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Small WIPs that do not need their own thread (2012)

Discussion in 'Works In Progress - Archive' started by cupsster, Jan 2, 2012.

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  1. janpec

    janpec

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    Working on aquarium.
     
  2. mcunha98

    mcunha98

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    Models I did recently for my game...





     
  3. AndrewGrayGames

    AndrewGrayGames

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    Very cool - but have you done performance testing on your game to determine if there is a significant impact to the app's performance?

    EDIT: Also, it's NOT that tough to crack this. If you can find the memory addresses associated with the game's private working set, you can still hack values.
     
    Last edited: Jun 4, 2012
  4. hijena

    hijena

    Joined:
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    Pants are finished. There are some corrections to be made.

    $pants unity.jpg

    Hope you like them.:)
     
  5. bome99

    bome99

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    Hi all!
    I'm working on this ;)
     
  6. fivearchers

    fivearchers

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    New gameplay video for quantum wreckers!



    Most useful plugins so far:
    - NGUI
    - Autoaim
     
  7. BrUnO-XaVIeR

    BrUnO-XaVIeR

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    There is no performance issues, the functions are very simple;
    Also you can't hack the address because you won't find any in CE.
    That value "???" that I found in CE is NOT the real value, it is just the string copy.
    When I try to force edit the "???", nothing happens.
    The closest I can get to the real variable is the string copy... It is not that simple to hack this thing, most likely code injection is needed to replace variables at game start and most users don't know how to do that.
    Nothing is hack proof, but this is much better then let anyone simply open CE and edit anything they want to and ruin leaderboards, etc.

    I asked some friends to try, none could figure out how to hack it yet.
     
    Last edited: Jun 4, 2012
  8. dogzerx2

    dogzerx2

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    Some progress on my character!

     
  9. ivanzu

    ivanzu

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    Looking nice but cloths need more wrinkles on the coat.
     
  10. PlanetTimmy

    PlanetTimmy

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    Great job, Quentin!

    (And thanks for the shout-out ! ;) )
     
  11. Vashchuk

    Vashchuk

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    Looks cool. Love this style. Simple and cool.
     
  12. dogzerx2

    dogzerx2

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    you're right man! great way to add detail on those plain areas!
     
  13. Avanger

    Avanger

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    Working on Spell Book

     
  14. ivanzu

    ivanzu

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    Great looking book,looks top notch.
     
  15. holyjewsus

    holyjewsus

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    working on the start of a cnc tool path and cut simulator by making a voxel representation of arbitrary models using raycasting


    coded in universe

     
  16. solid

    solid

    Joined:
    Jan 15, 2010
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    First testbake of a old Colt i made on my sparetime. The bake is normalmap, Ao, cavitymap and a Monochrome curvaturemap for the convex highlight. Around 3000 tris, screenshot from unity. Will probably sculpt ontop and make another bake later.
    Realized halfway trugh the modeling process that the reloading mechanism would be unfeasible för actiongames since it's reloaded with black powder and lead bullets. Takes a few minutes to reload.
     
    Last edited: Jun 5, 2012
  17. janpec

    janpec

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    Dogzerx awesome character, i really like upper part a lot.
     
  18. varedis

    varedis

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    We will slowly be revealing all the Monimals so you can pick your favorites for when the game is released. Here are the new revised starters and a few of the first wild creatures


    (Click the image for the full size image)

    Let us know which creature is your favorite.
     
  19. TylerPerry

    TylerPerry

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    They look good :D
     
  20. Thunderent

    Thunderent

    Pocket Artist

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    Looks good!Another character for the Asset Store?

    Dogzerx what modelling software are you using?
     
  21. ivanzu

    ivanzu

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    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.
     
  22. dogzerx2

    dogzerx2

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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!
     
  23. WarpedAxiom

    WarpedAxiom

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    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.
     
  24. fivearchers

    fivearchers

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    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...)

    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)
     
  25. kingcharizard

    kingcharizard

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    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: Jun 5, 2012
  26. i-tech

    i-tech

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    Jan 2, 2011
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    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: Jun 6, 2012
  27. augasur

    augasur

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    I-tech, you should post webplayer and some pictures, because many people wont download it. :)
     
  28. Avanger

    Avanger

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    RPG Quest NPC window

     
  29. i-tech

    i-tech

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    good idea :) we will upload a web player demo and some pictures next week, when the player will be set in one "real" environment.

    Regards,

    I-TECH
     
  30. AndrewGrayGames

    AndrewGrayGames

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    Looks rather like Craft of WarWorld. ;)

    But it looks pretty good! Nice job.
     
  31. StormGamer

    StormGamer

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    looks alot like wow´s quest window, but its still looking pretty nice!
     
  32. Avanger

    Avanger

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    yea im looking at that ui for mine GUI
     
  33. karl_

    karl_

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    Been playing around with generating Sim City 2000 style terrain from heightmaps. It's been interesting, but I think my curiosity has reached it's end. I'm thinking about tackling block-styled terrains next...

    The results of my afternoon tinkering:
     
    Last edited: Jun 7, 2012
  34. Yanneyanen

    Yanneyanen

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    @i-tech: I tried it, and I really like it :) Somehow 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: Jun 7, 2012
  35. AndrewGrayGames

    AndrewGrayGames

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    @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.
     
  36. save

    save

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    Spent the evening implementing the chaotic solutions of the Lorenz Attractor using a line renderer and GetSpectrumData.

     
    Last edited: Jun 7, 2012
  37. Avanger

    Avanger

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  38. jake-gr

    jake-gr

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    @Shadow93 looks nice and clean, what do you use for your UI toolkit?
     
  39. Avanger

    Avanger

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    I dont understand if you telled with what i maded it is phoyoshop CS4 i use same image from web with free comercial use and modify them and samthing more is drawed by me
     
  40. Avanger

    Avanger

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    Here is SpellBook to see it much more clear

     
  41. jake-gr

    jake-gr

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    @Shadow93 was wondering what toolkit you were using for displaying the GUI, if you were using OnGUI() or one of the 3rd party toolkits like NGUI
     
  42. DOCSKI_GAMES

    DOCSKI_GAMES

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    This is the first true gameplay video of roots, however the game is still very much in prealpha but we sincerely want your support in getting this game out there. We believe that it has what it takes to stand out and bring a different type of gameplay to this industry of repetitive genres.
     
  43. TylerPerry

    TylerPerry

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    A planet and sun for a little game i'm working on, it will be a clone of "Planet in a bottle" but with a few things i think it needs :)

     
  44. Avanger

    Avanger

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    a no no nothing this is only picture from photoshop
     
  45. koblavi

    koblavi

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    So here's a mancala styled game I've been working on for the past couple of months. Made with unity free/ android basic so the shadows are fake. Modified Skin shader 3 was used for hand. Target platform for now is android. Comments?? Feedback??

     
  46. Acumen

    Acumen

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    Hey I love that game!
    In what orientationis the game played ?
    Since the wood is kinda prominent I would suggest that you use a but more high resolution textures for the scene.
    Also the gloss looks wrong, kinda
    If you polish these it will look so much better. Love that game and play it everyday in kindergarten
     
  47. TylerPerry

    TylerPerry

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    So you are the youngest member on this forum?
     
  48. koblavi

    koblavi

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    Thanks Acumen, I have been skeptical about using too many high res textures as this will bloat the size of the package and also have a larger memory footprint. Remember I'm targeting android devices.
    Can you elaborate a bit more on the Gloss Issue?
    The orientation is landscape for the game itself but menus and huds are portrait . This is because for two-player matches it is played from either sides of the phone/device.

    This is actually my first attempt at publishing anything with unity so I could use as much feedback as I can get.
     
  49. J_P_

    J_P_

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    Short clip of WIP gameplay for our augmented reality zombie game :)
     
  50. bgivenb

    bgivenb

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    well played sir :D
     
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