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Messages - fgielow

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Showcase / LiquidbounD - IGF Student Entry
« on: November 22, 2013, 12:52:28 pm »
Hello, all! This is the trailer for our entry for IGF!

http://www.youtube.com/watch?v=R-ScXZmCmUI

The nonreciprocal dependence of Hydrophilia, first chapter of LiquidbounD, is a stage that yields an attempt to overcome a fickle relationship. Overcome your dependencies and manage to leave the cave that hinders you through your climbing skills and your wisdom to unravel the puzzles in your way out. Meanwhile, savor a visual and narrative experience about internal conflicts exposed in the form of metaphors.

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Showcase / Ludum Dare 27 - Life'Short
« on: August 28, 2013, 01:13:22 am »
Hello all! I would like to share the project we developed for Ludum Dare, which theme was "10 seconds". Although we took part in the 72h Jam, we could use only 33~36h, as we could only start in the morning of sunday.

It is a 2d plataformer pretty sarcastic regarding medieval stories.

You can check it here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=26275






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Showcase / Re: Jotun - Dev Diary
« on: July 22, 2013, 12:08:10 am »
An update on the current state! :)

http://jotun-dev.tumblr.com/post/56004961873/a-minor-glimpse-on-the-current-state-of-jotun-a

We may post something playable soon.. Really limited to test mobility and minor combats.

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Showcase / Re: Jotun - Dev Diary
« on: April 30, 2013, 04:27:59 am »
Are you using the 2d character controller assets from the store, or did you make your character controller from scratch?  I've been looking for examples to help get it feeling crisp and not floaty?

Ops, I did not see your reply before, sorry for the delay!

I am actually implementing it from scratch.. I am using Unity3d's Character Controller for controlling the character's movement, but I have a main script which implements a finite state machine and all the possible transitions.. Actually, there on the tumblr address I sent I have some posts regarding specifically this! :)

I speak a little about this on these posts:

http://jotun-dev.tumblr.com/post/45323697156/devlog-2-main-character-loop
http://jotun-dev.tumblr.com/post/45480868198/devlog-3-polishing-my-state-machine-with-delegates
http://jotun-dev.tumblr.com/post/46810538354/devlog-4-further-enhancement-on-the-states-machine

I hope it can help!

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In my case I am dicing my character sprites because there are many animations. Dicing all the sprites to several 32x32 blocks is still producing an almost full 2048x1024 atlas.
I am dicing them that way so I can be more efficient on space and also use only one atlas with one material.

Apart from the initial overhead to recompose the sprites in order to draw them, do you think I may run into issues later on if I keep doing things like this?
I feel I should already ask because it may be hellish to later on decompose on more than one atlas map :P haha


Thanks again, I appreciate the quick reply.

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Showcase / Re: Jotun - Dev Diary
« on: April 10, 2013, 01:00:07 am »
Here we have a little demo of the parallax background:

http://jotun-dev.tumblr.com/post/47110978551/jotun-parallax-gameplay-demo

You are welcome to comment =)


And here we have a concept art for the semi boss Bird Without Wings, born from those who had their dreams and ideals ripped off by the megastructure?s corruption. From those conformed with their position in the world, who abided seeking for what once was their wings.






And yet another concept. Yet another semi-boss.




Full size images on the website :P

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Hello!

I have heard on some other solutions that it would be bad to have images with large amounts of alpha, even though they are "empty", they would be "drawn", burdening performance a liiittle bit. I should worry about this with tk2d maps and sprites? I mean, if I have an 600x600px image on which there is just a 100x100 sphere in the middle, would all the 600x600 pxs be "drawn"? I noticed that when I use dicing, the sprite mesh on the editor appears all cut in small pieces, which are not completely transparent, without little pieces for the completely blank areas. That means that if I use dicing I do not lose performance on empty regions?

Ps.: Here is an screenshot of the editor showing the small pieces I said:




Thanks in advance!

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Releases / Re: 2D Toolkit 1.92 beta 3
« on: March 21, 2013, 03:27:02 pm »
Anyone else have crashing issues? I've tested upgrading from various versions and not had any issues.
If you have any crashing issues please report what version of Unity you're using, and what version of tk2d you're upgrading from.

I am using Unity 4.1.0f4, and I was updating from 2dtoolkit1.92beta2 to 2dtoolkit1.92beta3.
After some tries and some folder deletions I got it working too, but the crash is easily reproducible here.
It seems to happen when Unity3d is compiling the scripts after importing them.

I had experienced this with some other packages before, hence I think it can be something related to Unity as a whole (last time it occurred with other package I even reinstalled Unity (removing also all user preferences files), but after a while it happened again with other packages, weird).

Thanks for the attention!

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Showcase / Jotun - Dev Diary
« on: March 21, 2013, 02:22:56 pm »
Hello!



Jotun is a 2d plataformer that takes place on a kind-of open world. Although it is currently under development, I would like she share its Devlog. We are posting concept arts, in-game screenshots/videos, documenting the programming progress, also giving some general hints occasionally. This is still a long road, from now we estimate at least a year for a release candidate. Well, for more information you can just check on the link ;)

http://jotun-dev.tumblr.com/

Edit (updated July 2013): And here is a playable version of a minor sector in the game: http://jotun-dev.tumblr.com/post/56171371667/jotun-a-glimpse-on-the-gameplay - You can leave comments and suggestions regarding it! :)

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Releases / Re: 2D Toolkit 1.92 beta 3
« on: March 20, 2013, 08:46:18 pm »
It it only me who cannot import the package? When I try to import it, unity crashes while compiling the scripts, and when I open it again, there are some errors.

I noticed this behavior with some other packages too, hence I do not know if it is a problem of the unitypackage or of my unity3d installation..

What is strange is that when I try importing "2dtoolkit1.92beta2.unitypackage" again it works, but not with beta3. Weird.

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Releases / Re: 2D Toolkit UI 0.9 Alpha Preview 1
« on: March 17, 2013, 02:47:47 pm »
Congrats! This looks great, really.

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Aren't you putting those source images in the Resources folder? Unity3d will add everything that is inside Resources, wether using it or not. I had this issue once. :P

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