playMaker

Author Topic: Hack game.  (Read 3998 times)

TIGGYsmalls

  • Junior Playmaker
  • **
  • Posts: 80
Hack game.
« on: May 16, 2013, 02:34:59 PM »
I think I set my ambitions too high with my starting game so I have scaled back my ideas to the mini-game.

marktidswell.co.uk/hackbuild.htm

So here are the first 3 levels of my game. If you find any problems please let me know. There might be an issue with sounds disappearing. I have no idea why.

IDontKnow

  • Junior Playmaker
  • **
  • Posts: 56
Re: Hack game.
« Reply #1 on: May 16, 2013, 10:47:39 PM »
I didn't run into any bugs, but man that game is brutal.  :) I couldn't get through level two or three. Although I came very close on two.
--

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2511
  • Mender of the past
    • Cleverous
Re: Hack game.
« Reply #2 on: May 17, 2013, 02:11:20 PM »
No bugs found but I think it was too difficult and the sound was very abrasive.

It was hard to analyze because the columns blocking the enemy hub POV were black. Everything was black and dark  which made it hard to navigate safely and confidently because you dont know whats going to happen or where.

Cool idea though, its a fun little project and you deserve some credit for getting to this point with a "finished" prototype. The AI actually felt kind of smart sometimes so good work on that too =)
« Last Edit: May 17, 2013, 02:13:10 PM by Lane »
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D

TIGGYsmalls

  • Junior Playmaker
  • **
  • Posts: 80
Re: Hack game.
« Reply #3 on: May 17, 2013, 03:53:34 PM »
There is a problem with the Scanlines shader, its ok in the game window, drawn at the correct depth. But in the Build its overlaid?

Sound is not my strong point, I'm tone deaf. Couldn't hold a tune if you put a handle on it.

I guess I made it so I didn't find it difficult to play :) but I get where your coming from and will make some more materials and see what you think. There will be different sets to denote different VR worlds.

I just made a roving enemy and will make some more levels to showcase it.

If you understand shaders could you give this a look?

Code: [Select]
Shader "Scanlines"
{
Properties
{
_LinesColor("LinesColor", Color) = (0,0,0,1)
_LinesSize("LinesSize", Range(1,10)) = 1
}
   SubShader {
Tags {"IgnoreProjector" = "True" "Queue" = "Geometry"}
Fog { Mode Off }
      Pass {


ZTest Always
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha

         CGPROGRAM

         #pragma vertex vert
         #pragma fragment frag
#include "UnityCG.cginc"

fixed4 _LinesColor;
half _LinesSize;

struct v2f
{
half4 pos:POSITION;
fixed4 sPos:TEXCOORD;
};
 
         v2f vert(appdata_base v)
         {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.sPos = ComputeScreenPos(o.pos);
            return o;
         }
 
         fixed4 frag(v2f i) : COLOR
         {
fixed p = i.sPos.y / i.sPos.w;

if((int)(p*_ScreenParams.y/floor(_LinesSize))%2==0)
discard;

            return _LinesColor;
         }
 
         ENDCG
      }
   }
}

TIGGYsmalls

  • Junior Playmaker
  • **
  • Posts: 80
Re: Hack game.
« Reply #4 on: May 31, 2013, 02:16:15 PM »
marktidswell.co.uk/hackbuild2.htm

You know when you get to a point and think "I could do with doing things differently". Should you? Or just keep on going?

Cause some bits seem slightly broken.
« Last Edit: May 31, 2013, 02:18:03 PM by TIGGYsmalls »