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November 16, 2018, 01:05:13 PM

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TIGSource ForumsCommunityDevLogsPico Tanks - Multiplayer Mayhem
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StoneTide
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« Reply #20 on: February 25, 2018, 05:56:03 PM »

Nice art style!
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PandaArcade
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« Reply #21 on: February 27, 2018, 06:12:50 PM »

Thanks StoneTide  Hand Thumbs Up Left
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PandaArcade
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« Reply #22 on: March 01, 2018, 07:08:21 PM »

A little teaser of our customization system  My Word!
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Prodigga
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« Reply #23 on: March 08, 2018, 07:54:13 PM »

Hey ya'll, I am one of the developers on the team! Working on shaders today...!


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PandaArcade
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« Reply #24 on: March 12, 2018, 09:55:13 PM »

Hey guys we're tyring to come up with a name for something. What would you call upgrades for an item that has already been maxed out? Undecided Supercharge? PowerMod? Boost?

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nkm
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« Reply #25 on: March 12, 2018, 10:29:43 PM »

overpower?

supercharge seems good.
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PandaArcade
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« Reply #26 on: March 13, 2018, 02:51:00 PM »

Thanks nkm! =D  Here is a list of all the suggestions so far...

Boost
Boosted
Cataclysmic
Cheating
Chopped
Colossal
Hypergrade
Jacked
OverBoost
OverCharge
OverCook
OverDrive
OverKill
OverPower
OP
Pimped
PowerCharge
PowerMod
Supercharge
Transcendent
TurboCharged
Upgrade+
Zooperdoop
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PandaArcade
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« Reply #27 on: March 30, 2018, 11:58:07 PM »

The team rebuilt our tank rig so that the base of the tank bends and squashes using a shader. Now we can skin mesh to bones to do things like turn the front wheels of this truck but also bend and squash it.  We're super excited to try it out with a bipedal mech tank Grin

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PandaArcade
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« Reply #28 on: April 06, 2018, 02:23:19 PM »

Gears & pizza Waaagh!

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PandaArcade
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« Reply #29 on: April 27, 2018, 07:32:23 PM »




While making Pico Tanks and we often create fun stuff that we want to share with the community.
https://github.com/PandaArcade/SquashAndStretch

I was thinking of using something like this for a goo cannon in Pico Tanks but it turned out to be overkill for what we needed.

This repo is Unity 2018.10b12 project where I am experimenting with a squash and stretch shader. The shader is created with Amplify Shader Editor (ASE v1.5.2 dev 03) plugin but you don't need it to run the project, edit or use the shader. ASE will make understanding and editing the shader much easier. http://amplify.pt/unity/amplify-shader-editor

What is in the project? A shader that squashes and stretches a mesh based on the given radius and squash values and a script to set those values.

I have also included a version of the shader that uses partial derivation to generate the new normals for the deformed mesh. Thanks to ASE for the following example which I copied/referenced to recreate my normals. https://www.reddit.com/r/Unity3D/comments/75qurr/amplify_shader_editor_new_vertex_normal

The shader achieves its translucent feel with a MatCap texture that is included in the repo.

I hope someone appreciates the share Smiley Have fun!
« Last Edit: April 27, 2018, 07:40:55 PM by PandaArcade » Logged

PandaArcade
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« Reply #30 on: May 02, 2018, 10:48:54 PM »

Here's a taste of our Spud gun atop the Hovercraft!
Hope you find it a-peeling! Smiley




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PandaArcade
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« Reply #31 on: May 11, 2018, 03:57:58 PM »

A fog descends over Pico Tanks, where'd it come from? I haven't the foggiest  Epileptic

What other weather effects would you like to see in Pico Tanks?  Shrug

We're experimenting with a mobile friendly height fog to add extra atmosphere to Pico Tanks.

We're creating the effect using shaders so every shader in our game has to be fog enabled. To make this easy we create a fog function in Amplify Shader Editor and reuse it in each shader.

The shader function in the video is calculating the effect in the fragment shader (calculated for every pixel). For the final effect we'll add a 'Vertex To Fragment' node so that the effect is only calculated for every vertex to improve performance.




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PandaArcade
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« Reply #32 on: May 25, 2018, 04:50:08 PM »

We're playing with a hiding mechanic Giggle The video shows what each player sees. As in other games, a player becomes visible when they fire or are damaged.

To avoid messy looking transparency we're using dithering with a blue noise mask, this creates a natural looking dithering effect  Well, hello there!


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Daywalker
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« Reply #33 on: May 25, 2018, 04:53:50 PM »

That looks really good!
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but a shadow of the past ..
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« Reply #34 on: May 25, 2018, 07:30:40 PM »

The art style gives me the feels of DotA with tanks!  Gomez I love the toilet seat tank!

EDIT: Following!
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PandaArcade
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« Reply #35 on: May 25, 2018, 09:04:41 PM »

Thanks Daywalker Grin

Sundrop - The toilet is one of my favourite toppers as well Tongue  The toppers are so much fun and relatively quick to make so you can expect a lot of options! We have a HUGE list of ones we want to add.  

On that topic if anyone has a topper and antenna idea let us know and we may put them in the game!  Smiley
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Cannoncow
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« Reply #36 on: May 26, 2018, 06:01:18 AM »

Never thought I would say that but these tanks are cute :3
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PandaArcade
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« Reply #37 on: May 30, 2018, 03:42:23 PM »

Spline shape > scatter objects > hiding mechanic! :D



The region in which a player can hide is defined by a spline shape. The trees are distributed within this shape with minimal overlap using using a poisson-disc sampler. We're using Gregory Schlomoff's implementation - http://gregschlom.com/devlog/2014/06/29/Poisson-disc-sampling-Unity.html



We use the same spline shape to generate a mesh collider. During gameplay we raycast down from the players position against the collider to determine whether the player should be hidden.



To avoid messy looking transparency we're using dithering - click image to see full size. Dithering works great for mobile games because of the high pixel density of mobile screens. We made a simple example of the Amplify shader graph - https://i.imgur.com/1lnGxoC.png   Dither pattern - https://i.imgur.com/bYZkNVg.png

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PandaArcade
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« Reply #38 on: June 01, 2018, 05:04:34 PM »

New game mode?  Grin



« Last Edit: June 01, 2018, 11:13:21 PM by PandaArcade » Logged

PandaArcade
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« Reply #39 on: June 04, 2018, 09:25:05 PM »

DUDE STEP ON IT! Tongue

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