderer.sharedMaterial.mainTextureOffset and renderer.sharedMaterial.mainTextureScale.  These are Vector2 's that describe how a texture can be shown, modifying them in game or in the editor will result in the texture moving and stretching.    When actually running the game, you will want to go through renderer.material instead.  You can modify these values in game to do animations even. 

To get these changes to show up in the editor, you will need to make inspector script to modify these values and have them applied in the editor setting (using the sharedmaterial).

As for "Batching", look into prefabs
7  Developer / Technical / Re: Looking to learn C# on: November 08, 2012, 11:47:43 AM
structs are only immutable when accessed through a property

It's... slightly more complicated than that.  If you create an uninitialized struct, you can initialize through its properties. Otherwise, generally, yes.  In this way, structs would throw me in a loop because you get away with it once, but then the values don't change afterward.

XNA has not changed noticeably in the 4 years I've been using it. 
8  Developer / Technical / Re: Diferences between DirectX8/9 on: November 08, 2012, 11:39:42 AM
I'm merely pointing out that many versions of windows 7 do not package DX9 or before by default  Gentleman.

Steam forces every version of DX imaginable onto the machine, so you wouldn't have a problem there.
9  Developer / Technical / Re: Looking to learn C# on: November 06, 2012, 02:36:09 PM
When I learned C#, I learned through a trial-by-fire methology through XNA and its MSDNA pages, it isn't that hard of a language to use/learn as languages go.  Don't know if you want to roll that way though.  I used this tut some too: http://xbox.create.msdn.com/en-us/education/documentation

Structs are immutable, don't learn the hard way like I did.
10  Developer / Technical / Re: Newbie Question: DirectX and DXLibrary on: November 06, 2012, 02:30:52 PM
I believe Unity and Unreal have DX hooks as well, but they are kinda overkill for what you allude to doing.
11  Developer / Technical / Re: Diferences between DirectX8/9 on: November 06, 2012, 02:26:08 PM
The difference is big enough where the end user will begin to notice.  I would recommend using DX10 at minimum simply because Vista and later Windows versions do not contain DX9 or earlier.  DX9 is backwards compatible to aaabbbbbouuuuttt DX6 or so, while DX11 only goes back to DX10, and DX10 simply does not go back.  Running a DX9 game on Win7 will result in a lot of "missing .dll" errors, unless another game already forced DX9 on it, or you have the foresight to force it on the user.

This stuff is going to continue to change, so it would be best to say on the newer side of things.
12  Developer / Design / Re: Cleanly adding enemies to the screen on: August 29, 2012, 10:59:57 AM
My vote is to have some sort of culminating partcle-ish effect, to warn the player that something is about to appear there, then hurt the player if they are in fact there when the thing spawns.

...that, or telefrag.
13  Developer / Art / Re: Feedback for an indie game I've been working on for 2+ years. on: July 05, 2012, 07:56:58 PM
Ok, so...I like what you have done here.  It is a really good concept, and I really hope you see it come to fruition.  The picture is just the right color, and every character has personality and looks awesome.

However, this is my first response to that first picture:



...It's too much.  If that was all animated I would probably get motion sick.  I recommend sticking to a more zoomed in view, or shade some to differentiate the background from characters. 

Otherwise, awesome.
14  Developer / Design / Re: Do players still like to see leaderboards in games on: June 17, 2012, 08:54:30 AM
Funny you ask, but the SpaceChem guys just released their postmortem and they arrive to a sentiment that I agree with.  That is:

Quote
1.Getting your name at the top of the leaderboards is a fantastic incentive for cheating.
2.For most players, the only thing a global leaderboard manages to tell you is that you suck (and not even by how much).

They sidestepped the idea by including stats on where you fall based on everyone else (in bar chart form). 
15  Developer / Art / Re: Inspiration for weird enemies on: June 08, 2012, 12:15:43 PM
Here is the last set of things to freak me out.
They're all good, just choose some and run with it.

I think these stories work because of the things left unsaid.  Those stories don't come with any explanations or nice summaries at the end, you know what the character knows.  Working that into monster design, your monsters could suggest something worse is going on over what you see.  An actual example would be this the abstract daddy from Silent Hill 2.  The first glance comes with it's own shock and horror from aesthetics alone, but then unsettling questions creep in.  Was he always like that? Did someone DO this to him? Is that his skin? If it isn't, than whose?  Why is he attacking me? How does he see me?!

Your silhouette style actually is a step in this direction, but right now it looks more of the happy(er) Insanely Twisted Shadow Planet.  That game is so dark, it's goofy.
16  Developer / Art / Re: How to work with programmers. on: May 01, 2012, 08:22:01 AM
Here are some other thoughts I've garnered in years past in my group:

Be aware of the usage of the asset:  If you spend a ton of time working on a little sprite that is going to be used in the item shop and isn't going to be bigger than a postage stamp, you are wasting everyone else's time.  Also, make a point to check out how the asset looks in its final form.  What looked great in a .psd may not look so good in a .png, and then when it goes into the engine it doesn't look good at all. 

Do not look to the programmer for tasks:  With the exception that the programmer is also the designer, they will not know what enemy you should be working on, how big the asset should be, what colors are good, etc.  Do not look dejected when you ask about how something looks and you get back a half-hearted "super".  They just don't know.

Be aggressive in negotiating final asset constraints:  If you do not say that 64 x 64 gifs looks bad in the game, the game will consist of 64x64 gifs.  You must let the programmer know that presentation perameters are not ok.  I joined a project halfway where the lead programmer thought it was OK that nothing was animated in a top down shooter.  It is not.
17  Developer / Technical / Re: An alternative to the traditional game loop. on: April 25, 2012, 04:58:55 AM
Like people have pointed out before, this system would work best when timing isn't such a big deal as this system could exacerbate race conditions, though it wouldn't matter most of the time.  The only time I could think it would be noticeable would be with moving land-mines or something. 

It's somewhat gotten to the point where C++ can do anything, it just won't be fun programming.
18  Developer / Tutorials / Re: Blender Tutorials, Tips & Inspiration on: April 21, 2012, 04:38:21 PM
I just published a Visual Guide to Blender BMesh to coorespond with the upcoming Blender 2.63 release, which finally merges BMesh support.


This guide illustrates the new features BMesh add to blender, including an animation of the feature in action, a description of the feature followed by how to actually use it.


For those not aware of BMesh, what it is is awesome. Wink

Oh heck yes.  These were the features I missed the most when I had to go from 3DS Max to Blender...and here they are! Subdivision modeling is finally do-able!

I recently (nearly) finished a guide on how to rig a simple-ish character.  You can view it here.
19  Developer / Art / Re: Simple 3d Character (noobie needs help) on: April 16, 2012, 08:51:43 AM
If re usability is what you are going for, you should actually just use the same mesh/rig setup and just reskin him a-la lego figures.

The automatic envelope rig just doesn't work really well.  And when I say "not really", I mean "just about never":

 

Is it better to have just one fully connected mesh as opposed to a mesh of individual shapes joined together?

It really doesn't matter.  There are advantages to both ways, it is a matter of preference.

The tutorial is now up.
20  Developer / Tutorials / Tutorial 1 Part 4 on: April 16, 2012, 08:25:28 AM
Part 4: Attaching

Attaching the armature to the mesh is done through a modifier on the mesh.  This modifier is called “Armature”.  Right when you add the modifier and tell it which armature to use, it attempts to automatically attempts to weight the  mesh to the bones based off a envelope around the bones.  As you can see…
 

…this tends to fail.  He looks like James Woods from Videodrome
I’m not going to do this part step by step, as it is kind of like coloring.  Instead, I’m give the general process, and things to watch out for. 
First, you will want to put the armature into pose mode.  You can then click on the mesh to select it.  With that done, go into weight paint mode.

 
In weight paint mode, clicking on the mesh will add or remove “weight”, which adds or removes influence that a bone has on a group of vertices.   You can change how much weight is added on each click by messing with the strength, and you can change the brush size by holding f and moving the mouse around.
 

The brush settings, while resizing the brush.
 
You can select another bone to work on by holding alt and clicking that bone.  The current bone you are modifying the weights to will be outlined.  At any time, you can move the bone by pressing g, and rotate by pressing r.  You can see how the mesh moves with the armature when you do this.  To reset their position/rotaion, hold alt and press g/r respectively. 

 
Vertices with 100% weight to a bone will glow red when that bone is selected.  Vertices with 0% weight will be blue.  The color gets warmer the more weight is applied.  Two or more bones can claim weight on a vertex, in which case the bones will split the weight proportionally (so 50/50 if two claim 100%). 
It is worth noting that applying any amount of weight data to a vertex disqualifies that vertex from using the automatic bone envelope setup.  All vertexes need to be 100% weighted to something, or they will get left behind when the character starts walking around.   
You may run into what I call “Raggedy Ann-ing” when weighting the joints.  This is a special problem that even professionals don’t really have a standard answer for. Essentially, instead of the joint simply bending, the joint itself caves in, and you are left with gross looking joints.  The best fix involves an extra edge loop around the elbow and a bone whose sole purpose is to preserve elbow volume, but this is a 2k poly model, and I’ve already UV’d the thing so I don’t want to edit the geometry.   We are instead going to kind of wing it.



 

What we are going to do is reduce the amount of influence each bone has on the opposite side by 50%.  This will be closer to what we want.

 
Please note that this is merely passable.  If I truly cared greatly about this, I would have actually have made the geometry fall together differently. 
Beyond that, if you are questioning whether or not you should attach a vertex to a bone, ask yourself:  do I want that moving with this bone, and does it look good?  Make sure to continually pose your model to try and detect any issues, otherwise you will not know until it is in your game/animation. 
Go ahead and paint the bones for the skirt to the skirt itself, I’m going to show how to rig it up ahead. 
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