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TIGSource ForumsCommunityDevLogsChickenSword
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« Reply #300 on: July 08, 2015, 09:53:12 AM »

Isometric is cool too, particularly if you're wanted to go down the organic exploration kinda route
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Mig (@wtfmig)
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« Reply #301 on: July 10, 2015, 02:52:21 PM »

There are times that you may find yourself unarmed, but that doesn't mean you should give up...




happy friday
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« Reply #302 on: July 10, 2015, 02:53:41 PM »

is the chicken going to even give a courtesy reach around?  rude
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« Reply #303 on: July 10, 2015, 05:22:32 PM »

Nice pecker.
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« Reply #304 on: July 31, 2015, 02:13:41 PM »

So I'm over my Unity growing pains...



Most of my difficulty in unity has been with pixel perfection. Built-ins like colliders tend to prefer to be dragged precisely, which results in collision with objects at the sub-pixel level. I wrote some scripts that round off coordinates in the editor so dragging and resizing clicks in at an increment I set instead of by the .0345234 that it preferred before.

Then came the camera issues.

To get the camera to operate by the pixel, I pointed a second camera at a quad with a render texture limited by pixels and projected the main camera to it.

Trying to force a square peg in a cubed hole has been tedious, but I find Unity's debug and testing environment to be extremely helpful. I also prefer writing C# to GMS since I've been using C# for many years now.

Almost time to start over on content. SO EXCITE
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« Reply #305 on: July 31, 2015, 02:31:47 PM »

Most of my difficulty in unity has been with pixel perfection. Built-ins like colliders tend to prefer to be dragged precisely, which results in collision with objects at the sub-pixel level. I wrote some scripts that round off coordinates in the editor so dragging and resizing clicks in at an increment I set instead of by the .0345234 that it preferred before.
This sounds very nice. I used a pixel to unity unit value of 10 and i'm setting all coordinates to .0, .1, ... , .9 manually, at the moment. Thanks for the input on this issue.

To get the camera to operate by the pixel, I pointed a second camera at a quad with a render texture limited by pixels and projected the main camera to it.
Same here.

I also prefer writing C# to GMS since I've been using C# for many years now.
If you knew C#, why did you start with GMS? Personally, i'm "starting" with Unity because i don't want to pay for all the GMS export modules...

Good to see new updates here. Smiley
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Mig (@wtfmig)
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« Reply #306 on: July 31, 2015, 03:40:36 PM »

I also prefer writing C# to GMS since I've been using C# for many years now.
If you knew C#, why did you start with GMS? Personally, i'm "starting" with Unity because i don't want to pay for all the GMS export modules...

Good to see new updates here. Smiley
[/quote]

I started with GMS because I had no intention of actually being a game dev, so I was going for prototyping speed over extensibility. I missed functions, and I had heard horror stories about 10 minute testing compile times, so I bailed out.
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« Reply #307 on: July 31, 2015, 05:12:14 PM »

I love the aesthetic and I have an unhealthy affinity for chickens, so I'm super excited for this game =D
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« Reply #308 on: July 31, 2015, 06:44:02 PM »

Hello! I remember seeing a gif of this game on Twitter, and got really excited when I saw this dev log. As a fan of chicken, swords, and pixel art, this is right up my alley. Looking forward to more!  Big Laff
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« Reply #309 on: July 31, 2015, 09:47:48 PM »

Hello! I remember seeing a gif of this game on Twitter, and got really excited when I saw this dev log. As a fan of chicken, swords, and pixel art, this is right up my alley. Looking forward to more!  Big Laff

Thanks homie.
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« Reply #310 on: August 05, 2015, 01:06:44 AM »

Let's just call this particle physics... but what it really is is a y-offset parabola and some bouncing with velocity reduction.

I'm pretty sure there is no 'right way' to make a kill look fun and juicy. The important thing is that stuff happens, there is a delay, and then other stuff happens. Here is your standard pow, freeze, boom combo:



It just FEEEELLLLSSSS good
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« Reply #311 on: August 05, 2015, 03:03:56 AM »

A chicken with a sword slashes at a man wearing a diving suit and holding a gun, killing him in one blow, and then the man explodes, leaving behind an oil stain and metal shrapnel. Briliant!
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« Reply #312 on: August 05, 2015, 03:16:15 AM »

I feel like every enemy needs an animation of being cleaved in half at the ankles.
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« Reply #313 on: August 05, 2015, 03:17:18 AM »

Ooooh nice explosions!
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« Reply #314 on: August 05, 2015, 03:22:14 AM »

I feel like every enemy needs an animation of being cleaved in half at the ankles.
+1
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Mig (@wtfmig)
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« Reply #315 on: August 05, 2015, 10:27:12 AM »

I feel like every enemy needs an animation of being cleaved in half at the ankles.

well yeah, except short ones... and really tall ones...
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« Reply #316 on: August 05, 2015, 11:21:00 AM »

Really tall ones could freeze like a plank and sloooowly tip over
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« Reply #317 on: August 05, 2015, 02:45:14 PM »

The short ones might get severed at the knee.

The really tall ones lose a toe? How tall are we talking?
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Mig (@wtfmig)
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« Reply #318 on: October 15, 2015, 01:45:25 AM »

Animated Conversation Portraits



They're pretty magical.
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« Reply #319 on: October 15, 2015, 04:56:57 AM »

This looks glorious, definitively following this close.
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< check out the devlog! or Twitter!
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