Come back! I miss your Unity projects and updates!

ahh sorry, I’ve been posting all of that to my main blog the last few months! this is actually a sideblog - I guess I’ve shifted to posting everything on my main now though… I doubt I’ll use this blog as much any more!


pixelatedcrown:

I’ve finished the first playable build of my terrarium builder! It’s in a pretty early stage right now but the basic features are all in there. Some jars don’t display correctly and I’ve only got a few plants made but you should be able to make a simple terrarium!

Try it here! You’ll need the unity webplayer plugin installed. Controls and more info are found in game! Click the bar at the top to get started - lemme know what you think! :O

EDIT - First p big bug spotted! Clicking a button that displays “Plant not yet added!” can mess up the plant submenu, it gets confused when it can’t add anything. Refresh the page and try not to click those buttons!


cactuswithsombrero:

Is it bad that I like the look of the plants clipping into each other? I think it’d be great if you could add an option to disable the prevention of placing plants, if you have the time. Keep up the great work!

thanks!! and I think it’s a good idea too - I’ve been planning on adding in the option of ignoring the grid myself :D

(Source: pixelatedcrown)


SO I started thinking about pokemon game hacks and what I’d want to do with one if I ever made one and liked the idea of a conflicting theme of old vs new and having the two main legendaries reflect that, with this guy being the “new” one. the old would probably be dragon/ground, all crumbly and ancient. YEAH…..

SO I started thinking about pokemon game hacks and what I’d want to do with one if I ever made one and liked the idea of a conflicting theme of old vs new and having the two main legendaries reflect that, with this guy being the “new” one. the old would probably be dragon/ground, all crumbly and ancient. YEAH…..


getting closer to figuring out what I want the big bad & final boss of kin to look like… picturing a fluid form, more gecko than snake. big crazy mouth. in game I could almost see it working as being 2D like the rest of the characters and such but in a style similar to the bottom right rather than pixel. animated and drawn all smooth like. p much all the characters of kin need a reboot in some way rn - as the story is developing and getting solid themes the characters and their designs need to change to reflect this! kin’s always changed around a lot like this really.

getting closer to figuring out what I want the big bad & final boss of kin to look like… picturing a fluid form, more gecko than snake. big crazy mouth. in game I could almost see it working as being 2D like the rest of the characters and such but in a style similar to the bottom right rather than pixel. animated and drawn all smooth like. p much all the characters of kin need a reboot in some way rn - as the story is developing and getting solid themes the characters and their designs need to change to reflect this! kin’s always changed around a lot like this really.


prob not gonna make much progress today (or for a while) but I’d like to try and have a go at a test area for making kin in unity, similar to the bit I started making in 2D before. all I’d aim for is to build the environment and to have the characters be able to walk around it. just to see how it could look!


bandobrasbomlar replied to your photo: “this is what I wanna model as the first batch of plants!! posting will…”:
how its going to work you going to make an entire engine to create plants?

oh no I’m just going to make models of them in maya by hand - I’ve made a few but I need to step it up if I want to get all the ones I want in the game done


this is what I wanna model as the first batch of plants!! posting will make me do it - I’d stream but it took me forever just to load tumblr

this is what I wanna model as the first batch of plants!! posting will make me do it - I’d stream but it took me forever just to load tumblr


pixelatedcrown:

this week’s dev vlog video! in it I talk about models and show bits of livestream footage - I got a new mic too so now it should sound better!

:D!!


vavassor:

lowresthoughts:

nicenicenicenice, got some basic plant movement going on. you can see how the menu currently gets covered up by objects rn, I’ll have to… fix that at some point

Hey! I wrote this shader a couple days ago to always draw things in the foreground, which you could use to fix that menu drawing problem: 

Shader "Custom/ShowAlways" {
	Properties {
		_Color ("Main Color", Color) = (1,1,1,1)
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}
	SubShader {
		Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Overlay" } 
		Lighting Off Cull Off ZWrite Off ZTest Always Fog { Mode Off } 
		Pass {
			Color [_Color]
			SetTexture [_MainTex] {
				combine primary, texture * primary
			}
		}
	}
}

oh!!!! thank you, this is just what I need! that’s so nice of you to share it!!


nicenicenicenice, got some basic plant movement going on. you can see how the menu currently gets covered up by objects rn, I’ll have to… fix that at some point

nicenicenicenice, got some basic plant movement going on. you can see how the menu currently gets covered up by objects rn, I’ll have to… fix that at some point


nah it’s cool that’s what I wanted to happen anyway

nah it’s cool that’s what I wanted to happen anyway


cidolfas replied to your post: “FPS NOTES B4 BED - first person during gameplay, only arms visible    …”:
Interested in doing this for a 7DFPS, assuming 7DFPS happens this year?

oh I was just gonna make it as a monthly game at some point probably, got a few of those stacking up tho


FPS NOTES B4 BED

- first person during gameplay, only arms visible
    - can move around in 3D, arms follow view
    - can click & hold to move arms in and close to pick up objects immediately in front
- player has to locate and collect items specified at the start of a round
- there is a set budget, anything that ends up in the cart deducts from this amount
     - if they go over budget random items are expelled from the cart until under again
- player has to also avoid the two night shift employees that are trying to ask you to leave
     - these roam aisles, movement speed increasing on each item break
- bonus items like supermarket sweep. I can’t remember how supermarket sweep worked though.
- the round is over when the time limit runs out or if the player is caught by an employee
- items are then racked up and statistics shown (items bought, items broke, etc)


yeoussi replied to your photo: “I had a stupid idea on twitter this morning and now it’s all I can…”:
like surgeon simulator but with groceries, sounds like a rad idea

P MUCH, octodad too - less good though. mostly I want to make a bunch of grocery models with silly packaging that’s similar to real products but not