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TIGSource ForumsDeveloperDesignSo what are you working on?
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Shackhal
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« Reply #11920 on: March 18, 2015, 09:33:05 PM »

I'm remaking an old game of mine i did on LD #23, only to make it better. Here is the old one:
http://gamejolt.com/games/shooter/hoperay/9905/

Also i'm thinking to make a devlog about it.

Oh, and, uh... ignore my retarded babbling in the background. I didn't know the microphone was being recorded and only noticed after uploading to youtube  Facepalm




Babbling-epic!
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framk
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« Reply #11921 on: March 19, 2015, 09:00:56 PM »

Testing out terrain generation through audio

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Eendhoorn
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« Reply #11922 on: March 23, 2015, 07:20:07 PM »

Not sure which one to go for. The rotation gives it some depth. But the first row has some retro charm to it I think. I do like to see the turtle struggling with his heavy shell tough  Tongue



What do you guys thinks?
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JWK5
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« Reply #11923 on: March 23, 2015, 08:02:43 PM »

Got some fugly procedurally generated dungeon maps going. The generating needs work, but so far I am happy with where it is heading. Because the battles happen in a turn-based "tactical" manner (a la FFTactics) I want to avoid a lot of corridors and keep the maps fairly open. Less maze-like and more oriented towards nooks and crannies.

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Richard Kain
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« Reply #11924 on: March 24, 2015, 01:43:57 PM »

I've been taking a brief break from my Unity lip-sync component to work on a quick Unity aspect-ratio component. It's something that I began a while back, but never got around to finishing. I always wanted to, and a recent thread over on the Unity forums encouraged me to pick it back up. I had reached a point where I needed some time off from lip-sync development, so I picked up this old project and dusted it off.

Thankfully, my intervening experience with Unity is richly paying off. Progress on the aspect-ratio component has been rapid and stable. I'm about 80% done with the development, and should have all the core functionality up and running by the end of the week. Next week I'll be able to work on putting together some quick youtube tutorials, as well as some marketing material for the Asset Store.
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JWK5
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« Reply #11925 on: March 24, 2015, 11:26:38 PM »

Forgive the shitty test graphics, but still dabbling with the prodedurally generated dungeon stuff. I am using a 64x64 grid for the tiles in the game, but I am making the actual tiles themselves (at least the ground tiles) 96x96 and then offsetting them 16 pixels. It pretty much eliminates the need for seamless tiles by allowing the tiles to overlap which gives off a much more natural feel, I think. The above image was done with 4 grass "wall" tiles and 4 dirt "open" tiles randomly chosen by the dungeon generator, later down the line (with the actual decently made assets) I can use 10 or so to really get a variety throughout the dungeon. I just thought I'd pass along the idea.

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Henry_Oswald
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« Reply #11926 on: March 25, 2015, 12:29:01 AM »

I just spent the last three hours getting Unity to compare Input field text with another string. That's something, right?  Roll Eyes
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lostzac
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« Reply #11927 on: March 25, 2015, 12:36:52 AM »

I've been taking a brief break from my Unity lip-sync component to work on a quick Unity aspect-ratio component. It's something that I began a while back, but never got around to finishing. I always wanted to, and a recent thread over on the Unity forums encouraged me to pick it back up. I had reached a point where I needed some time off from lip-sync development, so I picked up this old project and dusted it off.

Thankfully, my intervening experience with Unity is richly paying off. Progress on the aspect-ratio component has been rapid and stable. I'm about 80% done with the development, and should have all the core functionality up and running by the end of the week. Next week I'll be able to work on putting together some quick youtube tutorials, as well as some marketing material for the Asset Store.

I am intertested in this, I have been working on a lip-sync as well (only using 2d spritesheets for prototyping) is this going to be 3d ? Are you going to use Blendshapes or something else ?
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Anathon
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Richard Kain
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« Reply #11928 on: March 25, 2015, 08:37:00 AM »

I am intertested in this, I have been working on a lip-sync as well (only using 2d spritesheets for prototyping) is this going to be 3d ? Are you going to use Blendshapes or something else ?

Ah, an opportunity for self-promotion! You have my heartfelt thanks.

Well, the initial release of my lip-sync Unity tool is already on the Asset Store. And it's free! I named it Cheshire. Go ahead and check it out if you're interested, and please come back here and give me plenty of feedback about what you don't like about it, or what could be improved on it. I've only gotten a few users so far, and I'm hard at work on the upgrade, so I could use whatever constructive criticism I could get.

At the moment, Cheshire supports both 3D using Blendshapes, and 2D using Sprites. The new upgrade I'm working on will support both those features, an expanded version of the 3D support, and a method-version of the script that will allow the user to select functions that they have written themselves. (for a more jury-rigged, custom solution) I'm also very focused on providing a new custom animation and playback solution that will be saved as serialized objects. I want to be able to provide true lip-sync, where the animation plays back based on the current play time of the audio.
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ProgramGamer
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« Reply #11929 on: March 25, 2015, 09:36:45 AM »

Forgive the shitty test graphics, but still dabbling with the prodedurally generated dungeon stuff. I am using a 64x64 grid for the tiles in the game, but I am making the actual tiles themselves (at least the ground tiles) 96x96 and then offsetting them 16 pixels. It pretty much eliminates the need for seamless tiles by allowing the tiles to overlap which gives off a much more natural feel, I think. The above image was done with 4 grass "wall" tiles and 4 dirt "open" tiles randomly chosen by the dungeon generator, later down the line (with the actual decently made assets) I can use 10 or so to really get a variety throughout the dungeon. I just thought I'd pass along the idea.



The idea is very good indeed! If I ever need it somewhere, I'll definitely use it, if you don't mind of course.
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lostzac
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« Reply #11930 on: March 25, 2015, 09:57:10 AM »

I will deffenitly check it out and let you know, heck i may incorperate into our system, of coarse crediting you all the way....
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Anathon
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Henry_Oswald
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« Reply #11931 on: March 25, 2015, 10:32:26 PM »



Animated some pages tonight. Will be modeling the cover tomorrow. For a thing.
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"Do you think love can bloom even on the battlefield?"
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Quill Devlog: http://forums.tigsource.com/index.php?topic=38129.0
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SolarLune
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« Reply #11932 on: March 26, 2015, 06:42:07 AM »

@Henry_Oswald - Dang, that looks sweet! Shape keys or armatures?

@JWK5 - Hm, cool technique. Looks like it'd work well in production.

____

Been working on adding physics stuff to BDX, and now it supports convex hull and compound physics! Smiley





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Henry_Oswald
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« Reply #11933 on: March 26, 2015, 09:02:25 AM »

@SolarLune Shape keys! Things were made super easy with the help of the lattice.

I like the 3D in negative space. Stuff like that is really visually pleasing to me.
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"Do you think love can bloom even on the battlefield?"
- Otacon
Quill Devlog: http://forums.tigsource.com/index.php?topic=38129.0
Home Website: http://psychospectacle.weebly.com
Watch us on IndieDB: http://www.indiedb.com/games/quill
Follow us on Twitter: https://twitter.com/PsychoSpecs
GainDeveloper
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« Reply #11934 on: March 28, 2015, 09:01:28 AM »

@SolarLune looking great! What are you using for your editor GUI?


Starting on a little Unity editor for my idea.. we'll see where this goes x)
« Last Edit: March 28, 2015, 09:20:05 AM by GainDeveloper » Logged
McMutton
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« Reply #11935 on: March 28, 2015, 12:01:02 PM »

Some nice stuff in here; those pages are especially nice, Henry.

Got some menu stuff:

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Azure Lazuline
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« Reply #11936 on: March 28, 2015, 12:57:28 PM »

All the art is amazing, but I think you went a bit too far with that tweening stuff. The purpose of it is to make transitions look more natural, but it has the opposite effect here where it's like "BAM IN YOUR FACE THIS IS A TRANSITION" Tongue Play around with the curve a bit, a normal bicubic one would probably work better than the "wind up and overshoot" type.
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SolarLune
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« Reply #11937 on: March 28, 2015, 02:01:51 PM »

@SolarLune looking great! What are you using for your editor GUI?


Not quite sure what you mean; if you mean my IDE to write code, I recently found Eclipse, and it's working well.

If you mean what's the editor in the picture, it's Blender. The engine is BDX and comes with a plug-in that exports data from Blender automatically.

And thanks!
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germangb
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« Reply #11938 on: March 29, 2015, 03:21:00 PM »

Screen Space Ambient occlusion shader (one of my favourite effects)
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gimymblert
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« Reply #11939 on: March 29, 2015, 04:13:31 PM »

Make it so it also sample the color then combine it with a shadow casting shader like cascading shadow BOOM cheap GI!
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