Tiki Magic Mini Golf Updated
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cgoran



Joined: 11 Jun 2005
Posts: 174

PostPosted: Fri Sep 22, 2006 5:14 pm    Post subject: Tiki Magic Mini Golf Updated Reply with quote
Hey kids,

We've been working on tiki magic.
We have multi player working as well as instant replay for awesome shots! We also added a cool trail effect to the balls, and a map style flyover! Anyway, here are some updated screens.

Cheers,
CG















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pete



Joined: 21 Jul 2005
Posts: 1565

PostPosted: Fri Sep 22, 2006 5:50 pm    Post subject: Reply with quote
great news! multiplayer and replays? nice! if i can ask, how'd you do mp - did you write a plugin or figure a way through scripting? and also on the replays - how do you decide what qualifies as a cool shot? i'm not looking for specifics, just conceptual method stuff as both play into what i'm working on.
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David Helgason
Unity CEO


Joined: 29 Mar 2005
Posts: 1050
Location: Unity HQ, Denmark

PostPosted: Fri Sep 22, 2006 5:51 pm    Post subject: Reply with quote
You rock!. This looks so much better than the earlier version of this that we demoed at WWDC. You rock!. I repeat myself.

d.
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cgoran



Joined: 11 Jun 2005
Posts: 174

PostPosted: Mon Sep 25, 2006 6:27 pm    Post subject: Reply with quote
Wow thanks David! You guys rock! Unity is amazing. (it's a love fest).

pete-
For multiplayer we just scripted it up.
The replay was fun, you can specify what is tagged and played back.

In our case, we got lucky. Right now we are saying anything beyond a certain distance to the hole is a cool shot.
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Morgan



Joined: 21 May 2006
Posts: 1107

PostPosted: Mon Sep 25, 2006 10:02 pm    Post subject: Reply with quote
That looks a LOT better than the tiki golf they ripped off and put on the iPod!
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forestjohnson



Joined: 01 Oct 2005
Posts: 1346

PostPosted: Mon Sep 25, 2006 11:11 pm    Post subject: Reply with quote
This looks really awesome. Great to see a really professional game made with unity.
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cgoran



Joined: 11 Jun 2005
Posts: 174

PostPosted: Tue Sep 26, 2006 12:07 am    Post subject: Reply with quote
Thanks guys! A little encouragement goes a long way.
With so much production left to be done, much of the focus can be on what needs to be improved. So it's good to hear the positive.

Cheers,
Charles
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DynamicHead



Joined: 30 Jun 2006
Posts: 147
Location: Germany

PostPosted: Tue Sep 26, 2006 2:56 pm    Post subject: Re: Tiki Magic Mini Golf Updated Reply with quote
cgoran wrote:

...We have multi player working...


Is it a one-computer multiplayer mode or a internet/lan multiplayer feature ?

-Great job. Looks very nice. Smile

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DynamicHead Media Professional 3D- games, websites and presentations.
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DaveyJJ



Joined: 24 Mar 2005
Posts: 1431
Location: Waterloo, Ontario, Canada

PostPosted: Wed Sep 27, 2006 12:01 am    Post subject: Reply with quote
Superb. Where do you find the time?
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aNTeNNa trEE
Unity Artist


Joined: 30 Oct 2005
Posts: 2580
Location: Unity HQ, Copenhagen

PostPosted: Wed Sep 27, 2006 8:29 am    Post subject: Reply with quote
Charles, are you past the point of production that you can share playable demos with us? In other words, are we looking at screens that will be in the final game? If you could share some more playable levels with us without ruining the final game then that would be great.

I want to see/study a few things you're doing... it looks like you're using bloom on the background image. And I want to see how well the trail works on the ball. Just hoping that you could share one more playable preview with us.
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Jonathan Czeck



Joined: 17 Mar 2005
Posts: 1699
Location: Minnesota, USA

PostPosted: Wed Sep 27, 2006 9:14 am    Post subject: Reply with quote
I just had a thought about the water in screenshots 3 and 4 from the top - You may want to play with the "FX-Water Reflected.shader" file a bit depending on the scale of your scene. The range for the _ReflDistort property is pretty small as Unity ships... you may want to try increasing it to something larger so you can play with a larger range with the slider. I have done this for some scenes because it's a heck of a lot easier to change this than to rescale a big scene smaller.

A lot of reflection distort seems to let you get away with a fairly low resolution render texture without seeing pixelation. If you're going for a still water effect then perhaps a large texture is the only option, but I thought I'd mention this.

Code:
Shader "FX/WaterPlane (reflective)" {
Properties {
   _WaveScale ("Wave scale", Range (0.02,0.15)) = .07
   _ReflDistort ("Reflection distort", Range (0,100)) = 0.5
   _horizonColor ("Fallback horizon color", COLOR)  = ( .172 , .463 , .435 , 1)
   _ReflectionTex ("Environment Reflection", 2D) = ""
   _ColorControl ("Color ramp (RGB) fresnel (A) ", 2D) = ""
   _BumpMap ("Waves Bumpmap (RGB) ", 2D) = ""
   _ColorControlCube ("Fallback color cube (RGB) fresnel (A)", Cube) = "" { TexGen CubeReflect }
   _MainTex ("Fallback texture", 2D) = ""

*SNIP*


(Still can't get enough of the blue tinge in the glowing sky of Lost Temple. Smile )
Cheers,
-Jon

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cgoran



Joined: 11 Jun 2005
Posts: 174

PostPosted: Thu Sep 28, 2006 2:13 am    Post subject: Reply with quote
I would love to post a build, but I can't.

If anyone would like to help test, email me privatly and I'll get you hooked up. The condition for testing is to write feedback though. Smile

aarku, thanks for the tip!

Cheers,
Charles
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cgoran



Joined: 11 Jun 2005
Posts: 174

PostPosted: Thu Oct 12, 2006 6:56 am    Post subject: Some new screens from "Lost Temple" Reply with quote
Just a work in progress...







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Morgan



Joined: 21 May 2006
Posts: 1107

PostPosted: Thu Oct 12, 2006 7:46 am    Post subject: Reply with quote
Considering I actually enjoyed the golf version of Neverball, I suspect I'll be buying this Smile
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cgoran



Joined: 11 Jun 2005
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PostPosted: Thu Oct 12, 2006 4:50 pm    Post subject: Reply with quote
Wow-Kindest words I've gotten so far!
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