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1036890 Posts in 41873 Topics- by 33488 Members - Latest Member: @yagairudi

August 28, 2014, 03:12:13 PM
TIGSource ForumsFeedbackDevLogsFinishedChopper Mike - 60fps Arcade Helicopter Game for iPhone/iPad/Android/OUYA!/PC/Mac
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Author Topic: Chopper Mike - 60fps Arcade Helicopter Game for iPhone/iPad/Android/OUYA!/PC/Mac  (Read 10277 times)
razu
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« Reply #45 on: November 29, 2012, 01:16:59 PM »

I downloaded Unity 4.0, and made for the world collision particles!! LOVE THEM!  :D



The particles are also set to stretch along the direction of travel.. sparky!

I love this little dude. I could totally see happy shooters, happy RPGs, happy anythings with this little man flying his happy shiny chopper round the place..  :D
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Ashkin
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« Reply #46 on: November 30, 2012, 05:59:41 PM »

The polish on this is so nice- especially love the chopper sound <3
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jamie.lowes
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« Reply #47 on: December 02, 2012, 02:58:23 AM »

Thanks dude  :D

A million little touches to go in.. but it's starting to come together  :D
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« Reply #48 on: December 02, 2012, 03:56:07 AM »

Getting additive effects to look right is some kind of voodoo..

Working on the pickup particles. Either too white, or not colourful enough... PAINFUL!
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« Reply #49 on: December 03, 2012, 06:21:27 AM »

Gah! I somehow have 2 accounts!! razu and jamie.lowes are the same person!
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« Reply #50 on: December 03, 2012, 06:40:49 AM »

I hope if you add too many effects etc I can turn them off so I can still get 60fps on iPad2, not just the new one and new phones...
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« Reply #51 on: December 03, 2012, 07:40:35 AM »

I'm not sure about Apple's stance on in app performance settings... I can always analyse the current frame rate and scale back effects based on that though...

The aim is to be as 60 as possible. Which is somewhat tricky when I only have access to a few devices..
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« Reply #52 on: December 03, 2012, 08:14:16 AM »

I've noticed some games have such settings. That futuristic jet ski one even has resolution settings I think (but as a slider, but you can see it get more aliased on lower). Galaxy on Fire 2 has settings too (both versions, not just the fancier HD one) and it's a simple setting but it enables/disables different details like fog. So there shouldn't be a policy against them. GoF2 had the setting before it became a "big" game too, to think they let them get away with it for being a showcase for the systems. So it should be doable if you have the time for it.
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« Reply #53 on: December 03, 2012, 08:28:14 AM »

Oh, cool.

Yeah man, Chopper's all about the 60 frames experience!

I could drop the materials to something frunky too.

Thanks for the infos!  :D
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« Reply #54 on: December 03, 2012, 01:19:14 PM »

New gem pickup effect. Really getting my money's worth out of these stretched billboard particle effects in Unity.. Look like little fireworks going off!  :D


Video is processing on YouTube, will post when baked..

The effect is done in one burst of 100 particles. There's no collision on this effect, so it's pretty cheap. The particles are spawned with a random colour between white and a low grey, which is then combined with the texture and blended on additively with alpha.

I had problems teleporting a single particle effect. So I created a parent GameObject with two identical particle effects as children. On Awake it finds all child particle effects, then all pickup effect requests are channeled through a call to a static instance of the 'GemPickup' object. Each call it swaps between the child effects, clearing them and moving them to the new position. Before I did this I had random particles appearing between the previous and current positions.. Not cool!
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« Reply #55 on: December 03, 2012, 01:31:56 PM »

Video...

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razu
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« Reply #56 on: December 07, 2012, 04:22:57 PM »

Development shot. Every time I start Unity and see those ultra gorgeous yet subtle shaders... I'm in the zone.. doing my own thing  :D

Clicky for big...


Dual monitors.. stylin'. Paid for by the day dev clients. High five to that!
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« Reply #57 on: December 08, 2012, 07:42:44 AM »

Result screen overhaul is in progress!

There was far too much info being conveyed on a phone screen.. I'm splitting the results into 4 screens. One per star earned, if any in that play, followed by a results screen that will cycle between time vs best, collisions, and time vs target.

Hoping that the one-thing-at-a-time will make everything far less confusing.

The star presentation screens should be a nice way to finish a round too..

Video when implemented, and probably a test flight build to get feedback on them, plus the newly created effects..

Exciting!!  :D
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« Reply #58 on: December 08, 2012, 11:25:12 AM »

Okay, this splitting idea is wicked!

I have the framework in place, and it's just the thing to do!!

Cooking a new build now!!  :D

All been done on the laptop in the lounge with the family around.. integrated life dev, for real!!
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« Reply #59 on: December 09, 2012, 01:37:03 AM »

Totally happy with the new screens! Auto-scrolling panels of info, rather than cramming lots on to one screen.. is the way forward!

I distributed a test flight build, and have had some really useful feedback already. Not least of which is that the rotors on twin blade choppers rotate in opposite directions.. I fixed this straight away.. and it makes it look twice as cool!  :D

Need to restructure the game into difficulty modes and split the level/chopper select screens into two separate screens... woo, lots to do!!
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