dumbmanex
Level 1
Stay out of the water!
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« Reply #10600 on: May 04, 2013, 09:20:22 PM » |
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Hnnnngh. Just a linear rts/artillery called Volatus Corpus.
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Udderdude
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« Reply #10601 on: May 05, 2013, 07:06:05 PM » |
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Pineapple
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« Reply #10602 on: May 06, 2013, 03:28:10 PM » |
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Whipped up a neat algorithm 'cause pretty pictures are fun. edit: moremore x2
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« Last Edit: May 06, 2013, 08:11:01 PM by _Madk »
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Farmergnome
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« Reply #10603 on: May 06, 2013, 08:13:55 PM » |
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Making more levels and a proper intro for my LD48 entry http://www.farmergnome.com/2013/04/undercolor-agents.html Can't figure out how much extra content to add though, since well, I don't want to over commit into yet another project...
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« Last Edit: May 06, 2013, 08:26:19 PM by Farmergnome »
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TomHunt
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« Reply #10604 on: May 06, 2013, 11:05:37 PM » |
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There really is no reason at all to not use Unity for any game type. I wouldn't go quite that far. There are limitations to every system. In the case of Unity, you will occasionally run into a particular mechanic that requires one of Unity's professional features. (and thus a full paid-for license) It doesn't happen that often, but I have run into it. I agree with Richard. As he mentioned, there's limitations to every system. I would guess that Unity should be able to do any game type well, but some might be better in other engines, or even with just pure code and no pre-made framework or engine. For most game ideas, I'm very happy with Unity and what it does. That being said, sometimes all of that structure that's already there gets in the way of me wanting to try something new with, i.e., the way that the engine is structured, and maybe only really care about releasing PC or Mac or Linux. At that point I am making my own game engine and would do just as well if not better with more foundation-level libraries like monogame or sfml.
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Happy Shabby Games
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« Reply #10605 on: May 06, 2013, 11:10:59 PM » |
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Whipped up a neat algorithm 'cause pretty pictures are fun. edit: moremore x2neon super clusters
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VortexCortex
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« Reply #10606 on: May 07, 2013, 06:12:15 AM » |
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Adding some editing modes to my HTML5 engine's in-game editor.
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mono
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« Reply #10609 on: May 08, 2013, 04:27:50 PM » |
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My game I've been working on for the past week or so. I drew most of the art in a mockup months ago. I'm creating it in the Unity engine using a fantastic plugin called 2D Toolkit. I'm done with coding the movement for now, next on the list are some creatures. This is absolutely mesmerizing! Question though; What benefit are you getting from coding this in Unity? It wouldn't exactly be my first choice for a pixel 2D side scroller. Are you even using the scene view for anything?
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Conker534
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« Reply #10610 on: May 08, 2013, 04:30:04 PM » |
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My game I've been working on for the past week or so. I drew most of the art in a mockup months ago. I'm creating it in the Unity engine using a fantastic plugin called 2D Toolkit. I'm done with coding the movement for now, next on the list are some creatures. This is absolutely mesmerizing! Question though; What benefit are you getting from coding this in Unity? It wouldn't exactly be my first choice for a pixel 2D side scroller. Are you even using the scene view for anything? I did NOT want that gif to end. LOVELY.
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gimymblert
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« Reply #10611 on: May 08, 2013, 09:59:01 PM » |
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I want to play this gif
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gimymblert
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« Reply #10613 on: May 08, 2013, 10:38:50 PM » |
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Wooooooo! Glad I asked for,thx
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haxpor
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« Reply #10614 on: May 09, 2013, 04:49:31 AM » |
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Wow, that's lovely. I love how you walk on different terrain and it triggers different sfx.
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Indie Game Developer
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Udderdude
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« Reply #10615 on: May 09, 2013, 04:58:01 AM » |
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I can't kill those puffball things .. this isn't murder simulator-y enough for me :3
Kidding, looks nice so far, now you need to finish it ..
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Dr. Cooldude
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« Reply #10616 on: May 09, 2013, 05:07:49 AM » |
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@capnbubs You should totally make a devlog for this if it's actually going to be a game
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Richard Kain
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« Reply #10617 on: May 09, 2013, 08:07:54 AM » |
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I successfully got my Unity-based lip-sync system running with the legacy animation system. Now I'm going back, and re-factoring it a third time. This time I'm developing it to use coroutines for the timing. This should simplify the system and its management, while increasing performance.
I'm so hopeful for this new implementation, that I've already begun moving into phase 2 of my lip-sync project. I've begun exploring custom drawing in Unity's editor windows so that I can cook up my own custom editing system for the lip-sync events. With any luck, I will be able to generate a papagayo-esque editing system that will allow users to custom edit their lip-sync animations. This would make it possible to clean up rough animations, or add new events for difficult-to-automate animations. (such as singing, yodeling, screaming, etc...) It would also allow for a convenient preview environment.
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McMutton
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« Reply #10618 on: May 09, 2013, 06:22:47 PM » |
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Making progress on a modular AI system where I can pop scripts for various combat actions into a mainframe. Currently working on the decision-making part.
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capnbubs
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« Reply #10619 on: May 09, 2013, 06:27:40 PM » |
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I guess I'd better set up a devlog, I'll get on that tomorrow.
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