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They look good![]()
A pixely zombie FPS inspired by the FPS of yesteryear!
Other Stuff:
Asset Store Content Packs
Medieval Lightsources Pack
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PORTOFOLIO WORK IN PROGRESS!
He is most likely using Zbrush for H-poly sculpting and maya/max for low poly version,but there is a chance that he uses topogun too.
Portfolio:Under construction!
Cartoony Weapon Pack-Medieval-FREE
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Zbrush for sculpting!
I'm making a new character for the asset store, but after this one I'm going to focus a little on improving what I've got instead of adding new stuff, at least for a while!
Please, visit dogzer's Assets Store. (Characters & more)
"A nerd's work is never done!"
Two thoughts:
For the particle trail; maybe they should be a child object and detach on detonation so they can fade out more gracefully. Legacy particles has a neat autodestruct function.
For the visual immersion; from what I can tell, the player is pretty big. It feels like the top should be bouncing a lot more, to really give a sense of awesome size and power. That is to say, bob hard with each step. The aiming reticule would remain in the same screen position, so it wouldn't effect aiming. Unless you wanted it to.
Actually, three thoughts.
My third thought is of how far this has come from being a fast-paced humorous FPS with human-sized characters. I doubt this hasn't crossed your mind, and that it is unintentional.
Thanks for the input - yeah I come across old screenshots once and awhile - they are very motivating (to see how far it has come). Trying to make modular characters was what sparked the change to the mech genre. (The one set of robots that remains are still kind of funny - as they run around like idiots while you shoot them - esp. if you have the default mech that looks a bit like a AT-ST - just replace the robots with ewoks...)Two thoughts:
For the particle trail; maybe they should be a child object and detach on detonation so they can fade out more gracefully. Legacy particles has a neat autodestruct function.
For the visual immersion; from what I can tell, the player is pretty big. It feels like the top should be bouncing a lot more, to really give a sense of awesome size and power. That is to say, bob hard with each step. The aiming reticule would remain in the same screen position, so it wouldn't effect aiming. Unless you wanted it to.
Actually, three thoughts.
My third thought is of how far this has come from being a fast-paced humorous FPS with human-sized characters. I doubt this hasn't crossed your mind, and that it is unintentional.
Yes I've had several suggestions here and there about mass and inertia in movements - I have to figure out how I'm going to do it! The locomotion system seems quite sensitive and twitchy when mixed with animations - if I could make the whole works physics based some how. I'm just not up enough of maths. I'm hoping to get some better animations done soon (especially for the spastic light legs)
Currently working on my Wild West Action RPG, Steel Archers for the PC. You can follow me on twitter for up dates @fivearchers
Here is a little top down shooter I've been developing for the last month or so. I'm looking for help and(or) ideas watch the video for more details.
The game play in the video is now outdated check my website(Link in my sig) for the latest demo
Last edited by KingCharizard; 06-05-2012 at 02:34 PM.
No I do not have skype I dont like Skype please dont ask me if I have it.
Platforming is almost final. Follow the link below to test it (just a test scene)Should be finilized tomorrow (player death, limit the player when he is able to double jump, still need to add more animations). Both mac and pc builds are provided.
D/L: http://dl.dropbox.com/u/41354285/Builds.rar
Standard WSAD ctrls + 2x Space bar to double jump
If you wish to support our project follow the link in my signature.
regards,
I-TECH
Last edited by i-tech; 06-06-2012 at 03:40 AM.
I-tech, you should post webplayer and some pictures, because many people wont download it.![]()
RPG Quest NPC window
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My Fantasy MMORPG WIP
http://www.youtube.com/watch?v=OgI9fUrtYsA&feature=
good ideawe will upload a web player demo and some pictures next week, when the player will be set in one "real" environment.
Regards,
I-TECH
Current Projects: The Hero's Journey - A Sidescrolling Swordfighter!
Utilities: Master Material Assigner
Completed Projects: S.H.M.U.P., Zombies vs. Knights
Contact : rafaltrovao@gmail.com
2D / 3D Artist | Student
My Fantasy MMORPG WIP
http://www.youtube.com/watch?v=OgI9fUrtYsA&feature=
@i-tech: I tried it, and I really like itSomehow the controls feel really good. The only thing that bothered me was the fact that the cursor didn't seem to be locked, so changing the camera angle was a bit hard if the cursor was at the edge of the screen. Other than that, looks great so far
edit: also, the character floats a couple of inches above ground, so his collider should maybe be lifted a bit. I think the cape should probably be viewable from the front as well (duplicate and flip normals, or something).
I made a little trailer of some current footage of my game (please watch in hd):
Last edited by Yanneyanen; 06-06-2012 at 07:37 PM.
@Yanneyanan: With capes, I've had success using a very thin triangular prism.
On my Altrua model a few pages back,I originally had her cape as an extruded plane with a texture assigned to it, but no matter what I did in Blender, could not get it to show up in Unity as a two-sided plane. However, the cape was split into two segments, so I made a few faces, rebaked, and it worked out fairly well.
Current Projects: The Hero's Journey - A Sidescrolling Swordfighter!
Utilities: Master Material Assigner
Completed Projects: S.H.M.U.P., Zombies vs. Knights
Spent the evening implementing the chaotic solutions of the Lorenz Attractor using a line renderer and GetSpectrumData.
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Last edited by save; 06-07-2012 at 03:46 PM.
Working on RPG GUI:
Big size here:
http://imageshack.us/f/207/42236692.png/
My Fantasy MMORPG WIP
http://www.youtube.com/watch?v=OgI9fUrtYsA&feature=