Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it,
follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given
their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
Game Development Omni-thread [Unity, XNA, UDK, etc]
Posts
I feel kind of dumb having asked about it, I was just curious if anyone had any experience with it.
EDIT : finally completed the third story mission; skip to the last two minutes for neat exploding airships
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Btw, semi-secret test cut of my new trailer. I used it for my Steam pitch which went in over the weekend:
I'll release the trailer and screenies and whatnot once I've got all my ducks in a row.
insert obligatory wherez mah iphone versn comment
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Looks very slick and polished, love the new art! Hope you make it.
Oh and Apple Jack 2 http://marketplace.xbox.com/en-GB/Product/Apple-Jack-2/66acd000-77fe-1000-9115-d80258550b4d
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
(new art looks good BTW).
In other news, well we put Rainslick3 into Peer Review yesterday.
The excitement of putting a game into peer in anticipation of a release date never gets old
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Don't toss out your broken/unusable/worn out Nintendo (especially Gamecube/N64) controllers! Donate them to me!
I just prototyped a new collision engine last week. I don't know if it's suitable for sharing, it makes some assumptions like gravity (grounding collision is a special case), and you can't make sloped ceilings (floors are fine).
Cute Things uses a heavily-modified version of the Platformer sample. The biggest change I added was ordering the collision checks by physical object proximity to the solid object to be collided with. I also added bouncing, simple Yes/No collision detection for circles, and a quadtree check for the particle system.
I'm guessing you mean you check the closest objects first?
An assortment of handwritten sphere/sphere, cuboid/sphere, ray/sphere, ray/triangle and triangle/triangle checks (the ones that come with XNA are not very optimised), in an ad-hoc heirarchical scheme.
Yeah, that's where I got most of my tutorials after Riemers went away (although it does look like it's back now)
SAT is a pain to get working. If anyone's game can get by with just axis-aligned bounding boxes, I recommend that over SAT.
Because right now I'm sitting on a library that handles it just fine. Performance I've yet to test, though the next step in development on that project was getting a bounding box-based quadtree system in place to reduce the number of SAT checks done.
EDIT: To expand on that, since I was building a library to use for multiple games, I wanted to go whole-hog and make sure I could get something close to pixel-perfect collision without actually using pixel-perfect collisions. I know they say "make games, not engines", but all the games I want to make would use collision in the same way, so it would save a massive amount of time to get it done once, and done right.
And yesterday evening I wrote a little sprite packer to put all the little man animation frames onto a single texture for each man rather than having 24 separate textures for each player.
Now I just need to write a player packer that will pack all of these mini sprite sheets into one single sprite sheet and then I'll have 1 texture that contains every player animation in the game. Fun, fun fun.
audioEngine = new AudioEngine(@Contents\Audio\GameAudio.xgs);
waveBank = new WaveBank(audioEngine, @Content\Audio\Wave Bank.xwb);
soundBank = new SoundBank(audioEngine, @Content\Audio\Sound Bank.xsb);
Compiling, i receive this error:
Error 1 Wave file "C:\Users\Raptawk\Documents\Visual Studio 2010\Projects\AnimatedSprites\AnimatedSprites\AnimatedSpritesContent\Audio\Visual Studio 2010\Projects\AnimatedSprites\AnimatedSprites\AnimatedSpritesContent\Audio\start.wav" not found. C:\Users\Raptawk\Documents\Visual Studio 2010\Projects\AnimatedSprites\AnimatedSprites\AnimatedSpritesContent\Audio\GameAudio.xap AnimatedSprites
Obviously the destination is not correct but i don't know how to rectify it. Preferably I want to keep the object instantiation code the same (just like the book), so something elsewhere is messing up. A hand?
XNA, mac and IOS versions will be ports using mono
For graphics though, in the constructor:
Is often set for you. If you load anything using the Content property, it already looks in the Content folder. Audio however is not initialized as such and needs Content.
That is at least my understanding of the systems.
Just spent the vast majority of the day/night trying to get myself accustomed to C# in unity (and in general).
So far I have a J shaped tetris block inside a grid. It moves down by one grid space at a steadily increasing speed. When it hits the bottom, it stops. The grid can also rotate (taking the block with it), and the block will then continue to fall down. I have a second J shaped block which does the same as the other block, and when they hit eachother, the one on top stops appropriately.
It may have taken me 7 or so hours, but I think for someone who's never programmed before that's not too bad.
Right? Right?
:oops:
Actually, the ports will be using Unity.
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
It seems like maybe the best way to go about it would be to apply the sobel post-process to the depth buffer. I haven't tried it yet, I'm kinda burned out after exhausting all the easy options. Has anyone else found a decent way to do it?
Seven hours and never programmed before? I don't know how much Unity does for you but that sounds close to heroic.
I've been reading up on C# and watching some stuff on 3D Buzz about unity, so I'm familiar with the syntax for everything.
The nice part about unity is that it has a component oriented system already in place. You have game objects that you put in via a GUI, and attach the scripts to that. Unlike XNA, as far as displaying visuals, everything is already there for you, and there's a lot of debug stuff built right into the editor. So basically what you really have to do is program just the logic, not so much anything as far as a visual engine. It's a lot more like making something with Unreal than programming something by scratch, even with the huge advantage something like XNA has built into it.