Initially we drew a total blank while brainstorming for game ideas. Then somehow we landed on the idea of a wipeout racer in which you can switch between the real world and a virtual dimension.
Here's a glory shot:
And here's a work-in-progress video of what we managed to get done in the last two days:
Tomorrow is mainly for adding a menu and HUD, replacing the rest of the placeholder assets, sounds, and general polish. The collision handling needs a severe overhaul... not pictured in that video are the countless times we managed to throw ourselves off the track or drove through the ground
Feedback is welcome! Hope you like it 19h to go... But first, a little sleep.
, Kashaar
Huge fan of wipeout myself, so I love this! I instantly thought - what if there were different kinds of dangerous (and maybe weapon pickups or speed boosts ect) in the virtual world than the real one?
Looks awesome so far!
Thanks! And that's exactly the case! You slowly fill your Virtual Drive bar over time (automatically atm), then activate it when it's full - it depletes faster than you charge it, but in Virtuality you can phase through the mines. BUT: there are homing enemies that only attack you while you're virtual, so exit it quickly when you see/hear one approaching!
All subject to tweaking of course, but that was the general idea. Still need to make the logic for following the track properly, and some kind of timed scoring system... survive longest, travel furthest? Something like that. All subject to time tomorrow, or rather today
Anyone here got experience with scrolling backgrounds in Unity? I'm trying to get a starfield to just loop endlessly in all directions, and I'm finding lots of guides on 1 dimensional scrolling, but not 2 dimensional. And then when I search for scrolling in 2 dimensions I just get 1D scrolling in 2D games.
Does anyone have experience in how to do this, and can point me in the right direction? I'm fine with programming but new to Unity so I don't really know where to start.
Anyone here got experience with scrolling backgrounds in Unity? I'm trying to get a starfield to just loop endlessly in all directions, and I'm finding lots of guides on 1 dimensional scrolling, but not 2 dimensional. And then when I search for scrolling in 2 dimensions I just get 1D scrolling in 2D games.
Does anyone have experience in how to do this, and can point me in the right direction? I'm fine with programming but new to Unity so I don't really know where to start.
The principles for how to do it in one dimension are the same as for two or three. You make a background that repeats itself in the dimensions you need, and then move the background whenever it reaches the loop point to keep it in view. You can also create individual stars, and move them whenever they reach the loop point to keep them in view.
A helpful mathematical operator for this is the Modulo (%) operator, which gives you the remainder of any division. My code for making something wrap around in two dimensions (X and Y) would probably look a bit like this:
If you attach that to any GameObject, it should stay within 1 unit of distance (or whatever you set wrapPoint to) from the camera defined in the "cam" variable (which you would set by drag and dropping your camera GameObject onto the variable in the inspector.
I have a question about sound effects and copyright law.
So far I have been getting sound effects from freesound.org and only using the CC0 license ones (essentially unlicensed). What I have mostly been doing is using those as a base and then remixing them in Audacity to create new sound effects that more precisely fit what I want. However I just can't find some sound effects to use as "parts" that I need to make some of the effects I want. For example, a good "energy spitwad" type of sound is kind of hard to find (useful as a pre-fire sound effect for energy torpedoes) as well as a sustained "phaser like" beam sound effect has thus far eluded me.
So I was wondering what the legality is on using copyrighted (like 'trek ect) sound effects as a basis when creating a new sound effect? It would be mixed with other sounds, pitch shifted, tempo changed or whatever it takes to make it both sound different and become what I want my new sound to be. Is that legal or does that always require a license?
IANAL, but you would be much better off creating something from scratch that is close to what you want, which can be taken as homage. 'remixing' can get you into trouble. With any work, do not start with someone elses base you do not have the rights to.
Edit: I came down with a case of 'fuckitall' and didnt finish my LD submission. Feels bad man. I think I'll be in a better place to compete next time.
I have a question about sound effects and copyright law.
So far I have been getting sound effects from freesound.org and only using the CC0 license ones (essentially unlicensed). What I have mostly been doing is using those as a base and then remixing them in Audacity to create new sound effects that more precisely fit what I want. However I just can't find some sound effects to use as "parts" that I need to make some of the effects I want. For example, a good "energy spitwad" type of sound is kind of hard to find (useful as a pre-fire sound effect for energy torpedoes) as well as a sustained "phaser like" beam sound effect has thus far eluded me.
So I was wondering what the legality is on using copyrighted (like 'trek ect) sound effects as a basis when creating a new sound effect? It would be mixed with other sounds, pitch shifted, tempo changed or whatever it takes to make it both sound different and become what I want my new sound to be. Is that legal or does that always require a license?
I imagine you'll want to look into your country/state's laws on derivative works.
I have a question about sound effects and copyright law.
So far I have been getting sound effects from freesound.org and only using the CC0 license ones (essentially unlicensed). What I have mostly been doing is using those as a base and then remixing them in Audacity to create new sound effects that more precisely fit what I want. However I just can't find some sound effects to use as "parts" that I need to make some of the effects I want. For example, a good "energy spitwad" type of sound is kind of hard to find (useful as a pre-fire sound effect for energy torpedoes) as well as a sustained "phaser like" beam sound effect has thus far eluded me.
So I was wondering what the legality is on using copyrighted (like 'trek ect) sound effects as a basis when creating a new sound effect? It would be mixed with other sounds, pitch shifted, tempo changed or whatever it takes to make it both sound different and become what I want my new sound to be. Is that legal or does that always require a license?
From what I know, derivative work with audio is a lot more unforgiving than with video. It's a lot harder to justify "fair use" because there's very little way to parody/satire something in terms of audio (which is why musicians sue the shit out of each other for sampling, but Weird Al is free to do what he wants). Basically, in my experience, copyright can be boiled down to: "If you have to ask, the answer is no."
Weird Al is free to do what he wants but he gets permission beforehand anyways because he is a class-act that respects the artists involved and won't parody something if his request is denied.
There are a lot of 2/3/4k audio packs out there for like 10-30 bucks, but they are all pretty shit so be careful - HOWEVER, I found that a few of those packs and a decent audio tool (Audacity) and some patience and creativity can save you money if you can make what you need with bits and pieces.
The most cost effective way is going to be buying credits somewhere and picking carefully which audio files you want.
I need a good sound effect library, or a good website for sound effects.
I'm willing to put a good amount of money behind it too, if necessary, I just need the sounds to be some high quality, professional foley.
Does anyone have any recommendations of places to look for this?
http://www.bfxr.net/. Pretty neat site that takes sample sounds and gives the ability to pretty much edit them completely. Also has a randomize function for intended use which is nice.
http://www.indiesfx.co.uk/ I cannot recommend highly enough. Superb sounds, low prices. Only problem is that you will start hearing their sounds in pretty much every game you play.
There's also GameCues ( http://www.gamecues.com/ ) which is a superb repository but has a price tag to match. But when I needed a sound for "Kidnapped penguin hitting a rock" and "penguin bouncing off giant rubber band" that is where I went.
Thanks for the sfx info guys. I'm just going to stick to making stuff based on CC0 sound effects. I've been able to make the stuff I didn't have before so far with some effort in Audacity so I'm sure I will figure it all out.
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
Anyone here got experience with scrolling backgrounds in Unity? I'm trying to get a starfield to just loop endlessly in all directions, and I'm finding lots of guides on 1 dimensional scrolling, but not 2 dimensional. And then when I search for scrolling in 2 dimensions I just get 1D scrolling in 2D games.
Does anyone have experience in how to do this, and can point me in the right direction? I'm fine with programming but new to Unity so I don't really know where to start.
The principles for how to do it in one dimension are the same as for two or three. You make a background that repeats itself in the dimensions you need, and then move the background whenever it reaches the loop point to keep it in view. You can also create individual stars, and move them whenever they reach the loop point to keep them in view.
A helpful mathematical operator for this is the Modulo (%) operator, which gives you the remainder of any division. My code for making something wrap around in two dimensions (X and Y) would probably look a bit like this:
If you attach that to any GameObject, it should stay within 1 unit of distance (or whatever you set wrapPoint to) from the camera defined in the "cam" variable (which you would set by drag and dropping your camera GameObject onto the variable in the inspector.
Thanks a lot! It doesn't work exactly when I copypaste it, but with a bit of fiddling it's almost right. Right now though I'm just sorting out player and camera movement, because it's silly to get the background scrolling right before movement's right.
In other news, getting a spaceship to move the way I wanted was pretty easy, but giving that ship a max speed is really rough. Probably need to change to using relativistic equations.
I think I have decided to actually make a game. I came up with an idea that seems within my limited artistic abilities because it's text-heavy, and I don't think anyone else will make something like it so I'm going to plug away on it.
The short pitch is that you play as an oracle in a timeless pantheist society, giving people the best advice you can on who to marry, where to fight, what to buy, when to sail, and what their crazy dreams mean so as to increase your standing and make yourself more comfortable.
Right now I'm fucking around in GameMaker because it seems reasonably fully-featured and welcoming and has a shitload of tutorials.
A question for people with Stencyl experience- I'm messing with a pixel graphics game and would like the default pixel size to be doubled. Is it possible to achieve this with Stencyl's scaling multipliers or do I need to import everything at twice the size to get the effect?
0
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
also for any of you using ue4 this thread of blueprint addons is fuckin fabbo
So I've been trying out these various princess dress up apps (you know, for my daughters to use) and I'm not really impressed by many of them. So I think I'll try to make a custom avatar maker next.
Then I can add all the things that I think are missing from traditional dress up programs, like battle armor and steampunk goggles.
Got a neat little material changing thing for when your los is blocked. You can't really tell but it restores to the previous material when unblocked. Pretty proud of this. I wish you could use dictionaries in blueprints though.
In this moment, I am euphoric. Not because of any phony god’s blessing. But because, I am enlightened by my intelligence.
+3
KupotheAvengerDestroyer of Cakeand other deserts.Registered Userregular
Has anyone had any experience coding unlockable weapons in Unity? Kind of like megaman where if you beat X boss, you get X weapon? I can make the sidescroller game just fine, but I can't wrap my head on how to solve this portion. Any help is appreciated.
The only slightly tricky bit when it comes to implementing that sort of thing in Unity, is that if all your levels are "scenes", when you switch levels Unity will throw everything away unless you ask it not to.
You can get around this by either storing the persistent data in a Singleton, or use DontDestroyOnLoad to hang onto the player object so it can remember.
0
Dusdais ashamed of this postSLC, UTRegistered Userregular
Or you could just persist stuff in a save file somewhere and reload it when the level changes.
Now you have to figure out how the player will toggle between weapons. Will it be a button? That's pretty easy to set up. Is it just like Mega Man with a menu? That's more involved because you have to create the GUI code AND pause code.
Working with the Box2D physics in Stencyl is... interesting. The fact that you cannot rely on order of execution of events in separate sections is tricky enough as is, but when the object resting on the floor registers with a 0 vertical velocity on certain tiles but non-0 on others, that's when things get fun.
Utlimately managed to solve my idle-falling-idle-falling animations spazzing out by setting a minimum falling speed before the object counted as falling. All my other attempts failed (having a cooldown after landing before checking for vertical speed failed because the object seemingly never stopped jittering on certain tiles. Ditto disabling and reenabling gravity, it'd just instantly gain a moment of vertical velocity the moment it turned back).
Now you have to figure out how the player will toggle between weapons. Will it be a button? That's pretty easy to set up. Is it just like Mega Man with a menu? That's more involved because you have to create the GUI code AND pause code.
Your advice is excellent, and I know its just a quick incomplete example but your code is mega confusing my brain. Why would you have an array of numbers for the weapons, and then check the current weapon number against the contents of this array? Is this a typo or doing something clever, or am I just being dumb?
0
AkimboEGMr. FancypantsWears very fine pants indeedRegistered Userregular
I've been messing around with both Stencyl and Construct 2. I've found Stencyl to be messy and the interface usability was less than great.
Construct isn't bad so far, except the Event system is either annoyingly limited, or I'm missing some basic concepts.
I'm trying to use the integrated Box2D physics to create a rope by spawning in several short rectangles and then jointing them to each other. But they're obviously all the same object, and for the life of me I can't figure out how to reference the specific objects by id in the Physics behavior events.
It feels like there's an annoying choice between having limited (read: useless) control in a nice working environment and having full control (read: write code) but having to build absolutely everything from scratch.
Give me a kiss to build a dream on; And my imagination will thrive upon that kiss; Sweetheart, I ask no more than this; A kiss to build a dream on
I'm getting used to Stencyl's UI, but yeah, as a coder needing to construct everything from logic pieces feels slow. On the other hand, at least I don't have to learn yet another language just to do something with it; I'd come back to Unity right quick if I could work in Python, not C# (the less said about Boo the better).
Posts
Thanks!
All subject to tweaking of course, but that was the general idea. Still need to make the logic for following the track properly, and some kind of timed scoring system... survive longest, travel furthest? Something like that. All subject to time tomorrow, or rather today
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Does anyone have experience in how to do this, and can point me in the right direction? I'm fine with programming but new to Unity so I don't really know where to start.
The principles for how to do it in one dimension are the same as for two or three. You make a background that repeats itself in the dimensions you need, and then move the background whenever it reaches the loop point to keep it in view. You can also create individual stars, and move them whenever they reach the loop point to keep them in view.
A helpful mathematical operator for this is the Modulo (%) operator, which gives you the remainder of any division. My code for making something wrap around in two dimensions (X and Y) would probably look a bit like this:
public class wrapScript : MonoBehaviour { public float wrapPoint = 1f; public Camera cam; void Update () { transform.Translate(Wrap(transform.position.x - cam.transform.position.x + wrapPoint, wrapPoint*2f), Wrap(transform.position.y - cam.transform.position.y + wrapPoint, wrapPoint*2f), 0); } static float Wrap(float value, float limit) { return (value >= 0 ? 0 : limit) + (value % limit) - value; } }If you attach that to any GameObject, it should stay within 1 unit of distance (or whatever you set wrapPoint to) from the camera defined in the "cam" variable (which you would set by drag and dropping your camera GameObject onto the variable in the inspector.
IANAL, but you would be much better off creating something from scratch that is close to what you want, which can be taken as homage. 'remixing' can get you into trouble. With any work, do not start with someone elses base you do not have the rights to.
Edit: I came down with a case of 'fuckitall' and didnt finish my LD submission. Feels bad man. I think I'll be in a better place to compete next time.
http://en.wikipedia.org/wiki/Derivative_work
http://www.superflashbros.net/as3sfxr/
I made a game, it has penguins in it. It's pay what you like on Gumroad.
Currently Ebaying Nothing at all but I might do in the future.
From what I know, derivative work with audio is a lot more unforgiving than with video. It's a lot harder to justify "fair use" because there's very little way to parody/satire something in terms of audio (which is why musicians sue the shit out of each other for sampling, but Weird Al is free to do what he wants). Basically, in my experience, copyright can be boiled down to: "If you have to ask, the answer is no."
FTFY.
I'd definitely steer clear of sampling stuff unless you don't mind being shut down and don't plan to make any money.
He'll be paying the compulsory liscence
I made a game, it has penguins in it. It's pay what you like on Gumroad.
Currently Ebaying Nothing at all but I might do in the future.
I need a good sound effect library, or a good website for sound effects.
I'm willing to put a good amount of money behind it too, if necessary, I just need the sounds to be some high quality, professional foley.
Does anyone have any recommendations of places to look for this?
Commercially, I suggest http://www.soundrangers.com
There are a lot of 2/3/4k audio packs out there for like 10-30 bucks, but they are all pretty shit so be careful - HOWEVER, I found that a few of those packs and a decent audio tool (Audacity) and some patience and creativity can save you money if you can make what you need with bits and pieces.
The most cost effective way is going to be buying credits somewhere and picking carefully which audio files you want.
http://www.bfxr.net/. Pretty neat site that takes sample sounds and gives the ability to pretty much edit them completely. Also has a randomize function for intended use which is nice.
In other news... so. We finished our game! Whee
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
There's also GameCues ( http://www.gamecues.com/ ) which is a superb repository but has a price tag to match. But when I needed a sound for "Kidnapped penguin hitting a rock" and "penguin bouncing off giant rubber band" that is where I went.
I made a game, it has penguins in it. It's pay what you like on Gumroad.
Currently Ebaying Nothing at all but I might do in the future.
Thanks a lot! It doesn't work exactly when I copypaste it, but with a bit of fiddling it's almost right. Right now though I'm just sorting out player and camera movement, because it's silly to get the background scrolling right before movement's right.
In other news, getting a spaceship to move the way I wanted was pretty easy, but giving that ship a max speed is really rough. Probably need to change to using relativistic equations.
That's really nice, what did you use to make it?
Steam: Handkor
The short pitch is that you play as an oracle in a timeless pantheist society, giving people the best advice you can on who to marry, where to fight, what to buy, when to sail, and what their crazy dreams mean so as to increase your standing and make yourself more comfortable.
Right now I'm fucking around in GameMaker because it seems reasonably fully-featured and welcoming and has a shitload of tutorials.
i like lightmass, although it does have some horrible issues with multicore rendering atm. cant wait until they allow per group core assignment
https://forums.unrealengine.com/showthread.php?3851-(39)-Rama-s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!
Then I can add all the things that I think are missing from traditional dress up programs, like battle armor and steampunk goggles.
Battlenet: Judgement#1243
psn: KupoZero
well...fuck. this is where my lack of programming skill shows.
Battlenet: Judgement#1243
psn: KupoZero
You can get around this by either storing the persistent data in a Singleton, or use DontDestroyOnLoad to hang onto the player object so it can remember.
You must program the weapons behavior first. You don't have to program them all, but at least program two different weapons.
Once they are working, you must set up the code that the player uses the currently selected weapon. Something like
int[] weapons; int currentWeapon; if(currentWeapon == weapon[0]) ShootGun(); else if(currentWeapon == weapon[1]) FireBall();And so on.
Now you have to figure out how the player will toggle between weapons. Will it be a button? That's pretty easy to set up. Is it just like Mega Man with a menu? That's more involved because you have to create the GUI code AND pause code.
Utlimately managed to solve my idle-falling-idle-falling animations spazzing out by setting a minimum falling speed before the object counted as falling. All my other attempts failed (having a cooldown after landing before checking for vertical speed failed because the object seemingly never stopped jittering on certain tiles. Ditto disabling and reenabling gravity, it'd just instantly gain a moment of vertical velocity the moment it turned back).
Your advice is excellent, and I know its just a quick incomplete example but your code is mega confusing my brain. Why would you have an array of numbers for the weapons, and then check the current weapon number against the contents of this array? Is this a typo or doing something clever, or am I just being dumb?
Construct isn't bad so far, except the Event system is either annoyingly limited, or I'm missing some basic concepts.
I'm trying to use the integrated Box2D physics to create a rope by spawning in several short rectangles and then jointing them to each other. But they're obviously all the same object, and for the life of me I can't figure out how to reference the specific objects by id in the Physics behavior events.
It feels like there's an annoying choice between having limited (read: useless) control in a nice working environment and having full control (read: write code) but having to build absolutely everything from scratch.