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Everything posted by brendonsmall
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These assets are so great. I hope you turn this into a full game after the jam. It's so pretty!
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[Release] Cruisin' for a Word that Rhymes With Cruisin'
brendonsmall replied to ryanfb's topic in Wizard Jam 5 Archive
No I cannot. They are really great. -
[Released] Sit in a Row and Stare at the Wall
brendonsmall replied to brendonsmall's topic in Wizard Jam 5 Archive
The Cruisin' arcade cab is done. Also added turnstiles to get into the theatre to compel interaction with the ticket robot. Also added several more items of Robot Weirdness(TM) to make the player uneasy. I tried making a video texture for the cabinet "attract mode" but alas it requires that I install quick time and nope. Oh well, the out of order sign looks okay. -
[RELEASE] "Veggie" Panino and the Nightmare Puzzler
brendonsmall replied to Synnah's topic in Wizard Jam 5 Archive
Those models are so great. Such pixels!- 21 replies
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- veggie panino
- triscuits
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Good luck!
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[Released] Sit in a Row and Stare at the Wall
brendonsmall replied to brendonsmall's topic in Wizard Jam 5 Archive
Working on an arcade cabinet for the lobby. I wish I had time to make it playable, but alas, no time. Nothing like a small "out of order" sign and some flavour text to get out of this and use to enhance the environmental story -
[Released] Sit in a Row and Stare at the Wall
brendonsmall replied to brendonsmall's topic in Wizard Jam 5 Archive
Added some scope creep, but it's a fun thing so woo anyway. ALSO: It's time to enter the wrap up zone on this project. My TODO list includes: Theatre seat you can actually sit in Small amount of signage (which given timeline will be textures on quads) Turnstiles Exit door and stairs Some odds and ends to interact with (lobby bits, some notes on the cork board) Intro fade out from black, and out to black and back to main menu Main menu with mouse sensitivity adjustment -
[Release] Cruisin' for a Word that Rhymes With Cruisin'
brendonsmall replied to ryanfb's topic in Wizard Jam 5 Archive
I would have gone with "...runnin' over any cruisin' toes" *puts on shades* Also, here's a word list if you want some extra zazz and don't already have them all in your list: ACCUSIN, AFFUSIN,AMUSIN,CHOOSIN,CONFUSIN,DEFUSIN,EXCUSIN,FUSIN,INFUSIN,MISUSIN,OOZIN,OVERUSIN,PERUSIN,RECUSIN,REFUSIN,REUSIN,SCHMOOZIN,SNOOZIN,SUFFUSIN,TRANSFUSIN -
Ooooh I love how the UI is 2D but in world space and how the character walks away from it. So nice!
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LOL, yes. @fabian This new artwork is looking great.
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[Released] Sit in a Row and Stare at the Wall
brendonsmall replied to brendonsmall's topic in Wizard Jam 5 Archive
Yes indeed. In the best way. Now I want to put little weird Henson-esque robots on everything -
[Released] Sit in a Row and Stare at the Wall
brendonsmall replied to brendonsmall's topic in Wizard Jam 5 Archive
Thanks -
[Released] Sit in a Row and Stare at the Wall
brendonsmall replied to brendonsmall's topic in Wizard Jam 5 Archive
The ticket robot now has a state machine and can dispense tickets. Note that the first and only state is "print ticket" for now. -
I am really looking forward to playing this!
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[Released] Sit in a Row and Stare at the Wall
brendonsmall replied to brendonsmall's topic in Wizard Jam 5 Archive
I think I've hit the mark to some degree with the correct levels of sadness for this robot. The poor thing. @Old News Belida I like the idea of the robot trash can pal, though I don't know if I have the time to do it. Maybe it'll have a face but no means of locomotion. Perhaps they are friends or partners, and they work together in this depressing place to support their tiny robot dependents. I now want to make a game just about these robots and how they came to be here, in this world, in this job. (Boy howdy, this is taking a dark turn) -
I love the hand drawn instruction UI
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This looks really good!
- 24 replies
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- point & click
- adventure
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[Release] The Stuff Dreams Are Made Of
brendonsmall replied to RubixsQube's topic in Wizard Jam 5 Archive
A quick workaround might be to disable the MouseLook script while doing the fade out. That way, the inputs won't matter and the camera shouldn't move. Edit:Oh, and don't forget to re-enable it when the fade is back to normal -
[Released] Sit in a Row and Stare at the Wall
brendonsmall replied to brendonsmall's topic in Wizard Jam 5 Archive
So I made a terribly depressing robot that will dispense tickets for the player. If you can think of more sad robot things to add, I am open to suggestions. it's got a scrolling marquee for instructions, a sweet 3D Graphical interface chest, and spits the tickets out of its mouth. -
[Released] Sit in a Row and Stare at the Wall
brendonsmall replied to brendonsmall's topic in Wizard Jam 5 Archive
I'm glad you like it. I tried desperately to avoid "Duke Nukum 3D: Hollywood Holocaust" level vibes, and hope I've succeeded. -
[Release] The Stuff Dreams Are Made Of
brendonsmall replied to RubixsQube's topic in Wizard Jam 5 Archive
Regarding size, I wonder if you can resample the textures in Unity so that the final build quality is less than source (see screen shot below). If you've got a bunch of 4k textures, for example, and they aren't downsampled in the image's settings, it will (i think) build with a 4k texture, even if you don't need it. Audio is definitely another culprit for build size. And anything in Resources folder gets put in the build. So be sure to keep that clear of anything that you don't need to load at runtime using Resources.Load() For fading, I usually use a fairly cheap hack involving a Quad and a Fade material of a small black texture. You can set the alpha of the material's color to any value you want. So, to fade out (to black), set the material color to have an alpha of zero, enable the Quad's Mesh Renderer, then increment the alpha to 1.0 over time (using simple addition or lerps or whatever). Once the alpha value is set to 1.0 ish, your fade is done (screen is all black) You can attach the Quad as a child of the main camera, and just make it really big and really close. Alternatively, you can do this with a screen space UI Image element, and essentially it does the same effect. UI is better (I guess?) because you don't have to worry about any 3D objects getting in between your camera and the fade image since it's rendered "in the camera". (Foot Note: My lingo is not really "correct" (screen space, "in the camera", etc.) but it's correct enough to achieve the desired result. I'm sure you could get fancy with a shader or do something more elegant, but this will work.) -
Those particle sparks are very nice
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[Release] Nick Breckons: 1, Mackle: More
brendonsmall replied to nkornek's topic in Wizard Jam 5 Archive
yes. -
[Released] Sit in a Row and Stare at the Wall
brendonsmall replied to brendonsmall's topic in Wizard Jam 5 Archive
Small update: My doofy theatre scene is coming along, and I'm learning some lessons on how to use realtime csg. Most importantly, still having fun! -
[Release] The Stuff Dreams Are Made Of
brendonsmall replied to RubixsQube's topic in Wizard Jam 5 Archive
1) What is the best way to create an opening title/start menu? Similarly, it'd be great to create an ending credits sequence when you've finished the game. A simple way, depending on desired amount of interactivity, is to just create a separate scene for that and load the game play scene when the player clicks start (or whatever). You could something similar for closing credits. For the actual UI, I recommend using Unity's UI system. You can make a basic main menu canvas with buttons, images and words, and hook the button click events to things like "start game" functions, etc. 2) Also, is there a way for me to create a sequence before you are dropped into the primary scene, like, an audio cutscene before you have control of the player? Same as 1), really. You can create another cutscene kind of scene then load the main one after some seconds, or after the sound is done playing, etc. You could get fancy and let the player look around (mouselook script on a camera) to give some feels, but basically restrict it to a basic experience. 3) Also...when I create the builds, the game is pretty big on disk. Is this bad? Is there a way to cut down on the size of a game, or is it just the fact that I've imported a bunch of assets to decorate this island? How big? If there's a .pdb file included in the build folder, you can discard it. I believe you just need the exe and the _Data folder to run the game (for Windows x64 anyway)