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Games Subsideria [RELEASED] - A Modern Reincarnation of the Arcade Classic

Discussion in 'Works In Progress - Archive' started by QFSW, May 29, 2015.

  1. QFSW

    QFSW

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    Inputting them into the array took way longer than it should have
    Screenshot 2016-06-15 22.31.44.png
     
  2. RavenOfCode

    RavenOfCode

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    80 is fine, to much and they might start looking like each other again. This also keeps the file size down.

    Keep it up! :)
     
  3. QFSW

    QFSW

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    Got all the ghost asteroid textures done :)
    Dont worry, it was an automated conversion of the normal ones
    Screenshot 2016-06-17 18.55.12.png
     
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  4. QFSW

    QFSW

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    Alright guys, ive tried adding random colour modifications
    Screenshot 2016-06-18 21.58.48.png
    What do you think?
     
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  5. RavenOfCode

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    I like it, but it does seem a bit too green on some of them. Maybe tone that down a bit. Other than that it looks nice!
     
  6. QFSW

    QFSW

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    Yeah I have toned it down to about half the effect as shown there since I made the post
     
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  7. _M_S_D_

    _M_S_D_

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    Looks good! Nice variation :)
     
  8. QFSW

    QFSW

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    Thanks! Glad you like it
    This is what it currently looks like by the way
    Screenshot 2016-06-18 21.58.48.png
     
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  9. QFSW

    QFSW

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    It's not ready to be used in game yet as you have to manually select the pool atm but im working on an object pooler. Done a stress test with and without the pooler and results are very promising
    Screenshot 2016-06-23 11.31.35.png
     
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  10. QFSW

    QFSW

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    The Object pooler itself is now finished!
    upload_2016-6-23_15-59-10.png
    It made 3x as many in the same time, I'd call that a success
     
  11. QFSW

    QFSW

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    Sorry for the lack of updates lately
    Its taken me forever, but ive moved the asteroids and bullets over to the pooler
    next up is effects
     
  12. _M_S_D_

    _M_S_D_

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    Any plans for more gameplay videos in the near future? :)
    Have you managed to recover from the loss of files btw?
     
  13. QFSW

    QFSW

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    For the most part yes. I still need to redo all the boss code rewrites and optimisations as well as a few bugs relating to it
    once im done with object pooling ill rewrite the boss code, then start working on a new asteroid which should bring some vidoes :)
    i also need a new HUD
     
  14. QFSW

    QFSW

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    The Majority of stuff is now object pooled, I've rewritten one of the boss scripts and fixed some bugs
    If you guys could try it to make sure everything is still working (Bar HUD which i shall replace) then I'd really appreciate it
     
  15. QFSW

    QFSW

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  16. _M_S_D_

    _M_S_D_

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    Seems to work fine :)
    Things that instantly came to me when I tried it:
    Some asteroids are still too green looking.
    Explosion sound is a bit too loud compared to everything else.
    The music should not reset when you restart the game much nicer if it just keeps playing where it is.
    I think the player should break the asteroids when spawning, I spawned in an asteroid and could not destroy it but died when I lost invincibility. That or maybe they Bounce away from the ship when immune?

    Looks sweet otherwise :D
     
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  17. QFSW

    QFSW

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    Thanks for your point about the greenness, ill adjust it
    Noted, large asteroid explosion right? I'll turn it down a tad
    Okay will do that
    About the iframes, you should only die on collisions. Meaning if you are up against an asteroid and run out of iframes you wont actually die unless you disconnect then reconnect

    Thanks! Glad you like it :)
     
  18. QFSW

    QFSW

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    Builds are updated, it should hopefully address most of your points
     
  19. QFSW

    QFSW

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    I'm currently in the process of adding Gamejolt API and so far am really liking it. Im gonna do a closed beta there when its ready and everyone here who wants to try it just leave your username in a reply or PM and i'll whitelist you to the keys
     
  20. QFSW

    QFSW

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    So im currently half way through creating my new hud
    Screenshot 2016-06-29 14.15.23.png
    I just realised, I have no idea how i'd make a triangular gauge in Unity
    Does anyone know how you would go around doing this?
     
  21. _M_S_D_

    _M_S_D_

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    You mean the issue of decreasing the value when the shape is triangular?
    If so I would just use a cutout shader and set the value from 0-1 using the alpha channel.
     
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  22. QFSW

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    So normally i would have a rectangle on top the hud which i can just resize according to percentage, giving me a gauge like object
    but since this is a triangle, resizing wont exactly work. You see what i mean?
     
  23. _M_S_D_

    _M_S_D_

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    Ahh, yes, then do as I wrote. :)
    Set the shader you use for it to cutout, then use the alpha value to mirror they gauges value in percent, so when the value is nil the alpha value is 0 and so the gauge will not display. If the value is full, then the cutout value is set to 1 and the whole thing displays.
     
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  24. QFSW

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    It's just using Unity's UI system, does that use shaders? If so how do i access the cutout?
    sorry about this, I really am a n00b when it comes to UI stuff
     
  25. _M_S_D_

    _M_S_D_

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    I think you should be able use a similar mechanic. If not then you could just use a 3d HUD that is viewed by a second camera. But I believe you should be able to it like it said.

    Here's an example shown quickly.
    ex.jpg
     
  26. QFSW

    QFSW

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    Okay thanks, Ill look around and see if you can do that on UI elements
    If not, will there be a reliable way to make sure the 3d element is on the HUD space wise? due to the different coordinate systems
     
  27. _M_S_D_

    _M_S_D_

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    You use a static camera right? No movements? Then I think it should be no problem.
    I'm not well versed in GUI stuff, I have only made the GUI for my current game, and before that only tested different solutions. Always found it to be difficult to do specific things and felt I had to resort to some tricks to get it the way I want it.
     
  28. QFSW

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    Mostly static. Problem is it shakes on death. Main thing i think will be an issue is different aspect ratios
     
  29. _M_S_D_

    _M_S_D_

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    I ran some quick tests and it works with sprites and image components for the regular canvas and UI. :)
    Just make sure the image has an alpha channel (make it a psd) and attach the material set to cutout.
    Send me a PM if you need any help setting it up and I can write it down.
     

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  30. QFSW

    QFSW

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    awesome, will PM you when i get round to creating the HUD in Unity, after all the artwork is done
     
  31. QFSW

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    I played around with it and If i understand correctly, do I create the triangle texture with a gradient? then i can use the alpha cutoff to control how much shows?
     
  32. _M_S_D_

    _M_S_D_

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    Yes, make a black to white gradient over the area that you wish to "fade" out in the texture's/sprite's alpha channel. This will then be used when you use the alpha cutoff value in the shader, which you will use to tie together with your HP or whatever through code. I think 0 means no cutoff, and displays everything black to white, 1 means only white is displayed (but in the tests I've done usually means everything disappearsw
     
  33. QFSW

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    Ive got a bit of a dilemma
    I can either go clean 2d, or sharp 3d
    a.png b.png Any opinions on which one is better?
     
  34. _M_S_D_

    _M_S_D_

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    I'd probably go for the first one, but it's hard to tell out of context. Depends a bit on how (if) you color it as well. :)
     
  35. QFSW

    QFSW

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    Now that ive tried sticking them in im leaning towards the 3d one Screenshot 2016-06-29 20.58.08.png Screenshot 2016-06-29 20.58.37.png
    also not gonna colour it, Want it to have a clean silver metallic look
     
  36. _M_S_D_

    _M_S_D_

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    Ahh, yes. In context the 3d one looks nicer!
     
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  37. QFSW

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    After much fighting with blender, I think the HUD art is finally done
    NewHUD#1.png
     
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  38. QFSW

    QFSW

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    I'm probably gonna rewrite my power up code so i might not post as many updates here
     
  39. QFSW

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    Here's how the HUD's going
    Screenshot 2016-07-02 15.14.08.png
     
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  40. QFSW

    QFSW

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    Screenshot 2016-07-02 20.53.01.png
    Done with the EP display :)
    Next up is the bars, then effects
     

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  41. QFSW

    QFSW

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    Also I was thinking of doing an open beta on GameJolt instead of a closed one
    Will it be an issue when I change it to a paid game on release date?
     
  42. QFSW

    QFSW

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    I'd like to report, that other than all the fancy particle effects I want, the new HUD is complete
    Screenshot 2016-07-03 09.55.24.png
     
  43. _M_S_D_

    _M_S_D_

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    Fancy :D Using cut-out etc?
     
  44. QFSW

    QFSW

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    I was actually going to try that, but then I stumbled upon a setting in the canvas scaler that solved a ton of other issues then decided to try my luck at tiled images and it all worked :D
     
  45. QFSW

    QFSW

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    Builds have been updated if you would like to try
     
  46. QFSW

    QFSW

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    If anyone is new here
    During the week that the new forum was out I have released the gamejolt build for you all to try
    http://gamejolt.com/games/cosmos/160614

    I have also created electrified asteroids!
     
  47. QFSW

    QFSW

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    So i tried to create a WebGL build
    upload_2016-7-11_20-3-45.png
    errm, why did this happen?
    Everything works except that background
     
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  48. QFSW

    QFSW

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    Anyone got any idea whats going on? Im really stumped
     
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  49. QFSW

    QFSW

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    Apologies on the lack of updates lately, currently away
    I have added a blast wave at the end of the shield though :)
    It's both visual and pushes away asteroids with an inverse square fall off, I think it works quite well
     
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  50. QFSW

    QFSW

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    Currently working on a new asteroid, mystic asteroids :D
    They're extremely rare, but give a crap ton of EXP and score on death. They dont split up, and (soon) if you dont kill them quick enough they destroy everything
    Screenshot 2016-08-08 19.37.29.png
     
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