Tuesday, May 22, 2012

Miya!






Miya is this what you want?

Did you want a video of the Particle effects or animations or anything like that?
Let me know if you need help with anything :)
This is all that you see here, just at proper size and quality for you to cut up or do w.e you want with them
http://www.mediafire.com/?k17y6tw11tdylqf


Monday, May 21, 2012

PPT urgent

Stuff I need from you guys for the PPT:

For everyone: Prepare answers for these questions for the presentation:
How did you accomplish what you set out to do?
What lessons did you learn?
What you managed/didn't manage?
What mistakes did you make and learn from? (eg/ "I left this too late...etc")

you don't have to write them here, just write the answers down for yourselves because you will have to talk about them on Thursday.


Steph:
I need screenshots of all enemies and character in maya with polycount/wireframe etc, whatever you feel will look cool and fit. Also the UI and particle effects...how they were made, screenshots.
Whatever else you want to put in.

Dean, Lex, Andrew:
make a list of everything you have done and everything you changed. example: stages of different camera angles etc. If you can think of any screenshots or images we can use then include them.

Also, tomorrow you guys have class from 9am-9pm or something ridiculous, can i meet one of you maybe before 9am? So i can get the master copy of our game from you, and all the videos so i can put it together.



I need this stuff for PPT tonight. Please upload your stuff tonight ^__^


Sunday, May 20, 2012

UI+Workarounds

http://www.mediafire.com/?d2kp0mdlyr5uznn

This is the remake of the UI elements, everything has been scaled to fit a 1024 x 768 game build, and should look perfect without scaling and tinkering.
What you will have to do, is load in the old texture you had for the health bar, and place it over the UI, then, Place the NOTCHED_BAR over that health bar, so it looks like its apart of the UI.
I have also included the texture and normal for leechjun so you can screenshot how it DOESN'T work,
that way when it comes to presentations I can explain the difficulty I had with it

As for the transparent textures, I found a work around, that doesn't quite work on everything purely because it turns some faces on the model to be not double sided, but it will do for the time being, nothing else I have tried comes close the the results I got with it.

What you want to do, is go to the texture
Where it says what type it is
(Transparency - Bumped Diffuse)
Change it to
(Transparency - Cuttout Bumped Diffuse)

It reverses the faces on some models (Particularly the enemies)
but this is a solid work around for the main character, so we
can at least get some nice screenshots of him.

Update on progress:

I've spent all weekend trying to fix my transparent textures, I don't know what to do any more.
All the suggestions made aren't working, and I'm getting no where, as it is we're going to have a semi transparent character wandering around the map.
Having said that, the same problem is going through the enemy maps, I have not completed them yet for this exact reason, everything I do makes them transparent, and I'm unsure how to fix it. As it is im just going to focus on redoing the UI. Mention my blunders at the presentation. I cant help thinking that if the character was in the game sooner we might have been able to correct these problems sooner.

Concerning your recent changes and adoptions to the game, I have no idea why you're changing it, in our last week, we should be bug testing, not completely changing the camera, or altering finished products. But do what ever you want to do I suppose. I'll be moving on to other homework I have neglected in the meanwhile.

Saturday, May 19, 2012

First Person Camera

We going to use the First Person Camera,we not sure what's wrong with it .

At lease we can see the map 360° ,just like wow .  This gives the players a good concept of what the map looks like,and 360° fighting playable with others.
 Improves the fighting abilities .
Because we using a small map, that means if we use a fixed camera. We have to higher the camera for a certain area(reacts area :where u can see what happens and react at very first time ), so the area covered by camera needs to large enough for player , but for the small map is not a good decision.

That is what i think about..if you guys have any problem with it , discuss with me please.

Friday, May 18, 2012

ATTENTION ANIMATIONS

hey guys :
  i have done the lava animation ...and i have add scripts for our charactor animation as well..it works very well...

BUT there is a problem that the animation for our character takes too long to cast so it makes the spell cast too slow ...steph  u need to speed it up little bit .csat is at once.  please fix that!

Thursday, May 17, 2012

Final Checklist

Hey all,
I compiled a checklist during our Thursday meeting. Here is everything that has to be done by our Monday meeting.

  • When the game timer ends --> End game screen. 
  • When you run out of life --> End game screen.
  • Script where lava raises and lowers in Y axis every 10-20 secs. Also script to lower hp upon collision with lava.
  • UI fully functioning, alphas fixed...transparency fixed. health bar working in Steph's bar design
  • mouse cursor? if we have one. also note to fix camera like Conor asked. 
  • Script to self destroy enemies after time, then hurt player when they 'destroy.'
  • Enemies textured and animated (Steph it is upto you how much of this you can do within time frame)
  • Death script upon hitting water below island
  • Fraps video - we will make this together when game is built and ready.
Then things I have to do on Monday with master copy:
  • 3 ambient lights with 3 colours
  • red light near volcano
  • light under mushroom
We will also discuss our presentation. I have a layout which we will follow set by Conor.  I will make the powerpoint and upload on Tuesday.

Please ask any questions here if you are unsure about anything i wrote. These things are very important. If you want to add anything, please add it.

See you all at 1.30 on Monday for our last meeting of the semester!!

ps - if something can't be done by monday please let us know here. don't just show up on monday with it not done. It's ok if something is not finished, we just need to know.

Tuesday, May 15, 2012

Hi Stephanie,

Saving your UI images as targas with an alpha channel is absolutely the right way to do it. You should not be using vector based images for in-game art. If your images do not look the same as you drew them when they're in-game then this is most likely because they're not being displayed at their original size. It's important that you draw them at the correct resolution and that the game screen always runs at the same resolution. If the game is supposed to adapt its resolution depending on the screen size then the UI elements must be moved appropriately, but never stretched or scaled.

Regards,
Conor

With that out of the way, are you guys scaling the images? because if you are could you please let me know by how much so I can permanently scale them upwards so you can just put them in?
That the only reason I can think of why they look like they do, along with the fact this isn't in unity pro.

Resources

If any of you guys are stuck on anything, here is a website that's pretty hard to find via google. I tracked it down from an e-mail from last year.

http://www.unity3dstudent.com/category/modules/

There is also lots of stuff there about GUIs. Good luck and see you all at 10am tomorrow. need you all there no matter what with all of our work ready to import
Guys, please read the other comments posted.
As for the quality of the UI, I'm going to send an email to Conor about it, hopefully he can let me know which file format is best suited for UI.

It should also be noted that my computer might be of better quality of yours, and as such the quality of the images might be better. Other then that I'm just going to save out in everything that accepts Alpha channels.

UI quality

guys the UI quality is not perfect as upload..any idea about it ?   try vector image?
or ask someone else how to do it.

UI ver.5

Now I import the character, and I add a avatarr camera on the top-left corner(hope our character will have a face..). For game more playable, I just disable the mouse arrow on the screen , but the mouseover function will become useless now, the player can not see the description of skills when they put mouse on the skills button. Do we keep it or you artists can make a new mouse arrow to instead the white one? And any suggestion for the camera angle?  

UI ver.4

I just put everything into the game. It seems pretty cool. Just for the healthbar, it can not show all, just part of this texture.Steph, can you just make a small one instead or do you have any idea about this?

Monday, May 14, 2012

YESSSS WE HAVE VOLCANO!!!!!!!

I have finally managed to do the volcano!!!!! My god....what a bastard.

Here's a youtube video for u guys to see the lava flowing. i can edit how fast or slow it flows. also, you can see it doesn't sit very well on the map at the moment. This is because the master copy of our game is on Dean's laptop. I will set it in the correct place at 10am on thursday. (I will have to edit terrain around it as well, this is why i need to use master copy. can't just import in)

 then you guys can put in the code that moves the lava stream plane down, and then back up. The lava is a single plane that has to be lowered and raised in the Y direction. give it any name you want, i will edit to match. Please have this ready for me to put in on thursday! Also there should be a script that lowers the players + enemies life when touching the lava.
shouldn't be too hard to code, please respond here telling me you got this memo, whichever programmer would like to be in charge of it ;)

PRETTY HAPPY RIGHT NOW!!!!!!!!!

www.youtube.com/watch?v=q7fp6tuLqVg

WorkUPDATE and DOWNLOADS

http://www.mediafire.com/download.php?wdk5r6b6b8zg874

This first one is a simple texture to put on the player's image when he leaves a body of himself when he first casts the blink spell. Its transparent, all you will have to do is make a copy of the character mesh, a new material and put this on top of him so he can leave behind a ghostly body.

http://www.mediafire.com/download.php?m77q1kfeexn8mgn

This is the new spell particle you requested, I'm calling it "Whirlball" at the moment.
Sorry, no video, you will have to check it out in unity yourself.

http://www.mediafire.com/download.php?e9iuld1ivsz2onn

This is a compilation of all the UI textures, HUD, and spell buttons.
It also included a cooldown sequence, I'm not sure if its easier for me to do or for you programmers to play it, but basically all you have to do is put it all on the one texture, and then where it has "play animation" set the tiles accordingly.

This Picture is an idea of what the HUD would look like. The camera will naturally be a little more zoomed in and properly angled, but you get the Idea.

Just a question, but would you guys want a boarder or corner details as well? Tell me now so I can knock it out of the way, otherwise I hope you like what I've done, if you guys want to make changes let me know so I can get it done quick!

Sunday, May 13, 2012

Thursday

THURSDAY is out cut-off date!!! Everything is going in the game and whatever isn't done by thursday morning WILL NOT BE GOING IN THE GAME.

I need everyone at RMIT at 10am. Is this good for you all? This will give us 3 hours to put it together by our meeting with Conor.

I will write a list of things we need to finish by then, and upload later. Please let me know if 10am is good for you. we might even need a skype conference before then
http://www.mediafire.com/?4qq9aa47jprsosq

Redu of push spell

Friday, May 11, 2012

meeting on MONDAY.

we need to hold a meeting on monday . this is very important.
this is the last week we have to put everything together.
Steph, i need to talk about the PUSH1 spell with you....guys  this is what i dont want to see. we should test everything ASAP....because we dont have time to fixed those problems.we cant't have the modes import as late as this time and fixed em by week 12.  on monday we will try put everything together and find problem and fix..

please come 

ALL Attention PLZ !!! MONDAY meeting NEED U ALL!!!

Wednesday, May 9, 2012

http://www.youtube.com/watch?v=y2qgo5Ri86M&feature=youtu.be

Particle video is there, Quick run down on spells is:

Particle one: Trail.
(the spectral trail that the hero leaves behind when blinking so that the player knows what direction he came from) Features feathers, glowflies and sparkles.

Particle two: Teleport.
When the player teleports with Blink, he explodes into a puff of feathers and reappears where he left his image,
There will be a small explosion of light before feathers fall down.

Particle three: Push.
Feathers and sparkles fly forward in (sort of) a shape of a cone.

Particle Four: Enemy Demise.
Basically when the enemy is defeated the enemy will explode into a puff of purple and blue smoke.

Particle Five: Push Cloud.
When the player teleports, he reappears where he left his image, but is a little way off the ground, when he falls back to the ground, feathers and dust will fly from underneath him.

Particle Six: Staff Charge.
When the player activates Blink and Black Hole, the staff will charge up with light. Its a glowing orb of light that is surrounded by fireflies, once the charge is finished he will execute the spell. This will only be for Blink and Black Hole as they are more "powerful" spells then push.

Particle Six: Fireflies.
A simple particle system for Miya, for use around the map as a feature.

Particle eight: Black hole.
Swirling meshes in opposite directions under a whirlwind of purple and blue and dark particles flying from the middle of the hole. I constructed a short script that allows me to pop it onto any mesh and change the rotation and the speed of the mesh to how I please for easy made changes.

You can download the Particles at               http://www.mediafire.com/?i064i8g8k37hu82
Once again if you're downloading off the University internet you will need to use a proxy.

As it stands I've finished the textures for all 3 enemies, aiming to animate just one of them just to show off its potential unique skill, the particle systems took longer then anticipated, if I find the time however I wont just stop at one. I now plan to move onto UI textures and pictures, I'll upload a layout of the UI I had in mind so you make the arrangements to the layout before I texture them :)

Sunday, May 6, 2012

Character+bones

http://www.mediafire.com/?j65u3nebqzflf

 Dean this folder contains the character maps, the original maya file and the export of the character and bones. You might have better luck then me attaching it to the third person camera.

 http://www.mediafire.com/?7d058wxj1ms1yjb

 This is al the meshes of the 3 enemies, you might as well put them in there too its easy to put this stuff in, but attaching the character to the camera, I just have no clue. The enemies arent finished yet but im working on it!
I'll post the spells up tomorrow, still need to get the particle effects down.
You will have to use a proxy site to download it while at Uni.

Checkpoints!

As requested by Dean I have uploaded my checkpoint timetable for us. 
If you feel something needs to be changed just let me know! But I think it looks pretty spot on.

Steph I know you had your mother's B'day but if you could upload the chars via rapid share or something that'd be great :D You don't have to come in tomorrow or anything, just upload em so that the programmers can get busy.

At the moment I am working on finishing volcano, spout, 3D totem model. Also the web thingy decal on the ground, and the puff of smoke for blink. 


Also what is not mentioned in the timetable, is the UI imagery. UI will be done around 14th. 


Anything else I missed?

Saturday, May 5, 2012

WOES

Ok guys I have spent way too much time trying to attach that third person camera with all the scripts onto our main character, I have no clue how to do it. Easy to port everything into the game I just don't know how to attach that camera, its driving me insane. So I'm just going to focus on characters, particle effects and textures and on Monday when we are all in I'll give putting the character in another shot. Maybe someone else from another team has done it before and can help. Feel like i'm wasting time on it by my lonesome atm. I would screen shot the 3 enemies I have done but you're not going to understand what they look like properly without a texture :p you'll all just see them on monday
Also thats black hole, that ok with you guys? It will rotate aswell

Wednesday, May 2, 2012

Enviro-Update

Hey Bros + Hos!

I've been working pretty hard this past week to try and get this environment looking awesome at every pixel.

I think it looks pretty good, all i need to do now is put the assets in. more rocks, grass, few more trees etc. I'll probably do more polishing between now and the 10th...but am now confident that i will have finished enviro by the 10th !

I think you remember what it looked like before....ground textures were 2 overlaying each other. now we have 6 scattered about. Here are some shots!!

 ^above: got rid of particle effects here, with better ones

below: on the path, each individual rock is raised to look like a 3d model
below: "safe" path + lava path



Tuesday, May 1, 2012

Hi guys, been a while since ive seen you all so I thought I'd just update you on what i've been doing and what im up to. At the moment i'm nearly finished 2 enemies for us to use, im only aiming for 2 I don't think we're going to have time for a third. Im hoping to have them both completely done by the weekend and then ready on monday to test out ingame. Im still struggling with getting particle effects looking like how I want, but Ill try get them done by the end of the week aswell. Im hoping to get the majority of it done by next monday, that way I can have a bit of time doing UI because we are in need of some texturing. Ill see you all on thursday anyways

UI ver.3

I just update the UI part.
1 - The health bar is visualization now(still need texture)
2 - The player can see the the status now (red , yellow , green)
3 - Add a space for character avatar
4 - Fix the camera angle.
5 - Add a blur function for camera , now the game screen just looks like in dream.