Monday, April 5, 2010

More Unity 3d Projects

I've been more busy with Unity 3d lately. Working on features that I'll be including in the Strategy Game Test that I made.

FogOfWarTest
Here I made an implementation of fog-of-war for strategy games. It uses a mesh blanketing the terrain, whose vertex colors I set depending on if units are in range or not. Enemies appear and disappear depending on whether they're on fog or not.
Photobucket
http://anomalousunderdog.herobo.com/Unity/FogOfWarTest.html


ProjectileTest
Here I made code for launching projectiles like grenades.
Photobucket
http://anomalousunderdog.herobo.com/Unity/ProjectileTest.html


Unit Insignia
I'm planning on letting players upload whatever picture they want and use them as unit insignias; logos visible on the unit 3d models themselves when battling.
Photobucket


XmlTest
I made a simple XML parser which I will use to load unit properties from XML files. I did this so unit properties can be edited without requiring Unity being run.
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http://www.unifycommunity.com/wiki/index.php?title=TinyXmlReader

Tuesday, December 1, 2009

Back Again

Thought I'd get back to blogging after all this time. Long story short, I've been using Unity 3d now.



Photobucket
http://anomalousunderdog.herobo.com/Unity/Gobs.html

A side-scrolling action game. There was supposed to be more features but I never got to finish it. The white thing in the back is supposed to be a caravan that the player is guarding while it travels. Shown here is a test level with a few enemies.





Photobucket
http://anomalousunderdog.herobo.com/Unity/ZombieFields.html

A zombie game, but similar to Crimsonlands. There were supposed to be several modes of play but only "Survival Mode" and a prototype "Assault Mode" was implemented. There was supposed to be leaderboards too, but it would've required a MySQL database server hosting which I don't have.





Photobucket
http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html

A work-in-progress of a strategy game I made. Its actually a prototype I hope we could show to investors to get some funding to make it a full-fledged game. Though its doubtful because of the economic recession.

Wednesday, February 11, 2009

gunner weapon and run animation


Took me this long. His weapon's textured completely now, and I've made a looping run animation test of him.



Sunday, January 25, 2009

BLARGH in 2009

So I decided to haul my lazy ass and continue working on BLARGH Text Editor. I've successfully ported my code to the new devkitARM release 24, and libnds 1.3.1.

Just get the file save/load working, and its already a full-fledged text editor. And now that there's some official sample code on how to get libfat working, it'll be easier for me.

Next major features needed are some unfinished text editing features (cut, copy, paste, search), and multiple text files opened via tabs. But I want to concentrate on file save/load first.

Unicode support would require me to create all those characters from foreign languages. I'd be willing to make ones for accented english letters, but that's about it. I sure as hell won't be doing all those Chinese characters. Perhaps the Japanese Kana letters, since I'm learning them, but definitely not the Chinese Kanji.

Dictionary lookup will perhaps be the last on the list.

Monday, July 21, 2008

Gunner Rifle Weapon

I finally decided on the gunner's rifle weapon. Not textured yet. He'll also have a pistol as a secondary weapon.

Sunday, July 13, 2008

BLARGH Text Editor File Save Dialog Box GUI

This is a mock-up concept of BLARGH's File Save GUI that I've made so far. It should work almost like a standard file browser program. While in the File Save GUI, the upper screen should still show the text editor, and you can still switch between other opened text files.

Tuesday, June 17, 2008

wrist rot problem fixed

After a long time, I tried working on the gunner's wrist problem once more. I bothered downloading The Mancandy FAQ only to find out it didn't explain how the rigging in the wrist worked.

I tried searching in BlenderArtists and found a solution in a thread. It was this blend file in particular (made by doncuan) that gave me the idea. However, I did realize that I had modeled my character's mesh without giving forethought to wrist rotation. This other blend file (made by Vertex Pusher) demonstrates a much better forearm mesh designed to twist properly. I'll study it in detail when I make a new character.

I also modeled and rigged the gunner's weapon. Its not textured yet. After looking at it, I decided it looked too much like a fireman's hose, so I'm going to make a different model.