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1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 05:59:23 PM

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21  Community / DevLogs / Re: Space Game Testing Grounds on: February 24, 2018, 01:18:29 PM
loved it very much, is the world gonna be continuously generated according to movement or is it gonna be made in a initial process of world generation? also are the asteroids also gonna be procedurally generated or pre generated? i tried doing some basic mesh generation on unity and had some pains on properly setting up the triangles :/ thx god for mesh.recalculatenormals()
22  Community / DevLogs / Re: GriefHelm - 2D duelling game on: February 24, 2018, 01:15:53 PM
looks very interesting, are you using smooth step for the camera? besides, is it Unity you are using? it looks like Unity to me
23  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 24, 2018, 01:08:29 PM


color *=clamp(l_dir * normal,0,1);

i have been progressing my star system, soon there will be a better progress report. and more progress too. i have lots of math to study :/
24  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 21, 2018, 10:08:11 AM


i was trying doing some cubic bezier rendering. as you guessed it was a huge failure, but i made a sun so now i started making a lil cute solar system. now i just need some cutesy faces and dunno what.... i will try doing this and later studying C
25  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 19, 2018, 09:14:48 AM
new 'version'.


its completely working. now i just need to do the enemies and then do the shots
26  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 18, 2018, 03:51:49 PM
after spending my whole day playing counter strike and rainbows six, i went and implemented the aiming reticle.

the one i am using is a copy from the one in panzer dragoon.



its not perfect. but its ok. imma change some parts of it later, probably... or not. its a ok aiming reticle. now i just need to do the c# code to send the information. and thats basically it for today. then i need to do the laser effects, and later the enemies
27  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 14, 2018, 03:51:20 PM


it was going all screwed up. and it was all thanks to the image script in the UI canvas for images...... please kill me. I SPENT MY WHOLE DAY WHEN THE FIX WAS JUST REMOVING A SIMPLE THING FROM THE EDITOR AHHHHHHHHHHHHH THE MATHS< THE CONNTUNTSSTSNA ASN HAHAHSAHDSAHDASHDSAHASDHSDAHSDAHASDH


i spent my whole day thinking on this.... the fix.... ok....

but in better news. i know how i am going to do the graph for the shooting
28  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 14, 2018, 09:16:03 AM


i spent this morning making a circle that wouldnt become hindered by the scale of the screen. oh well
29  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 13, 2018, 08:37:01 AM

right now i am trying some new things for the UI. i have been doing some shadertoy webgl, now i just need to make this into a interesintg thing.

this thing keeps rotating and doing some animation using time and sin and cos.


this is what i just did for the cursor, i just tried some things. this is pretty interesting

this is my code so far, i will show later when its finished.
30  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 10, 2018, 03:39:08 PM



Dont mind the gizmos draw in the game, i doubt they will be shown in game. now that the controls and the player model(its kinda lame but the best i could do) i am going to work on the 'enemies' and the 'competition'. and how the shooting mechanics will work.

I was going to create the player obj in unity with code, but then i realized i could just model and open the uv in there. the model is not gonna matter that much, but who knows. lets try developing more the game
31  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 06, 2018, 01:56:10 PM

We have a new way of building the mesh, it makes one whole mesh instead of many. i kept the old way saved just in case. So far this has been awesome project. Tomorrow i plan on changing the player controls, then thinking how the enemies are going to work.

After all that will be the shooting mechanics and lastly an endless mode

and a weird effect, lol. it kinda reminds me of sonics bonus stage, those were fun

32  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 05, 2018, 11:06:12 AM



More Updates, soon
33  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 05, 2018, 10:50:22 AM


So, this is the progress report.




And this is the end result, pretty good so far. now i need to figure out what to do next. probably i will fix the color or texture and make the camera fly through. and probably i will make a rail shooter
34  Community / DevLogs / Re: Tech Antiga - my first terrible fps on: February 04, 2018, 08:17:21 AM
New Update. I am doing some changes in the game, imma keep working on this one but i dont really now where to go with this, so i decided to do some weird tube game, because why not...






For this, i use the spline code from catlikecoding tutorials. and then i use a basic cubic bezier curve formula to find poins in the line. i got the formula from wikipedia, and applied it after some mistakes

35  Community / DevLogs / Re: Rex Obscura on: December 09, 2017, 04:49:19 PM
Quote
I found packages unityeditor-cloud-hub-0.0.1.tgz and unity-editor-home-0.0.7.tgz in C:\Program Files\Unity\Editor\Data\Resources\Packages. Create folders node_modules\unityeditor-cloud-hub and node_modules\unity-editor-home in C:\Users\%user_name%\AppData\Roaming\Unity\Packages\. Extract dist and package.json from unityeditor-cloud-hub-0.0.1.tgz into unityeditor-cloud-hub, dist and package.json from unity-editor-home-0.0.7.tgz into unity-editor-home. It's work.Smiley Thanks, Yash987654321!


FIXED
36  Community / DevLogs / Re: Rex Obscura on: December 09, 2017, 02:14:40 PM
new update. unity 5.6 had major memory leak on the search function.. just WTF

Installed new version, completely broken, feel so sad i wanted to sue unity. also graphics cards started dying.

besides that, i suspect it was fricking windows auto update, every time taht shitty thing does itself, i swear to god that major problems arrise. i hate windows and its stupid decisions, imma buying a new pc soon, and its gonna be windows 7 ffs. jesus i hate windows, so bad

BTW, if someone knows how to fix unity black project selector screen, please post. its horrible :/ cant take it anymore

Update 1: Windows Defender was turned on by the latest windows update. EVEN DESPITE ITS SETTINGS WAS SHOWN AS OFFLINE. and it was cucking my instalations. WAY TO GO WINDOWSSSSSSS YAYYYYYYY.

i just got the video drivers back online. my second monitor has been dead this whole time, jesus windows get a grip
37  Community / DevLogs / Re: Rex Obscura on: December 09, 2017, 10:18:06 AM
Are you changing the alpha values to fade away the characters?  Wouldn't that create "ghosts"?  i.e. if two characters overlap or in front of another object then the fading and transparency will be obvious.

yeah. that thing happened in other parts. i was using the fog in lightining and a volumetric lighthing/fog so i wanted to simulate with the sprites that they were being obscured by the fog, but what happened is that lots of sprites clustered together and you could see through them halfway and they and they didnt obscure the vision. now i am doint it different. i am simulating the change to a gray color at the fragment shader according to a distance parameter. in the fragment function i could calculate distance because it was getting distance from screen point. and from my vert function i couldnt properly change the color





now i just need to change the game codes so the enemy controlers will input the distance in the right material parameter


1- basic sprite, does not get influenced by fog and other things
2 - a standard surface shader
3 - my altered vertex/fragment shader
38  Community / DevLogs / Re: Rex Obscura on: December 08, 2017, 03:20:25 PM
http://www.laurenscorijn.com/articles/colormath-basics

I am doing some changes in the calculation,.... yeah.... imma change some things in ma code an make it ''better''

reference from the site i am reading now:

Quote
Because of the inherent nature of the RGB model, some color operations that you might be used to from Photoshop, are not easily possible. Hue shifts and saturation adjustments for example. Hue shifts are pretty much impossible without converting RGB values to HSV (Hue Saturation Value) color model, but saturation adjustments can be done via a few calculations. This part is a bit more advanced than the previous parts, but also deserves it’s place here.

There are two methods for calculating the desaturated value of a color, something that you need to do even if you want to increase the saturation instead of decreasing it. The first method is to just average the RGB values by using the formula (R+G+B)/3, resulting in a single scalar that represents the grayscale value.

A more correct way, is to use official luminance weights when calculating the average. The reason for this is that each channel should not contribute equally to the final greyscale luminace values. The green channel generally has the least contrast, the blue channel the most (you can check this by looking at separate channels of images in Photoshop). By FCC standard, these luminance weights are determined to be RGB(0.299,0.587,0.114). Note that these values add together to 1,0 exactly. The formula when using these weights is the following: (R*0.299 + G*0.587 + B*0.114). You can also use a Dot product of these two vectors to obtain the exact same result (with less typing).

To increase saturation you use an alpha blending function which blends two colors together based on an alpha (blend) value. The function is the following:

Final pixel = alpha * ( color1 ) + (1.0-alpha) * (color 2)

This function is also called a Linear Interpolation or “Lerp”.

39  Community / DevLogs / Re: Rex Obscura on: December 06, 2017, 01:13:03 PM
So first things first, i have been studying some shaders. the first is the wikibooks called CG programming in Unity(havent finished reading) and the other is Unity Shader and Effects Cookbook - Kenny Lammers - Packt Publishing(i so so finished).

They good books, i recommend, lots of examples and codes. I also recommend this site  http://catlikecoding.com/unity/tutorials/ bery bery good.

Ok, so now back to my shaders>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
------------------------------------------------



1 - Basic sprite
2 - My shader but created based on basic surface shader

2- This is the image texture, it 'zooms in', 'gets the right image' and 'flips the x'. why it flips x? because it was showing inverted, so i just inverted

Quote
         float cellPixelWidth = 240 / 5;   //GETS X SIZE OF SPRITES
         float cellPixelHeight = 192 / 4;  //GETS Y SIZE OF SPRITES
         float2 cellUVPercentage = float2(cellPixelWidth / 240,cellPixelHeight / 192);  //FINDS SCALE
         float posx = _pos % 5;            //Gets sprite posx in image
         float posy = _pos / 5;            //Gets sprite posy in image
         float xValue = 1- IN.uv_MainTex.x;   //FLIPS X AXIS OF IMAGE
   
         xValue += cellUVPercentage.x * posx * 5;
         xValue *= cellUVPercentage.x;
         float yValue = IN.uv_MainTex.y;
         yValue += cellUVPercentage.y * posy * 4;
         yValue *= cellUVPercentage.y;
         yValue = 192 - yValue;
      float2   spriteUV = float2(xValue, yValue);

         half4 c = tex2D(_MainTex, spriteUV);
         o.Albedo = c.rgb;
         o.Alpha = c.a;
This use surface shaders. I took some time to learn that i couldnt code a surface shader with either a fragment or a vertex.... or maybe i am dub.... i am going with that, i need to finish the books and study more.
3 - My shader created from this reference
This one uses a fragment and vertex. I do the transparency/distance and color change on the vertex function
Quote
float dist =   distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, IN.vertex));
      float a_d = (5 + 2 - dist)/5;
      if (dist < 2)a_d = 1;
      
      if (a_d < 0)a_d = 0;
      float c_d = 2 / dist;
      if (c_d > 1)c_d = 1;

      fixed4 _Color = fixed4(c_d, c_d, c_d, a_d);

I thought i was doing something similar at code 2, but no... i wasnt..... i need to clean my code
RESULTS:


This is what i have been doing, besides reading some sci fi. so yeah...... i am planning to use this project to make a weird stealth game were you need to hold your breath... but before that imma finish the books and study, theres test coming soon at my college course, and i want to keep my grades as 10
40  Community / DevLogs / Re: Rex Obscura on: December 06, 2017, 12:11:20 PM
I am making a new post talking about unity and its shaderlanguage(glsl/opengl?).... and realized that i havent posted my video, wow im so dumb :/





please enjoy the video comment, subscribe. JK. my next post on this game I promise that will be interesting
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