Showing posts with label unity. Show all posts
Showing posts with label unity. Show all posts

Sunday, 31 January 2016

A new old adventure!

Hey, howdy?

Memories... nostalgia... dilemma...

Well, it's an old stuff of me... Why am I posting this? Well, I worked a lot on this back then and I think it was pretty cool. Looked like Megaman X, worked like Megaman X... except it has some glitches and I've never finished it. I created all the background graphics in Photoshop. And while I didn't respect the SNES palette I think it looks acceptable for SNES aesthetics.

I am kinda nostalgic. Game Maker was my first game development tool! I got 4.3 from a computer magazine's CD. And I was kinda pissed as child that it was 2D only. Like kids like modern things. THREE DEE! YEAAAH! I learnt the lesson. All that glitters is not gold. And hyper-super mega good graphics doesn't make the game.

Tuesday, 26 January 2016

NES style game in Unity - Part 8 - Storing the levels!

Hello and welcome to the 8th part of my thoughts on creating an NES style game with Unity!
I'm still at the beginning of developing my game. Before going into it I want to do some preparations and also learn some new things. My newest  idiocy is about storing the levels. So originally I started to create my levels in Tiled which is an absolutely amazing editing tool for tilemap based levels. So sounds perfectly ideal for me. But there are a few things that it can't store. So after reading a lot about NES game development I was thinking about storing the levels the same way as NES did.
Castlevania intro nametable
Opening scene of Castlevania with the tile indexes in hexadecimal.
Original image source: http://www.dustmop.io/blog/wp-content/uploads/2015/04/castlevania-nt.png


Sunday, 10 January 2016

NES style game in Unity - Part 7 - Fixing and upgrading some basic stuffs / reinventing the wheel

Hello everyone!

It was a long time ago I posted any updates on my NES style game. I have a post about the palette editor which was a good idea back then to create, but I made a mistake with it and I had to fix it. Let's see what's new about it and what are my plans with it!

Tuesday, 24 November 2015

NES style game in Unity - Part 4 - Getting in shape!

NES style game in Unity.
Looks like an NES game, but it's made in Unity.
The character sprite is a modified sprite from Konami's Castlevania III - Dracula's Curse.
Progressing slowly but surely! I am getting more and more satisfied with the look of the game. It definitely looks like something from the NES era. Same resolution, same colour limitation. Same feel!

Saturday, 21 November 2015

NES style game in Unity - Part 3 - It's gonna take you back to the past...

Welcome back! It's about progress!
In the last few days I wrote many things about my game. Mostly plans. Description of different areas, what items you can get, what items you're supposed to use, what enemies you'll have to encounter. An other document is about the gameplay mechanisms, how the player should make progress, etc.
I finally created an actual screenshot of the current game. It's far from the final one.

Sunday, 15 November 2015

NES style game in Unity - Part 2 - Makes me vomit!

I made some progress with the NES style game. Nothing special... but it's enough to trigger the memories of NES... when games started to glitch, and looked like shit.

Saturday, 24 October 2015

NES style game in Unity - Part 1: Limitations everywhere!

Hello there!

It was a long time ago I made anything useful on this blog. Well, because I started to make a game, I feel I should share a few thoughts about it for You!

I was thinking about a platformer game a long time ago. Something that represents the good old days, the age of Nintendo Entertainment System.

Monday, 6 April 2015

My RƤikkƶnen model in Unity game engine (web player demo)

So I made some tweaks on the model, like I added alpha tested hair. It was easier than I thought. Also I removed the original hair and hand drawn the whole hair from scratch. Hair color and a few things are still not perfect, but it's a nice progress. How the model will look in Killing Floor with the new hair? I don't know, but I have a bad feeling about that. I mean the the lighting is not that good in Unreal Engine 2.5, so it makes me worry. The hair looks really bad in 3ds max too (with vertex lighting, and no ambient light but it's actually not that surprising).

 Kimi RƤikkƶnen Unity showcase
Click on the picture to open the webplayer demo

Wednesday, 4 March 2015

I love retro!

Ah, those good old days with the NES (more like chinese FamiClone)... Batman, Super Mario Bros., Battle City, Super Spy Hunter, Mission: Impossible... long list. I still go back in time to relive some of those awesome games. And I like doing pixel art... Well, I suck at it, but I try! So I always wanted to make my NES style game... And it's in progress.

Thursday, 21 August 2014

New physics test!

Physics are getting better and better, but it's still very far from my expectations. I still think my tests were successful, however I'll probably rewrite the code that controls traction. As you can see in the video, the traction is low at low speeds and the car slips easily, but I need more slip. Actually it's pretty stable even when I push the pedal to the metal. A real world car like this would spin immediately in this situation from standing position.

Monday, 21 July 2014

Low-poly tribune with fans

Low-poly tribune


Tribune design for old school Formula 1 style racing game for Android. I overall, it currently has 6 textures including all ad boards and fans. Stairs are flat, and the whole object consists of 570 triangles. I made a low poly man character in 3ds max which is less than 500 triangles. I made different textures and poses for it, and rendered as texture. I'll make more with different cloth style also I'll need female fans too! 

Tuesday, 11 March 2014

Racing game? It'll be done!

I started a racing game back then, but I didn't make any progress in the last months. It doesn't mean, I forgot about it or I gave it up! I was working on that Flappy Bird clone. Also I had problems with the car physics.

James Hunt McLaren M23
A pretty old screenshot...
Good news, I found a pretty good way to make the cars work with the wheel collider component of Unity. It will be a little bit arcade style, but also it'll be fun. And it will be pretty stable at high speeds too. Nothing to worry about!

James Hunt McLaren M23
...and a newer one.


Also I'll make the tracks low poly, but detailed. It'll work on PC and Android too. What I learnt from my Flappy Bird project is handling MySQL databases through Unity. I think it'll be a useful thing for online lap time comparison.

Friday, 7 March 2014

My first game!

Do you know Flappy Bird? Maybe you are one of the unlucky persons who knows that game. And guess what? I made a Flappy Bird clone. There are hundreds of them! And I made one too. The main character is an F1 driver who jumps out from his smoking car. Probably you know who I am talking about. That photo of him was a great target of Photoshoppers. And a good target of me to create a game of it.

Click on the image to start the game!

It's not 100% finished, I need to fix some things, but it's working. Final version is coming soon! You can play it here: https://apps.facebook.com/flappymax/


Monday, 17 February 2014

Adam Jones and the wheel colliders of doom

Wheel colliders... my enemies... or is it? I tried to use them for my racing game, I was sure they will be great. Well, they are great but they need to be properly used. And it's not easy to set them up correctly.

First problem: car goes left or right without steering on a plane ground. It's a common problem as far as I know. I read about on forums and some say it's a bug, other say it's because of incorrect settings. Honestly I don't know, which one is the truth, because as I made experiments with it, some settings were even worse, some of them were almost good... just almost. It still went left or right. I actually found a gif on Unity Forum, which tells me, it's a bug.

Decreasing fixed timestep removes the drift effect, image uploaded to Unity Forum by bitbutter 
It's a serious issue, especially at high speeds! Actually,  I couldn't fix it. I tried to slow down the outer wheel, but it didn't work. I didn't really make any precise calculations for that so...
It's frustrating. I really don't want to make my own wheel collider. Maybe I could do it, but I never tried. Actually, there is a good raycast based wheel collider in Unity Car Tutorial, which I mentioned in previous posts, but they are slow on mobile, however, the suspension system can be useful from that code.

Second problem: finding the right setup is never easy. In case of the custom Pacejka formula based custom collider which comes with Unity Car Tutorial, it was really easy to set up. Hours of tweaking, but I was never far from the right values. It was always enjoyable to drive the car, sometimes it was too easy to drive, sometimes the grip was very low and it made it hard to drive. But it was fun. And at the end I was able to set it up right, just the problem was, this wheel script is slow on mobile platforms.
In case of the Wheel Collider component, I still wasn't able to find the good values. So bad performance vs bad handling... good.

I made a little research and I checked out the Unity Car Tutorial once again because it doesn't have the weird drifting effect and it uses the same wheel colliders! How it's possible? Well, the answer is simple: it doesn't use motorTorque, which means, the car is not powered by the wheels. It's more like a force pushes the car, because exactly that is happening! It uses forces instead of torque, even for braking. Also for turning, it doesn't turn the wheel colliders, but uses rotate.around to rotate the car around a point based on some simple calculations. I must say, these are cool tricks, but mainly for arcade style racing games. In this case, if you want drifting and making doughnuts, it's more about good scripting than pure physics.

I think, I need to go deeper about this topic, because those wheel colliders are the doom for me. Like some untameable animals. They are there, they are useful, but hard to use properly. Or should I make my own custom wheel which is fast even on mobile?

Actually, old games make me think. There is my favourite NFS title, Need For Speed - Porsche Unleashed (also known as Porsche 2000). which is a fairly old game, came out in 2000, and it had a nice, semi-arcade handling. It was running on a 200MHz CPU, a little bit more powerful was recommended, but it ran. I think maybe 6 or 8 cars could race at once. I don't know how it was programmed, but it worked well. Or I should mention earlier F1 titles. That's cool, how they achieved pretty good physics with simple calculations.
Note: old games rock!

TO BE CONTINUED...

Saturday, 1 February 2014

Burning some rubber.

And an other test is here! I was playing with the tyre friction values of Unity's built in collider. Damn, it's hard to setup properly, but I'm on the right path to get what I want. This time, there is sound too.

 A video of a very early progress:


Friday, 31 January 2014

First video of the project

Hello there! Here is my first video of my game. It's a very early progress, I am currently working on the physics. As you can see, it's far from perfect. I didn't program the engine, and gears, also the traction needs more programming. I'll be back with more videos soon! Enjoy!


Tuesday, 14 January 2014