Pyrian on 30/4/2015 at 21:26
Looks good. :D What are your current thoughts on the character models?
henke on 2/5/2015 at 12:09
Those screenies look amazing. Did you end up moving over to Unity 5, or are you still in 4?
Yakoob on 5/5/2015 at 18:37
Still Unity 4, leveraging all the baked lightmaps with AO. I upgraded to 5 at one point, which was going great (
http://karaski.com/devblog/devblog-15-artstyle-shaders-unity-5-woes-and-reviewing-job-applications/) until I tried re-baking maps and started getting ambiguous errors galore :/
I might give it another go later down the line, but for now, dont wanna mess my project file long term if Unity doesn't fix the issues by my release time. As much as I like the realtime lighting, I don't want to give up baked+AO for it.
(Oh and the new material system is nice and makes things easier but it's really geared towards pseudo-realistic graphics, so doesn't help much with my cartoony style. Plus I'm using some custom written shaders in places)
henke on 6/5/2015 at 11:36
Damn, that's a nice walk animation, Faf! :D
Renzatic on 11/5/2015 at 06:03
That arcade stick is more than a little interesting to me, considering I had plans to build a Raspberry Pi based mini arcade cabinet at one point. Building the joystick and hooking it up to the Pi was the one thing I was most concerned about doing.
As for me, and what I've been making, I've been playing with the Substance suite. They all plug into just about every 3D editor or game engine under the sun, and they're really, really damn powerful once you get used to them.
...and, of course, getting used to them is the hardest part. Node based editing is hard to wrap your head around at first, but when I started seeing it as what I'd do in Photoshop, laid out step by step, it kinda got a little easier.
(
https://dl.dropboxusercontent.com/u/3018396/TileSubstance.jpg) Here's what I've did after following along to a tutorial. And (
https://dl.dropboxusercontent.com/u/3018396/TileSubstanceNodes.jpg) here are it's nodes. IT'S PEE BEE ARR TEXTURES, FOLKS!
Zerker on 11/5/2015 at 20:56
Well, the actual wiring couldn't be simpler. Just configure the GPIO pins as input with pullup, hook up to the joystick signal wire or either connector on the button. Wire the other side of the button (or the joystick ground wire) to... ground. Then you just read the input; if you read HIGH, it's not pressed; if you read LOW it is. Theoretically you should debounce it, but I haven't found any problems without at the sampling rates that most games use. I may do some testing later.
In my case, since I'm using an Arduino, I just pack the button configuration into a USB descriptor and fire that off to the PC. If you're using the Raspberry PI, I'm not sure the best way to interface that with the rest of the OS. Maybe you can package it into a driver that shows up as a joystick? I'm unfortunately no help with that.
EDIT: Actually, that's not ENTIRELY true; I do have SOME advice. I would suggest downloading the source code for (
http://abstrakraft.org/cwiid/wiki/wminput) cwiid/wminput and see how it handles the virtual device when adapting a wiimote/classic controller/whatever as a gamepad.