Nitrogen

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Nitrogen
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  • Just to second @iceblademush, Feng Zhu's tutorial series are an excellent way to get better at not just concept art, but drawing / sketching / painting in general. http://www.fengzhudesign.com/tutorials.htm
  • Thanks for trying it out! Beeping noises have been made and are awaiting integration! :D Mouse Sensitivity.. I may need to make a settings menu for it. And I never even thought about changing the droids light colour! Reminds me of bioshock! Could …
  • Interested to see how this turns out! I've just put up a basic drone AI tester of my game in the other thread! I've gone a bit more basic than you. I've got: - Roam - Investigating (when a sound is heard from a certain place) - Sighted (when th…
  • Okay! I've got the first "Runnable" build up: Build 0.2 - Drone Tester I say "Runnable" because it's not playble yet - all you can do is walk around while the drone hunts you. There is no penalty for getting caught and the level is very very basic…
  • Solved it! Proportional Navigation was just the ticket. http://answers.unity3d.com/questions/138749/proportional-navigation-guidance-logic.html See how the cyan line is adding the correct amount of movement to counteract the forward momentum :)
  • @dislekcia: Thanks, some interesting results are turning up - Proportional Navigation and Command Guidance. @fanieg: Im writing the physics from scratch, input the destination and outputting a force to apply to the rigid body to get it there.
  • Okay so I've got my drone navigating around the level now using Aron's A* plugin, which I'm happy to say follows the way I was going to do node based pathfinding almost exactly, but with lots of nice enhancements. My problem and question to you guy…
  • Well, I was going for a worm / serpent style dweller which would scuttle around on millipeade legs, but I dont have enough time to do that, so on the suggestion of a friend I decided to make a hovering spherical kill drone. Sort of a mixture of the …
  • Yeah they are pretty bland at the moment and this is just a couple of test rooms I've thrown together, I've yet to start on a real level. But I do have tons of ideas for lights. I'm thinking red warning bulbs and catseyes. Orange bulkhead lights, h…
  • FanieG;15471" said:@Nitrogen - rather than scrapping yours for the Aron's free one - perfect yours and release it on the Asset store for all :) Feels a bit like reinventing the wheel, but the building experience will not go to waste! Elyaradine;1547…
  • Thanks for the responses guys - Aron's A* really looks the business - I might scrap mine and use his if the free version allows most of the functionality... @Pixel_Reaper: I'm not sure about lighting, sometimes thick fog and short view distances ar…
  • FanieG;15447" said:That looks like an awesome system. My pathfinding was done with a similar node system, but my AI following the path killed my frames per second. This looks Amazing, can't wait to play a build I'm interested to know how you and @…
  • Holy crap, that was FREAKY! some notes: 1. My mouse is *very* sensitive for some reason - I'm wondering if other people will have difficulty with my game. 2. The sounds are awesome, the footsteps need to be a touch softer, but otherwise excellent. …
  • So I've just whipped up a Navigation / waypoint system for the monster AI. Unity made this ridiculously easy to do. - I have a number of NavPoint objects which represent waypoints where the creature can go without getting stuck. - Each NavPoin…
  • Speaking of GetComponent, I found this last night on Reddit, I think it's quite a good read for all of us Unity novices: http://www.reddit.com/r/Unity3D/comments/1d3ma9/what_can_i_do_to_make_my_game_slow_and_inefficient/
  • FanieG;15401" said:@Nitrogen - Thanks man. You must have a nice mouse. The reason I say this is that I've noticed with cheapo mice the sensitivity is fine, but nicer ones seem waay too high. I'll play around with the settings a bit. Thanks again…
  • Ah, MUCH better. Well done! The only thing now is the mouse sensitivity is waay too high - the default unity FPS controller seems to always be set too high.
  • No worries Gazza. I always feel shame when I pull out of things like this, but there's no reason to. Like they say, the only failure is not trying.
  • Okay making stuff in 3D is *hard*. There's just so much more work involved than a 2D game. I've gone through the whole pipeline of creating meshes, UV mapping them, finding free textures, making the textures tileable and creating bumpmaps, placing t…
  • Nice! Every time I think about building a heighmap generator, I look at stuff like World Machine and dispair the amount of work it will take to make something better:
  • It's very difficult to solve these sorts of problems without sitting down with your code, so I can only tell you how I would do it: Firstly only recalculate which nodes the player and monster belong to when you need to do pathfinding. Secondly I wo…
  • I think you could probably get your algorithm to run a lot better with some optimisation. It sounds like you're recalculating the pathfinding every single frame - there's a whole bunch of optimisations you can do: only recalulating when you need to…
  • Are you running any hectic code on each frame update? Something like doing a Ray intersection test with every single wall in the game?
  • Yeah, it didnt make much of a difference. Still seems to be running at around 10-15fps. Looking at the sky or the floor doesnt seem to help at all either.
  • I was also getting ridiculously laggy and low performance when I tried out your game @FanieG. I dont think this is the cause of your performance issues, but what was the reason for drawing out all the letters on your signposts with cubes, instead …
  • Chris_Bischoff;15171" said:Seeing that Diablo screenshot made me all gooey inside.... :D Looking forward to this! Hah, if I can get something with a tenth of Diablo's atmosphere, I'd call it a success!
  • Thanks @Elyaradine, thats pretty smart. I'm using Max 2012. I was using the Edit Mesh modifier, but this doesnt let you use the Graphite tools. I found if I use Edit Poly rather, then I have much more control. After I stopped hurling stuff at my pc…
  • Quick screenshot: I figured out how to draw Gizmos, and started the basics of my AI Pathfinding. I decided to go for a node based graph approach (as used in the Unreal engine) where you place waypoints within line of sight of eachother, and conne…
  • Okay, so I've been half working on this the last couple weeks, but I've been struggling. I'm totally fed up with 3DS max, trying to make some very simple tunnel pieces and having difficulty doing simple operations like getting the floors to be UV …
  • RickyGC;15150" said:Yeah the site is looking great guys! On mobile, are there still changes coming? It was red, now back to blue? And if I go to my profile, the font is huge and goes off the side of the screen. Yes the mobile I'm still working …
  • Tuism;15140" said:The changes are fantastic! Well diggidy done :) Love the hover options thing, looks great, works great. Thanks! That's high praise indeed!
  • Added the roll-over functionality on every post in a thread, and in your inbox conversations. Just a clarification on this - this is for the dates. So if you hover over the date of this comment, you should see a tooltip with the full date popup. Thi…
  • Tuism;15133" said:Cooool, so what do you mean by fixed notification issue? Cos I had something in my inbox handy (hehe) and I just went to read the inbox, and there's still a (1) next to my name Tuism :P I doubt I'll ever be fixing that, that's a co…
  • Gibbo;15100" said:Lerp? Is that like 'loop' but a bit derpy? i.e. "ermahgerd frert lerps" This is an educational thread for coding jargon! :B It stands for Linear Interpolation, it's when you smoothly move from one position (or rotation in this ca…
  • Dont worry I'm still going to do it, I didnt find much time to work on it yet with Real Life(tm) and my compo entry. I'm still going to try what you suggested on the previous page and see if I can get something better than option 3. It's a pain in…
  • @Tuism, My, aren't we popular ;) It'll be fixed in the next style update.
  • Okay, 4 options: Option 1 Thread author just after category label. Cons: Potentially ambiguous thread author, lots of information packed onto the left side. Option 2 Swap Most Recent and Started By Pros: Most like the current design, related …
  • I think you'll find that making something physically accurate and making something fun can be mutually exclusive at times. If you need it to bounce a certain way for the gameplay to work, it'd be far easier to dictate the post-bounce velocities man…
  • @creative630, @dislekcia: exactly what @Tuism said. It's a bit of a pain to switch back and forth between title on the left and info on the right. In any case, I'll try both and try to persuade you why I think my/Tuisms way is better :)
  • dislekcia;14804" said:The "new" element could be moved all the way to the right, maybe? Then you're removing a vital piece of info outside of the normal viewing pattern. No, I dont think it'll be a trainsmash to swap them around like @Tuism suggest…
  • Hmm, I think they do have a point though, anything that is right aligned should be less important info because it's outside of your normal viewing pattern (down the left hand side of the page). I'll try just swapping the Started By and Most Recent …
  • Okay, and then what about the date - which is the date that the last person commented? That's okay to be left next to the "Started By"?
  • @Nandrew: :thumbs-up: @All: Live preview up here: http://nitrogenlab.com/files/makegamessa/discussions.html
  • Karuji;14772" said:the design you just posted I felt that there was more text being presented without a drop in the readability of that text. Gotcha. I do agree. Tuism;14773" said:@Nitrogen what's changed there? Basically the spacing, so like the pa…
  • Karuji;14767" said: @Nitrogen I'm going out on a limb and guessing that is a screen cap on a 1920x1080 resolution screen? Since currently I am getting 11.5 threads viewable at a time, and you are getting 14 which is a good improvement, and I don't …
  • @Nandrew and @Karuji - I've had a lot of trouble trying to get the discussions page to be more readable. Adding padding between items is one way of making things more readable. It's okay but I agree there's room for improvement. Okay so I took a lo…
  • Yeah, the unresponsive ship isnt too much of an issue for me, but I think it would become tedious after the first few minutes. Also, it's difficult to tell how close or far the debris and powerups are away from you - whether you will hit them or no…
  • Sweet little game! - I liked how the spacestation gets closer - You need a warp starfield to help the sense of speed () - The ship was VERY unresponsive which makes for getting bored fast - this is fine if you intend to up the ship's manoeuvrabil…