The single best thing that i love about unity is the extra plugins and scripts that people have written to make it even better.
As an artist who's new to programming I came across one such plugin that has allowed me to make entire games without even have to write a single line of code.
Its a visual scripting toolset that works like drawing a flow chart. Its really really powerful as well and you can do anything with it. Check it out. Totally worth it.
Start getting your ideas from your brain into real working prototypes!
we us it to make a third person action adventure game:
"pirates of new horizons"
I played your game when you released it a year or two ago, and had a ton of fun playing it, what ever became of it? Did you keep working on it or start something new?
I've been trying to wrap my head around how unity networking works. Have any tutorials or other links you recommend reading to get it up and running?
My basic understanding is this. Each player needs to have a networkview component attached to it, so that unity knows that, that object is going to be sending its location data over the network, am i right so far?
Also whenever the play presses start to join the game, they need to network.instatiate themself a new player object and script it so that only they have control of their spawned character, so that one player can't control all of the players in the game? (networkView.isMine)
How do you determine which objects need to show up on each players screen etc. Like if you shoot a fireball, do you just create a fireball prefab with a newtworkview component, and the player network.instatiates it?
Also, what if the player has other abilities other than moving, like a jumping animation for example. How do you get it so that the other players see the first player jump when they are watching?
Chimp: That is really gorgeous! You can clearly see the Moog influence, and if I had an iPad; I would get it in a heartbeat!
Can you do a ARP2600 next? Elyaradine: Haha, thanks! Nothing like a speech impaired viking. I should really update that web build... The game has seriously moved on since that build, like a lot.
how is it working with 2d in unity? the last 2d side-scroller i made was in flash :poly136:
Hehe, it's actually quite simple. I'm just using an offset uv script to cycle through a spritesheet and putting it onto a 1 poly plane.
I'm sure it would be even more simple with an external plugin, but I'm a broke student
I've been tooling around with Unity for a few years now, about a year ago I took the leap to actually code everything myself. Have about 5 unfinished projects. One, I did finish was released as an iOS app "bath time" (iPhone & iPad)
I am working on another title that I've been coding for about 8 months now, no end in sight! Mainly because it's a "proper" game and the production is quite intensive. Still, it's nice to be in total control, and I guess thats the beauty of Unity. Only thing I've bought from the store actually is the IAP plugin.
GUI programming is a bit of a nightmare at first but you soon get used to it. Really impressed by people that can write 2d games in the engine.
I've been playing with Unity for a while as well. And I've only shipped one title since then. Called Holy Moly Dragons, a tower defense for iOS. It's also featured on Unity Games list: http://unity3d.com/gallery/made-with-unity/game-list
I have almost got physics and table logic to point that I can proceed fun part, making it to look good. Lately I have been come across lot of new things; normal maps, light mapping, baking etc. And now I have to learn how to implement those. I think I will bake all lightning to diffuse textures in this project, so every mesh/polygon has it own map, no tiling. I hope my texture budget allows that.
There was some damn good looking stuff in this thread, especially that pirate thing. I have lot to learn how to make graphics stand out.
I'm working on porting over a fairly basic card game to Unity 3D. While there has been a bit of a learning curve, I've actually been pretty pleased with how the software and scripting works.
We went for something a lot smaller than our previous attempt, something we could easily iterate on and add more visual content and bricks of gameplay.
There's still a lot left to do, garage, levels and tons of bugs to get rid of and so on...
Still, it's free, give it a try rate it, share it pliz
A bunch of Polycounters are working on it too... ChaosEidolon, KDogma, Parnell, Rayph, Razgriz, Sectaurs, timwiese. Character, UI, Concept, and Enviro artists.
Well, we are using this for almost all our internal projects. This is one of the main ones, the succesor of the old school win 95 game "Chip's Challenge" is "Chuck's Challenge".
I want to create a third person action adventure educational game. http://opihiman.com/ Needs lots of work this is a prototype. Not consistent with style but will keep working on it. I am gonna go for a cartoony look. Check out my sketchbook for my progression. Thanks,
I've been working on trying to build a melee game in the vain of Mount and Blade, but with a much more dynamic combat system. I'm not a modeler though, and working on gray polys has really discouraged me.
The site unfortunately has an unstable host, and the site goes down whenever it really want's too, sometimes for a week or so. I can't fix it atm, and I'm really broke, so when I get money I'll be buying a domain.
I release all my stuff free, and I'll be updating the site soon with Tie.
@TonyNowak I love your Pixel Art, I can't wait to see your gameplay. Happen to have any demo builds of Far Deep or Tie? I'd love to see what they're all about, very interested.
Replies
http://www.polycount.com/forum/forumdisplay.php?f=69
go nuts.
Currently learning me some C# and going to move on from there at this point.
im in love..
how is it working with 2d in unity? the last 2d side-scroller i made was in flash :poly136:
As an artist who's new to programming I came across one such plugin that has allowed me to make entire games without even have to write a single line of code.
Its called Playmaker
http://hutonggames.com/
Its a visual scripting toolset that works like drawing a flow chart. Its really really powerful as well and you can do anything with it. Check it out. Totally worth it.
Start getting your ideas from your brain into real working prototypes!
you can read about how we went about it here:
Blogpost
Unity is a great platform.
Maph: Your game's looking svery cool!
http://www.ringdoms.de/
http://www.polycount.com/forum/showthread.php?p=1516664
"pirates of new horizons"
I played your game when you released it a year or two ago, and had a ton of fun playing it, what ever became of it? Did you keep working on it or start something new?
Looking forward to trying it out later e-freak
I've been trying to wrap my head around how unity networking works. Have any tutorials or other links you recommend reading to get it up and running?
My basic understanding is this. Each player needs to have a networkview component attached to it, so that unity knows that, that object is going to be sending its location data over the network, am i right so far?
Also whenever the play presses start to join the game, they need to network.instatiate themself a new player object and script it so that only they have control of their spawned character, so that one player can't control all of the players in the game? (networkView.isMine)
How do you determine which objects need to show up on each players screen etc. Like if you shoot a fireball, do you just create a fireball prefab with a newtworkview component, and the player network.instatiates it?
Also, what if the player has other abilities other than moving, like a jumping animation for example. How do you get it so that the other players see the first player jump when they are watching?
Thanks for the help.
Can you do a ARP2600 next?
Elyaradine: Haha, thanks! Nothing like a speech impaired viking. I should really update that web build... The game has seriously moved on since that build, like a lot.
http://www.tobgame.com
that looks awesome thomasp haha
[ame="http://www.youtube.com/watch?v=nNxmACsGMCU"]Pirates of New Horizons Pre-Order Trailer - YouTube[/ame]
you can play it for free in your browser here:
http://www.piratesofnewhorizons.com/
can we embed unity webplayers on polycount ?
Hehe, it's actually quite simple. I'm just using an offset uv script to cycle through a spritesheet and putting it onto a 1 poly plane.
I'm sure it would be even more simple with an external plugin, but I'm a broke student
And the particle system is fantastic
A tornado hundreds of meters high that churns nicely is easy to make and extremely fast to render is always a good thing
Here's latest video of the game I'm building: [ame="http://www.youtube.com/watch?v=Y2_LmiKSvZU"]http://www.youtube.com/watch?v=Y2_LmiKSvZU[/ame]
[ame="http://www.youtube.com/watch?v=vEJf8zqmVI0"]Balancing act that way! - YouTube[/ame]
http://itunes.apple.com/app/bath-time/id486196001?l=en&mt=8
It's also featured on the Unity homepage:
http://unity3d.com/gallery/made-with-unity/game-list
I am working on another title that I've been coding for about 8 months now, no end in sight! Mainly because it's a "proper" game and the production is quite intensive. Still, it's nice to be in total control, and I guess thats the beauty of Unity. Only thing I've bought from the store actually is the IAP plugin.
GUI programming is a bit of a nightmare at first but you soon get used to it. Really impressed by people that can write 2d games in the engine.
iTunes link: http://itunes.apple.com/us/app/holy-moly-dragons/id429604358?mt=8
More to come soon!
I have been making this pinball game with Unity:
and playable version in kongregate : xPinball
I have almost got physics and table logic to point that I can proceed fun part, making it to look good. Lately I have been come across lot of new things; normal maps, light mapping, baking etc. And now I have to learn how to implement those. I think I will bake all lightning to diffuse textures in this project, so every mesh/polygon has it own map, no tiling. I hope my texture budget allows that.
There was some damn good looking stuff in this thread, especially that pirate thing. I have lot to learn how to make graphics stand out.
https://play.google.com/store/apps/details?id=com.mentalwarp.busted
We went for something a lot smaller than our previous attempt, something we could easily iterate on and add more visual content and bricks of gameplay.
There's still a lot left to do, garage, levels and tons of bugs to get rid of and so on...
Still, it's free, give it a try rate it, share it pliz
I'm Still working on my puzzleshooteraction game, getting closer to feature lock.
Newest video: http://youtu.be/JyUCuQt2zPo
http://www.familyguyonline.com/
http://mwtactics.com/
iTunes link: http://itunes.apple.com/ae/app/waa-cha!/id507719442?mt=8
Development Blog: http://blog.bigbunkerstudio.com
Facebook: https://www.facebook.com/bigbunkerstudio
Twitter: http://twitter.com/#!/BigBunkerStudio
Thanks. We are using ex2D (the same framework used by The Other Brothers) it's very easy and handy especially for doing 2D sprite animation in unity.
http://www.ex-dev.com/ex2d/
http://www.robot-rising.com/
Unity's been pretty awesome for us. We're adding some custom code, and we've made some custom tools, but the basics are pretty strong already.
I'm working on lighting and color palettes.
A bunch of Polycounters are working on it too... ChaosEidolon, KDogma, Parnell, Rayph, Razgriz, Sectaurs, timwiese. Character, UI, Concept, and Enviro artists.
[ame="http://www.youtube.com/watch?v=icZSez3p4L0&feature=plcp"]Chuck's Challenge 3D - Unity Build 0.2.10 - YouTube[/ame]
Wow, played the first few levels. Looks great, surprisingly polished for a facebook-beta game. Once I went from wheels to mech legs, shit got real.
I am also making a game called 'The Deep', which will also be put out after 'Tie' is up. It's nearly done.
And lastly, my baby, 'Far'. It's on and off in the development area, but when I finish up my other stuff, I want to work on it.
http://fardeepdevblog.netii.net/
The site unfortunately has an unstable host, and the site goes down whenever it really want's too, sometimes for a week or so. I can't fix it atm, and I'm really broke, so when I get money I'll be buying a domain.
I release all my stuff free, and I'll be updating the site soon with Tie.