clyde Posted July 6, 2014 I think it is sending a message to the speaker 48000 times a second, telling it how much to move it (between 1 and -1 multiplied by all the volume values of the pc and the 3d sound and stuff that unity and windows is doing automatically) I don't really know though. But the documentation says that the values have to be between 1 and -1 to avoid distortion and it seems that stereo channels share the array, one speaker getting even indexes and the other getting odd. Additionally: I never imagined that I would be reading about why sine-wavelengths are measured in pi, or how interesting that subject is. Share this post Link to post Share on other sites
Blambo Posted July 7, 2014 Yeah I figured it was something in a big ol opaque box. I mean the units of radians is pi, so I thought it was intuitive that sine cycles based on some multiple of pi if it's a function related to the angle in a unit circle. I need to brush up on some basic trig haha Share this post Link to post Share on other sites
osmosisch Posted July 7, 2014 It can't be said enough: almost anything that's technically interesting boils down to math. I am shit at it and never enjoyed my match classes/courses but I can still appreciate this fact and it's helped me well along the years. Share this post Link to post Share on other sites
Joewintergreen Posted July 11, 2014 I did a couple things: papers you can pick up in my adventure game kind of ala Gone Home and a conversation system that pretty much works as well as I'll probably need it to now.https://vine.co/v/MxzMW9XM0hUhttps://vine.co/v/MxzMFi7rv9l Share this post Link to post Share on other sites
bakelite Posted July 14, 2014 I think it is sending a message to the speaker 48000 times a second, telling it how much to move it (between 1 and -1 multiplied by all the volume values of the pc and the 3d sound and stuff that unity and windows is doing automatically) I don't really know though. But the documentation says that the values have to be between 1 and -1 to avoid distortion and it seems that stereo channels share the array, one speaker getting even indexes and the other getting odd. Additionally: I never imagined that I would be reading about why sine-wavelengths are measured in pi, or how interesting that subject is. You might already have considered this option, but Pure Data lets you to create a sine wave in about fifteen seconds. I haven't tried it and it might be difficult, but the people who made FRACT OSC managed to integrate it with Unity: http://fractgame.com/news/127-fract-audio-tech-connecting-to-pure-data Share this post Link to post Share on other sites
clyde Posted July 14, 2014 You might already have considered this option, but Pure Data lets you to create a sine wave in about fifteen seconds. I haven't tried it and it might be difficult, but the people who made FRACT OSC managed to integrate it with Unity: http://fractgame.com/news/127-fract-audio-tech-connecting-to-pure-data Thanks. Got to the point where I could make a single tone, but when I needed to make multiple to tones simultaneously, I realized that this was going to be an uphill battle the entire way so now I'm just using a .wav of a sine. I'm still going to look at the link you posted though, I might end up experimenting with it more eventually. Share this post Link to post Share on other sites
Dinosaursssssss Posted July 16, 2014 Not quite sure where this is going. It's kinda neat though.I think the performance will be pretty bad with more text, currently every text mesh in the scene gets split into an individual mesh for every letter at start, and all of them are checking their distance from the player every update. I probably need to dynamically switch the individual letter and full sentence meshes out or something. Share this post Link to post Share on other sites
Drewcifer Posted July 16, 2014 That looks fucking awesome, dino Share this post Link to post Share on other sites
clyde Posted July 17, 2014 Here's a floppy sword: There are so many things I want to say about this game's story. It writes itself. Share this post Link to post Share on other sites
osmosisch Posted July 17, 2014 Here's a floppy sword: Classic jiggleboner Share this post Link to post Share on other sites
Dinosaursssssss Posted July 17, 2014 floppy sword hahahahaha Share this post Link to post Share on other sites
Twig Posted July 17, 2014 Classic jiggleboner i laughed way too much thanks for the morning giggle osmosisch Share this post Link to post Share on other sites
clyde Posted July 19, 2014 I just put an asset in my game that is not temporary. After working on it for a few weeks, this feels like the beginning of a new phase. It's relieving to commit to something on the screen; I can now say things like "Maybe for the next game" instead of having to reinvent the process all over again constantly. No regrets though. In the past week, I've realized that the visual style of my games will largely be a reflection of my particular workflow; so refining my workflow is refining my art-style. Share this post Link to post Share on other sites
CEJ Posted July 21, 2014 I have this romantic/naïve idea of making a small rural village in it's entirety by myself and have a game set in it. Last I checked I think the building-count were over 100, which seems like a lot for one person. Edit: I'm investigating tools and techniques, let me know if you have any ideas! Edit2: Art-style is still undecided, but it needs to be feasible. Edit3: Considering UE4 over Unity, but still undecided. Share this post Link to post Share on other sites
clyde Posted July 21, 2014 I'm not sure how much of the assets you want to design yourself, but I've seen multiple city-kits in the Unity asset store that give you building pieces that you can mix and match. You might even be able to use the models in UE4. Here is one of them: https://www.assetstore.unity3d.com/en/#!/content/18618 Share this post Link to post Share on other sites
zerofiftyone Posted July 21, 2014 I'm not sure how much of the assets you want to design yourself, but I've seen multiple city-kits in the Unity asset store that give you building pieces that you can mix and match. You might even be able to use the models in UE4. Here is one of them: https://www.assetstore.unity3d.com/en/#!/content/18618 Just a warning: UE4 happens to only accept meshes in the .fbx format, so while the set you linked would work; not everything you find on the asset store will. Edit: They may have added support for .obj by now but I'm not certain about whether that actually exists/works in the current version. Share this post Link to post Share on other sites
CEJ Posted July 21, 2014 I'm definitely going to make my own assets, still it was worth a look. I am inspired to base it on the real village that was featured in the movie El espíritu de la colmena. I'm not sure, I know it's obviously derivative, but then all media is highly derivative. Share this post Link to post Share on other sites
zerofiftyone Posted July 21, 2014 I have this romantic/naïve idea of making a small rural village in it's entirety by myself and have a game set in it. Last I checked I think the building-count were over 100, which seems like a lot for one person. Edit: I'm investigating tools and techniques, let me know if you have any ideas! Edit2: Art-style is still undecided, but it needs to be feasible. Edit3: Considering UE4 over Unity, but still undecided. I can personally recommend Unreal Engine 4. I've been using it for roughly 2 months and I'm having a lot of fun with it. I came from Unity Free, and was allured by the visual scripting tool and the node based material editor, and so far it's been great. The only thing I miss from Unity is the Asset Store, and the huge online community. I'm not saying that it's "better" than Unity by the way, I guess it's a personal preference thing. But it's worth checking it out to see if it's right for you. Some of the beginner tutorials on their youtube channel are a useful thing to watch to get an idea of the workflow. Edit: Hmm.. I kind of want to start an Unreal Engine thread on this subforum now. It would be cool to have a place to share tips/tricks/cheat codes/etc. Share this post Link to post Share on other sites
CEJ Posted July 22, 2014 Yea, one of the tantalizing UE4 carrots is the lighting, Unity Free has ridiculously stripped down lighting/shadow. (and as you said, material editor out of the box) The terrain + road tools look interesting. And they are developing UE4 to be pretty dynamic and support games like Fortnite, which also features buildings with tons of geometry. in contrast, Campo Santo, for Firewatch they are extending Unity with a lot of stuff from the asset store and I'm not so keen on going on a spending spree at the moment. Of course they're using Unity pro as well. Share this post Link to post Share on other sites
zerofiftyone Posted July 22, 2014 "So many tantalizing carrots..." - Slogan for new UE4 marketing campaign Share this post Link to post Share on other sites
Spenny Posted July 25, 2014 So for the time being this video has audio from the Top Gear episode I was watching, it should eventually be replaced by some sweet ass heavy metal. BLOOD Share this post Link to post Share on other sites
Joewintergreen Posted July 25, 2014 I've been using UE4 for six months or something, definitely recommend it. Blueprint is amazing. Share this post Link to post Share on other sites
noxiousd Posted July 25, 2014 As a keen user of Photoshop, in my downtime through the summer without University, i'm looking into pixel art, and trying to animate it, whats the easiest method people would recommend for this? Share this post Link to post Share on other sites
Spenny Posted July 25, 2014 Graphics Gale is my go to suggestion for pixel art. You might be able to get away with using Photoshop, or you can check out this list of Graphics Gale like software. Share this post Link to post Share on other sites