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Thread: What are you making?

  1. #2876
    Member
    Registered: May 2004
    DONTO WOORII, do your best!

    Sorry, that's all the feedback you're going to get from me.

  2. #2877
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Been tinkering and trying to learn Unity the last few months, with the aim of making some kind of retro-style FPS. Progress so far:


  3. #2878
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Very nice crumbly box destruction physics!

    Y'know you can easily make those signs display the actual text without (or in addition to) just having a 2D text box popping up. Just slap a Canvas on em, set it to World Space, put a text object in there and yourtextobject.GetComponent<Text>().text = yourtextstring;

  4. #2879
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Ah nice, good tip! The intended functionality is that it will eventually be a bit like Unreal's "universal translator", so the sign itself might be just alien runes, but the translator makes it readable.

  5. #2880
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Oh I see. In that case just fill the sign with the textstring but set the font to Wingdings!

  6. #2881
    Member
    Registered: Mar 2001
    Location: Ireland
    Or.... make your own custom font!




    My idea was to replicate the "translation" effect in the old DOS RPG "Betrayal At Krondor", where you first see the writing in the alien language, and then the symbols fade into readable English.


    No reason you couldn't do the same thing in 3D space with 3D signs - have the actual text on the sign change to English after you look at it for a few seconds.

  7. #2882
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    That'd be cool - like an AR effect within the gameworld. Something to play about with much further down the line when I'm at the point of adding content not just systems...

  8. #2883
    Member
    Registered: Jun 2004
    Oh neat nicked. Is that all from scratch or are you using any of the Unity fps frameworks?

    Quote Originally Posted by henke View Post
    Very nice crumbly box destruction physics!

    Y'know you can easily make those signs display the actual text without (or in addition to) just having a 2D text box popping up. Just slap a Canvas on em, set it to World Space, put a text object in there and yourtextobject.GetComponent<Text>().text = yourtextstring;
    Alternatovely, download the TextMeshPro package (free) and insert it directly into the world instead of canvas, especially if you care about performance (which frankly you probably dont need to unless you target mobile or 10 year old laptops lol)

  9. #2884
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    It's all from scratch, though heavily reliant on tutorials, and bits of the movement code are reconstructed from an example FPS project.

  10. #2885
    Member
    Registered: Feb 2020


    This is the result of a test i had regarding NPC performance under crowd

  11. #2886
    Member
    Registered: Jun 2004
    Working on a new dev video, got a little blooper real teaser to share:


  12. #2887
    Member
    Registered: Feb 2020
    I made a new twitter update with a video!

    https://twitter.com/yrdenwatch/statu...480381955?s=20


  13. #2888
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    This is what I made today.



    Took ~30 min (and then twice that to edit this video together). Medium is great for organic/cartoony stuff like this, and so easy to work with.

  14. #2889
    BANNED
    Registered: Dec 1999
    Location: Idiocy will never die
    That's great.

  15. #2890
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night

  16. #2891
    Member
    Registered: Jun 2004
    Damn that's awesome, at first I thought it was a 2D drawing. Great stylization

  17. #2892
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Took me long enough to figure it out. Now I can actually do stuff.

  18. #2893
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    That looks great Renz!

    It looks great as it is, but if that's 3D and you can swivel a camera around that space or make the lighting dynamic, I think you could animate that or make it interactive and that'd be something special too. I've been on a trip with interactive art and artistic interactive environments recently, and I want to promote it as the next big thing.

  19. #2894
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    I could do an animation, but anything realtime would be difficult, since those trees are incredibly polygon heavy. Each one is sporting at least 120,000 tris, and that's AFTER I spent a few days figuring out how to best optimize them.

    You can tell how dense they are by looking at raw AO shots. They're not really game ready assets.

    Click image for larger version. 

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  20. #2895
    Member
    Registered: Jan 2004
    Location: Back Home
    Looks great Renz!

    Demagogue, there are some cool 3D painterly effects you can do with Dreams (ps4) thanks to the way it renders things out of brushstroke-style particles called flecks rather than polygons, obviously it's a closed system and not really for producing professional artwork, although I believe they were exploring how creators could export stuff and use outside as it can produce quite striking artwork.

    Check out this guy's stuff for example: https://www.artstation.com/artwork/aRR2W9

  21. #2896
    Member
    Registered: Aug 2004
    Soft downy clouds:


  22. #2897
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Final version of the shot above with all the props and atmospheric effects in place. Now, I'm starting on the larger scene with the building.


  23. #2898
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    I love the halftone effect you've got going on. I'd love to see a comic-book style game that used that kind of proper halftone shader for all the colours.

  24. #2899
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Dang, Renz, thanks for the new wallpaper! Tho if you wanted to whip up a 2560x1440 version that'd be even more appreciated.

  25. #2900
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    I made the colors a little more bold, and I had to disguise the fact that there isn't all that much beyond the frame of the image, but here's your 1440p wallpaper!

    Click image for larger version. 

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    Quote Originally Posted by nicked View Post
    I love the halftone effect you've got going on. I'd love to see a comic-book style game that used that kind of proper halftone shader for all the colours.
    I've seen some Unity shaders that pull off some fairly decent halftoning, but the problem is that you have to hand tailor the effect per scene to get it finely detailed like that. If you apply it, and hope for the best, you either get too much, or not enough.

    edit: That wallpaper sucked. Uploaded a better one without any color banding in it.
    Last edited by Renzatic; 25th Feb 2021 at 11:49.

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