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Tuesday, July 21, 2015 - 09:59

Lip synch?? I think you may approach this the wrong way... Start solving simple problems, like getting a game engine to work, and then do the AAA-stuff a few years down the road... Don't animate any characters at all, instead just focus on getting some basic gameplay working in unity or unreal and if you have more time, generate more content! Not a lot of people will care THAT much about character animations much less whether they have working lip-synch!

Solve simpler problems first... 

If lip synch is a must then it if possible, UMA has phoneme lip synch so you could make a text-to-phoneme parser for it. https://www.assetstore.unity3d.com/en/#!/content/35611

As for the assets, all the text written should be considered an asset and stored as such (in separate text files, xml or whatever) is what I meant before. 

Tuesday, July 21, 2015 - 05:17

I think you misunderstood, they meant that you could write ascript that reads the text of your batch-files and translates it to another language. I think you're better off starting over with e.g. Unity and just reuse all you content (that is, all text and images you already created). 

To make the transition easier you should get some type of Dialogue extension from the asset store, e.g. 

https://www.assetstore.unity3d.com/en/#!/content/14854

I haven't that one myself and there are others so check around a bit before buying. If you don't want to learn c# (you should, it's a lot eaasier than batch-script IMO) then there are visual scripting extensions as well. I think Playmaker is the most used one. I haven't used it myself though, I like writing code :)

https://www.assetstore.unity3d.com/en/#!/content/368

 

If you wrote 50k lines of batch script then I suspect that you included the output text in those scripts? That's a mistake you're now paying for when transitioning technologies. Imagine if all your text was instead in a text file that your batchscript read from? Then you could just write a new c#-script in unity and reuse the same asset. That's why we always try to separate data from logic, I learned that the hard way myself many many years ago...

 

Again, good luck, whatever solution you decide on!

Monday, July 20, 2015 - 06:18

You are either mad or brilliant. I eagerly wait to find out which :) Either way I wish you good luck, can't wait to see the result of this endeavour!

Monday, June 8, 2015 - 23:07

After waiting almost 3 weeks my engine is now up on asset store! Thanks a lot for publishing CC0 assets, they really make the engine shine a lot more. I think maybe I'll update it a bit more later on to support larger maps (currently you don't want to go above 512x512) and maybe some procedural city generation and stuff. In the application for asset store sales I also mentioned that my engine would work well in a bundle with assets like yours and eg "Simple buildings - Cartoon city".

 

Now I just need to figure out a simple game to make, I want to keep it a bit simpler than Transport Tycoon for a first iteration, maybe some type of idle game, sort of like my demo that's linked in the asset store

Here's the asset on the store BTW:

https://www.assetstore.unity3d.com/en/#!/content/37649

Sunday, May 31, 2015 - 03:55

Awesome! To make a full "Transport Tycoon"-like world I think some more types of vehicles and buildings would be really nice...

Sunday, May 24, 2015 - 07:08

Thanks! Submitted to asset store today! In the readme file I linked to your account here on OGA and on Unity asset store as good sources for additional assets to use for it.

Do you have any more plans for assets like this one? 

Saturday, May 23, 2015 - 10:15

Yes! This will work great for my Tycoon Terrain engine! Thanks!

The engine in it current state (without rails yet though)

https://www.youtube.com/watch?v=AgINNA1tB_w&feature=gp-n-y&google_commen...

Wednesday, May 6, 2015 - 20:19

In the unity package the origin of the model is placed a little bit off (about 1 unit in x- and z-axis) which makes the trees not positioned correctly in terrain engine. This makes them sometimes look like they are flying when positioned on slopes.

Wednesday, April 29, 2015 - 04:35

I really like your new 3D-assets, the simplistic style is great!

Thursday, February 26, 2015 - 06:36

Cool! I used some of the same assets making a prototype for a game I never finished :) Mostly I was experimenting with physics and networking together as well as some AI-stuff. Some of the code is still in use in later projects though. 

http://www.kongregate.com/games/mikhog/tank-prototype

 

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