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  1. Location
    Toronto, ON
    Posts
    1,901
    Update 1.7 has been submitted to the Asset Store:
    - Added heat-seeking missiles with all the relevant logic.
    - Added explosions for heat-seeking missiles.
    - Target reticles now actually do something, showing you what the heat-seeking missiles will lock on to when fired.
    - Added the ability to shoot missiles (Left mouse button, E, or 360 controller's 'A' button).
    - Some tweaks to the UI fixing some issues with input in complex multi-UI-viewport scenes.

    The web player link has been updated. Try it with a friend and see which one of you can dodge the missiles.

    Last edited by ArenMook; 10-17-2011 at 12:08 AM.


  2. Location
    Toronto, ON
    Posts
    1,901
    The update has been approved and is now live.


  3. Location
    Holland
    Posts
    164
    Hello I have bought the starter kit not yet because i like to see besides the missiles with i think are very cool , i need some laser guns.

    It now is a network version, will you make a version where i have a mission to destroy a certain amount of ships en static guns at space stations, before the next level starts.

    I like your support for the xbox 360 joypad
    Maurice


  4. Location
    Toronto, ON
    Posts
    1,901
    I believe adding missions and goals is something those who purchase the kits should add themselves, as each one of us has different ideas as to what the game should be like in the end. If the game is already there, then it would be a game, not a starter kit -- and it would impose a certain way of thinking upon those that try it.

    As an example, in its current state, the kit can be used to create a space combat game where you fight other ships; or a racing game where you fly through checkpoints at high speed; or an exploration / resource gathering game... all very distinct games. The best thing I can do for those that use the kit is to make it generic enough to not be restricting, and let other people's imagination do the rest.

    That said, I might add an objective / mission system if I can make it generic enough, but in the near future I will be focusing on adding extensive documentation on how to make the most of the systems already in place.


  5. Location
    Toronto, ON
    Posts
    1,901
    Update 1.8 has been submitted to the Asset Store. The web player link has been updated for your viewing pleasure.

    Changes:
    - UIInput now brings up the keyboard on Android/iOS.
    - New ship model.
    - Lighting tweaks.
    - A few other tweaks.



  6. Location
    Penkura
    Posts
    347
    Game is flickering when i shot missile or when i change direction of ship. I think i know the problem.
    Definitely something happens when your ( shader / particular ) starts to show vena from speed.
    ( but its weird cause in last update everything was okkei but at least its a head start for you )
    "Success is the ability to go from one failure to another with no loss of enthusiasm."
    Sir Winston Churchill


  7. Location
    Toronto, ON
    Posts
    1,901
    Hmm, thanks for the heads up. What do you mean "vena from speed" though?


  8. Location
    Toronto, ON
    Posts
    554
    Looks much better with the new ship.


  9. Posts
    34
    Looks good for the next game I'm planning. I'll try the demo with the 360 controller.


  10. Location
    Penkura
    Posts
    347
    Vena from speed its ummm the orange line that comes from engine and from rockets.
    That line is call Vena.
    Sorry for not re posting faster, i had to do a lot of work.
    "Success is the ability to go from one failure to another with no loss of enthusiasm."
    Sir Winston Churchill


  11. Location
    Toronto, ON
    Posts
    1,901
    Oh you mean the trail... Odd, I didn't change anything there.


  12. Location
    Penkura
    Posts
    347
    That maybe true but before this update everything was perfect and after, trails make the game flicker.
    As i said before its only a head start i am not sure about this theory.
    "Success is the ability to go from one failure to another with no loss of enthusiasm."
    Sir Winston Churchill


  13. Location
    Toronto, ON
    Posts
    1,901
    The update 1.8c is now up on the Asset Store. (Thinker: I wasn't able to reproduce your issue on any of the devices I tried )


  14. Location
    Penkura
    Posts
    347
    Don't be worried my friend as i said before its only a theory maybe its only on my PC.
    I will be glad to by this product you made but it would be nice if you would add a simple weapon what ever you want laser or some sort.
    Thats all that it needs really to be a basic Space game kit starter.
    "Success is the ability to go from one failure to another with no loss of enthusiasm."
    Sir Winston Churchill


  15. Location
    Toronto, ON
    Posts
    1,901
    You mean in addition to the heat-seeking missiles I added last weekend?


  16. Location
    New York, NY
    Posts
    1,197
    Very nice! Wish I had an idea for a project to use this for.


  17. Location
    Penkura
    Posts
    347
    Yes ArenMook i dont like that missiles fly random to target so such missiles are to chaotic to be used at all in real game,
    Developer will have to change them to first target target and than ask you if you want to shot.
    Or if you want my idea, one big missiles that explode at front of you in 20 small missiles that fly chaotic in search of heat, than it will be more useful. Well its only idea that will developer to but for now i ( and its only my opinion ) this missiles need a lot of work till will be used in game.
    "Success is the ability to go from one failure to another with no loss of enthusiasm."
    Sir Winston Churchill


  18. Location
    Toronto, ON
    Posts
    1,901
    Currently the reticle turns red on the target that the missile will lock on once you fire, so it tells you what it will chase after. It's not noticeable in single-player as there is pretty much only the space station for missiles to chase, but in multi-player it works quite well. A more finite way of destroying your opponent using laser does make sense though.

    Come to think of it, currently missiles update their target in Update() (Missile.cs line 44). You could make this value a member variable, and only set it if it's null -- and missiles will never abandon their target in search of a better one. This way once you fire, the missile will always stay locked on your initial target.


  19. Posts
    17
    Any chance of including the option of a standalone server mode where the host doesnt have to play the game?


  20. Location
    Toronto, ON
    Posts
    1,901
    Do you mean a dedicated server? I will take a look at what would be needed, but my initial gut reaction is that this might be a little out of the kit's scope.

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