|
Post by uberwiggett on Apr 2, 2017 9:54:08 GMT
A clip of one of my non flagship projects, haven't actually done much by way of adventure creator yet because I'm not used to it, but the melee controller in the shooter template works well in 5.6!
|
|
|
Post by uberwiggett on Apr 8, 2017 12:44:23 GMT
Didn't like the look of the low poly clashing with the toon models, so reverted back to some toon environments!
still a while away from a working demo but once I get the dialogue sorted out I'll put something together.
|
|
|
Post by tharindu on Apr 8, 2017 13:22:40 GMT
Didn't like the look of the low poly clashing with the toon models, so reverted back to some toon environments! still a while away from a working demo but once I get the dialogue sorted out I'll put something together. Wow. looks stunning. Do you use the standard shader for toon shading or do you use something else ?
|
|
|
Post by uberwiggett on Apr 8, 2017 15:12:14 GMT
The toon shader I am using came with another pack, I'm not sure which one, but I am pretty sure it was one of the free unity packs for special effects or something. I tried the jmo free versions but they didn't have a nice enough look for lit.
edit: When you spend all day working on dialogue integration and get it all working save for camera angles, then suddenly your player model is hitting recoil every time you attack and you want to cry and remove all that work you did to try and save your precious player prefab. Only to find out that it was a collider you had hidden at the spawn point that was having some collision issues :(
|
|
|
Post by tharindu on Apr 12, 2017 3:48:49 GMT
The toon shader I am using came with another pack, I'm not sure which one, but I am pretty sure it was one of the free unity packs for special effects or something. I tried the jmo free versions but they didn't have a nice enough look for lit. edit: When you spend all day working on dialogue integration and get it all working save for camera angles, then suddenly your player model is hitting recoil every time you attack and you want to cry and remove all that work you did to try and save your precious player prefab. Only to find out that it was a collider you had hidden at the spawn point that was having some collision issues :( Oh man :( I would have told you in a second it was the issue. For my integration with a few third parties like Enviro weather system I came across a similar problem. The camera goes haywire and bounces back and forth to the point it made me dizzy. To see a raycast was hitting the a collider generated on runtime. I made it a trigger scaled it really small and it was all good. One thing I will highly recommend though, if you're not using one already, use a versioning tool like TortoiseSVN. When I hit a baseline where things seem stable I create a version and proceed from that point forth. That way it's safer and saves your precious work hours. I even make a duplicate copy of the prefab before I start work for each version. By the way do you mind if I ask what system you use for Dialogue ? I am currently working on getting VIDE Dialogs integrated with the Quest System I am making. I am also intending to bring in Cinemachine Baserig for camera control. That will really complete the Quest System for me.
|
|
|
Post by uberwiggett on Apr 12, 2017 8:33:41 GMT
I have a copy of dialogue system for unity, I got it for another project so I could do the bark dialogues. It works okish here but it's a bit of overkill for what's meant to be a linear story. Just had a look at that VIDE one, looks simple and easy, how is it going with TPC integration?
|
|
|
Post by tharindu on Apr 12, 2017 16:48:10 GMT
I have a copy of dialogue system for unity, I got it for another project so I could do the bark dialogues. It works okish here but it's a bit of overkill for what's meant to be a linear story. Just had a look at that VIDE one, looks simple and easy, how is it going with TPC integration? It's going great. I haven't started integrating VIDE with the quest system yet though. Trying to get a few more quest types done before I go to dialogs. Once done I also plan to implement an achievement/level system of sorts. Good thing about VIDE is given how that layout is you can simply replace dialogs with Actions. Basically you can do an entire quest system together with it but I'd rather stick to dialogs with it. I honestly suggest taking a copy down and going through the demo scene. It's a fun demo and you can feel it's alive. I've been using it to do NPC or self dialogs. See the video below. Towards the end the player looks at a well and says 'Hmm looks like an old well' or something. That's with VIDE. I've put in some cinemachine blending as well to give the system more life. drive.google.com/open?id=0B5maePrnUb2-M00wRmprRnAtQm8
|
|
|
Post by uberwiggett on May 30, 2017 12:57:14 GMT
well I haven't posted here in a while! been working on so many little test bits here and there and rebuilding again and again. SO far I have two of the stormcrash chronicles and one of the xamon history ones in the works. But my mainline rpg game is still going. I grabbed a cool set of scripts from the asset store the other day and they easily integrated into my project. Basically I have added in easy magnetic physics (and water too) so I can do a lot of cool things, most importantly is adding a magnetic effect to projectiles. See the video below!
|
|
|
Post by uberwiggett on Aug 1, 2017 12:22:42 GMT
my away time got delayed to another time so in the mean time I took some time to do it right this time
|
|
|
Post by tharindu on Aug 1, 2017 16:39:27 GMT
my away time got delayed to another time so in the mean time I took some time to do it right this time Love the icons man. One suggestion, have some a different model for loot. It's weird when you pick up a sword from a money bag.
|
|