Dinosaursssssss

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Everything posted by Dinosaursssssss

  1. [DevLog] Gravity Wolf / Dino's Side Project Circus

    huge gif inc edit: managed to cut a few mb off this monster gif but it cannot truly be contained
  2. GDC '16 / SF thumbs hang out

    The Game Developers Conference is nearly here! I know there are a buncha other developers hanging around the forums, and no shortage of folks who live in San Francisco. Let's hang out! I'll be in the city from March 13th to the 20th (GDC itself is the 14th to 18th) and I'd love to go grab a beer or some dinner or something with thumb folk. I was thinking either Tuesday or Thursday (15th/17th) somewhere near Moscone at about 6ish so people can still get to parties or whatever afterward. Honestly the only bar I know near there is Tempest, which is fine with me but if people wanna pitch other stuff in walking distance that'd be cool too! So, who's going, who wants to hang out, and what sweet parties are you going to?
  3. GDC '16 / SF thumbs hang out

    Thank you so much everyone who came out, that was great! We'll have to do it again next year.
  4. GDC '16 / SF thumbs hang out

    Selfie attached so people can find me/us tonight!
  5. GDC '16 / SF thumbs hang out

    Also if folks are around the conf and wanna grab a beer or lunch real casual-like during the week, PM/tweet me and lets hang out!
  6. GDC '16 / SF thumbs hang out

    Alright no one has objected strongly so I'm making it official. Saturday, 6 pm, Pagan Idol. I have a housewarming party to get to a little later that night, but I should be able to hang around for a few hours.
  7. GDC '16 / SF thumbs hang out

    Alright, I think Saturday afternoon/early evening is probably the best time for this? That way folks who have jobs or GDC related parties/meetings/etc can get those out of the way during the week proper. Pagan Idol opens at 6, so that's a possibility. Whitechapel also sounds cool if people are into that (and opens a little earlier); reserving a table would probably be smart, but I have no idea how many people will actually show up so I'm hesitant to do that. I also do love Smugglers Cove but it is teeny so I'd rather go for a bigger place.
  8. Idle Cook Club - Veggie Feeds-me: My Body Is Ready

    Pizzas!!!! I used this J. Kenji Lopez-Alt recipe that I thought was really good. I like a nice thick crust pan pizza and this really delivered. Plus it actually was pretty easy. The only alteration I made was adding some King Arthur Flour pizza dough flavoring. The front is pepperoni and the back is BBQ chicken. Before After
  9. GDC '16 / SF thumbs hang out

    I do really like tiki bars quite a bit.
  10. [DevLog] Gravity Wolf / Dino's Side Project Circus

    After implementing a more robust camera system to handle that 3D HUD, things kinda went to shit. I started having issues with some cameras not showing at all (mainly the camera I was using to show the players weapons), camera effects not showing, and other weird behaviors (camera smearing, line renderers disappearing). There was nothing that struck me as odd about the setup; it was 4 cameras at different depths (HUD > weapons > game scene, plus one more for the render texture with the HUD on it), all using deferred rendering and HDR, and with the camera effects on the topmost hud camera. Not sure what was going on there. It got significantly worse after updating to Unity 5.3.3, and started crashing pretty consistently in the editor, plus showing that flickery effect I mentioned above. Those two issues (the crashes + flickering) didn't happen in full builds, but the other problems were enough that I dropped that hud for now. Anyway, much as I think it added to the game, I unfortunately don't have the time now to spend debugging Unity rendering issues. Sorry this was actually the opposite of an update, where I baaasically just removed a feature I already showed off. That's how it goes sometimes.
  11. Idle Cook Club - Veggie Feeds-me: My Body Is Ready

    Late peppers! Stuffed with rutabaga and goat cheese.
  12. [DevLog] Gravity Wolf / Dino's Side Project Circus

    Honestly, it's primarily a combination of a few open source camera effects from here https://github.com/keijiro?tab=repositories If you haven't seen it before, I recommend poking around those repos 'cause there's some really impressive shaders and whatnot in there and it's all free to use/modify.
  13. The Flame in the Flood Kickstarter

    Gonna necro this thread a little (I don't think we have another TFITF thread?) to let people know that the game is out of early access and in full release today! Go check out the final version and support Forrest/stuckbug and the rest of his awesome team. http://store.steampowered.com/app/318600/
  14. [DevLog] Gravity Wolf / Dino's Side Project Circus

    I've been messing with rendertextures trying to get my UI to show up properly on a curved surface, and I think it's finally working! This was attempt #3 I think. It's not perfect, and in particular there's a weird issue where the elements will...sort of flicker? in the editor, but it runs well in a standalone build. The UV on the curve mesh needs some love too (you can see the bottom elements are out of alignment 'cause of this). Anyway here's a quick shot showing the camera setup. On the left is the camera that generates the render texture, the right is the UI camera which is pointed at a flat, curved mesh with the rendertexture as its material. And the bottom is the view in-game. I'm glad this is finally working, but I can't help wondering if there's a better solution; another possibility might be to render onto a flat plane, and write a shader to perform the distortion. Also here's a gif showing the flicker I mentioned, and if uh anyone has seen this before please PM me or post potential solutions.
  15. What does the flag...do? Other than alerting other players they can kill you without getting flagged it was unclear to me what that did.
  16. From what I saw, the dark zone is one large open PVP area. It's comprised of a few distinct areas that are intended for players of different levels, but you walk around it freely, there are enemy AIs in the streets and in buildings you can fight, and players to shoot too. The gear is better, but you need to extract (1:30 timer where everyone can come kill you + steal your things) to use it. I'm not sure quite how it works, but if you kill other players you get flagged as aggressive and other players can kill you without getting flagged. But you can shoot anyone. I enjoyed playing over the weekend with a couple friends, did some PVE then shot a few people in the dark zone. Not sure if I'll get this at release since I won't have time to really put the time in until May probably but I did quite like it. The environments are great and it's very atmospheric, it feels like a game I could spend a lot of time exploring. I played around with both keyboard/mouse and controller, and even though I'll probably pick it up on PC I think the controls are tailored for a gamepad, and it felt better there to me. At least until I had a single shot rifle and needed to headshot everything.
  17. What's for Breakfast?

    lunch
  18. XCOM 2

    I had to do that mission where the UFO catches you the other day, and it was brutal.
  19. XCOM 2

    I found some floating ALIEN ROCKS behind my ship
  20. [DevLog] Tiny Tires

    That looks great!! How do you create the texture for your generated UV? I did a little procedural mesh generation for winter wiz jam but I was using solid color objects and wasn't sure how I'd texture them.
  21. [DevLog] Gravity Wolf / Dino's Side Project Circus

    Been slow recently but here's some updates. Movement/grav system post math-fix (thanks Osmosisch). Both objects get a little push at the beginning, then settle into their orbits. An oil well. Particle could still use some work, I think the trail ought to be a little tighter on the end. Gif compression also doesn't do it any favors. idk this was mostly me messing with pbr and trying to make glossy plastic look right (and failing at it) On the docket for this weekend/next week, I'd like to flesh out the players home area and some of the progression tied to it, and maybe add a new weapon.
  22. The Math Thread

    After taking another stab at implementing osmosisch's fix, I believe he has nailed it. Thanks again everyone!
  23. The Math Thread

    hm, I'll have to take another whack at implementing it; last time I was basically sleepwalking after GGJ Thanks again everyone for suffering through my terrible explanations and trying to help out <3
  24. The Math Thread

    While orbiting you can move freely with WASD and your orbit should adjust to match your new velocity. If you move outside of the planets range, you will stop orbiting and float in space.
  25. The Math Thread

    alright I tried to make some diagrams to be more specific. I don't know if they will actually help. Also for some reason they all became different sizes when I resized them to 50% despite having the same size to start. In this image we see bodies with a starting velocity that have no additional force added. They move in an orbit defined by their original velocity around the planetary body. In the following images we see the effect of force on the body. A physics impulse that pushes the body to the right (deeper into the Z axis of the screen) rotates the orbit around the planet. Here we see a similar behavior when the player applies a force using their controls to push the body in the same direction (the 'pressing D to move right' assumes they are looking along their orbit vector) if these are useless let me know why and I will try to clarify again, or maybe I'll just force someone to get on skype with me and I'll make my fists orbit each other to explain, and then that person can translate that into a real math question.