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Topics - Lane

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Wiki page with assets

This has been much requested. The original scenes were unavailable so I've recreated the scenes from scratch. You can download all of the completed scenes, prefabs and objects used in this video series via the link above.

Please let us know if you run into any issues!


Work In Progress... / #1GAM January - Decompressionator
« on: January 02, 2015, 04:26:32 PM »
Initial Day One gameplay mockup GIF

| Commander Keen
| Spaceman Spiff (Calvin & Hobbes)
| Tron
| Planetary Annihilation
| Heavy Bullets

| Allow as much raw destruction as possible to enemies and environments
| Flat colors, emissive material effects
| Some puzzles
| Challenging gameplay due to lack of ammunition
| Ominous badguys
| Fun with physics
| Short story

Share New Actions / Bool Multi Condition
« on: December 31, 2014, 06:31:48 AM »
This is for comparing the values of multiple booleans to specific conditions. For instance cases where you would have to use many Bool Tests and states to see if a group of booleans are equal to T, F, F, F, T, T, F and where the Conditional Expression action might be too cumbersome to scale up to a larger number of conditions.

Debugging is intuitive and reports specific information on failures so it is easy to find problems related to the evaluation.

GitHub Link
Download the .cs file

Pretty short, simple tutorial for beginners showing how its possible to create randomly placed objects in an area and do so in a loop instead of a great number of states.

PlayMaker Tutorials / New Video: Advanced, Using Run FSM and Templates
« on: December 19, 2014, 04:46:59 PM »
Not so much a tutorial, more of a discussion and example of how you can apply templates and use Run FSM to your advantage to support more maintainable designs.

Share New Actions / Float Floor and Float Ceiling Math
« on: December 10, 2014, 10:00:57 AM »
Here they are.

User Showcase / Disaster Tactics: Part 1 - 1GAM 12/14
« on: December 05, 2014, 08:16:51 PM »
Update: Submitted for #1GAM.

1GAM Build (weaksauce!) Page

It's really not where I wanted it to be, but I learned a lot and despite it being short on content, I'm pretty stoked about the systems I made in the background and how they perform.

I'm generally working on Brevis: 3D action space shooter and first person puzzler VR title. This is pretty daunting, to be honest... the assets need to be high quality and there are a lot of complex integrations to make happen which sometimes can sap the fun out of development, even despite the most vigorous of focused dev bursts. I personally think I've accomplished a lot, but recently with switching to Unity 5 it's been really tough just to make basic progress and has been demotivating.

So, I decided a break is in order and I'm taking some time off of Brevis to work on a something much simpler and target a few weakpoints I feel that I have with Disaster Tactics. It's an experiment in the opposite, a couch co-op top down shooter similar to Risk Of Rain and other familiar titles in that gist. Target is PS4 if it actually proves to be a decent concept.

That's roughly the idea. At a high level, I need to move away from all this complex stuff overloading me and work on some fresh, easier stuff. The only reason I'm starting a thread for it is because in the first day making this I've covered some new topics like Controller support and want to go ahead and devblog the experience for everyone else, maybe it'll be useful.

TL;DR: This is my #1GAM.

Share New Actions / String Typewriter
« on: December 01, 2014, 03:15:55 PM »
    Now you can type fancy text out like the old school games used to without all the trouble it used to be!

    Jean helped me start this one out.. There was a base script on the Unity Wiki called AutoType, but it didn't really fit in the Playmaker action space with its Iterator so we circumvented it.

    Recommened to download via
Ecosystem, but the .cs is attached below as well.

Git Link
Download the .cs file

  • Feature: Rich Text Support!.. Standard <color><b><i><size> plus <p=[float]> and <s=[float]>.
  • ....Limitations:
  • Cannot use more than one type of modifier at a time. This means you can't have <b><i>text</i></b>, you can only have <b> or <i> to modify a block of text, but you could use any number of them individually anywhere in the string. Just not together (yet).
  • Feature: Special mid-sentence pause and mid-sentence speed change.
  • ....Usage/examples:
  • " Hi Steve.<p=1.8> So.. Um, how are you? "
... <p=1.8> Will produce a pause of 1.8 seconds mid-sentence.
  • " Uhhhh yeaaaah the BBQ at Dekkers is <s=0.01>soamazingomgwtfbbq i need moar nao lol lets go. "
... <s=0.01> Will produce a speed change to a very fast rate, mid-sentence.
  • Known bug: You might notice formatting can get displayed in the text while in the Editor, but it should clear and format correctly at Runtime. This is because the Editor does not recogize the special <s=[float]> and <p=[float]> (speed/pause) blocks and they are physically removed from the string while its being built at Runtime.
  • Known Bug: Using <s=[float]> or <p=[float]> and transitioning states before the action is finished will not cleanup the tags.
  • Bugfix: Lots of small adjustments were made all over the code. It shouldn't affect your existing action definitions but backup before updating anyway just in case
  • Please report any issues related to these features along with the string you're typing.

  • Bugfix: Last letter was truncated if firing the finished event from the action. String is now compared to the target rather than reading the index value and the Update loop is gated by the finished conditions to avoid out of index errors.

  • Bugfix: Failed on an index error when looping through states.

  • Punctuation works now. Use the multiplier to define how much longer it waits in addition to the standard pause.
  • Formatting punctuation is a bit outside normal grammer, rather than punctuating explicitly on each mark or ellipsis it will instead see if the next character is a punctuation mark and if so, not pause for punctuation. This lets you string together question marks combined with exclamations and stuff without a punctuation pause at each one - only the last one. See the new GIF below.

  • You need a base string for reference and it will type it out from the base string into any target string variable you want (even the original base variable if you prefer, its uncorrupted if you choose to do this.)
  • You can throttle the speed at which it sprays letters into the string with a float variable.
  • You can choose Realtime or not, so it can work with your pause menu's that operate during timeScale=0, if you prefer.
  • If your state is interrupted, the result string is immediately filled on exiting the state so your strings are not corrupted.
  • You have the option add sounds on every key (choose an Audio Source and an AudioClip), and an additional option to skip playing the sound on Spaces.

Let me know if you have any problems or feature requests.

Animated GIF below![/list]

I was doing some 1-on-1 help with an artist via Skype today that is a beginner PlayMaker user and the types of questions he was asking all seemed to feel like they fit into a beginner getting started kind of category so I wanted to see what the community's thoughts are on it.

Personally, I think this could have a lot of value because of its abstract nature. For instance the question might be "How do I create random spawn locations?". While the answer is simple enough to explain, the thought process to figure out how to do it and break down the workflow to create it is what is of real value so I want to literally take some basic issues, high level questions or vague ideas and start approaching them on a fundamental level and try to teach the viewer how to solve his own problems rather than looking for a tutorial for every single individual issue he may have.

For instance, the Health Template tutorial in the Top Down Shooter series is a great example for a health system but its buried in the TDS series so a lot of people immediately put it off because its not in their genre (even though it doesn't matter). I kinda regret doing a series that was titled genre specific because you can lose valuable information like that inside it so I want to try this more abstract series. A better approach might be "How do health systems work?" then we go over the concept of a health system and how it can be laid out.

So keeping that in mind; first of all what are your thoughts on the series itself? Next, what are some topics you might suggest for this?


Share New Actions / uGUI Actions
« on: September 24, 2014, 08:18:33 AM »
I'm playing around with uGUI in 4.6b17 and creating relevant actions. Post requests and I'll see what I can do.

Please check Ecosystem or the Wiki for the latest UI Actions. Most of the stuff in this thread was made during the 4.6 UI beta and is Legacy.

Share New Actions / Character Mouse Look (Top Down Style)
« on: September 18, 2014, 09:02:07 AM »
It's easy enough to make this with a few actions but I decided it needed to be even easier.

This does a raycast from a camera on a layer mask, then rotates a Rigidbody (Rigidbody.MoveRotation) to look at the point. Most of it is automagic, specify the floor layer and it should just works.

Share New Actions / Rigidbody Translate Position (for characters, mostly)
« on: September 17, 2014, 12:42:58 PM »
This uses the Rigidbody.MovePosition function.

There are two actions:
  • The "auto" version has more exposed features but it does all of the smoothing and calcs internally.
  • The standard version just targets the rigidbody and gives it your vector plain and simple.

Auto is intended to basically be a character controller. Put it on a rigidbody character and see how it goes.

Haven't thoroughly tested so if you find problems please post here.

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