Yakoob on 1/6/2015 at 23:13
There's also some unity assets that implement a third party physics completely bypassing unity's that might be worth a try. I've used bullet before myself (not in unity ) and aside from some setup overhead, an quote fond of it.
henke on 2/6/2015 at 05:33
Quote Posted by Renzatic
Can you use something like a lower poly collision model to act as a stand-in for the mesh collider?
Yup, that's what I'm doing! Will give your tyre a spin when I get home! :)
Fafhrd on 2/6/2015 at 06:50
Quote Posted by henke
Damn, that sucks, Faf. Especially if all that cool character animation was lost. :(
I haven't backed any of my stuff up in months either so this is valuable reminder for the rest of us, if nothing else.
Thankfully, it was the infamous Seagate firmware failure, and I was able to use a Raspberry Pi debug cable to serial into the HD microcontroller and reset it, and all of my stuff was still there. Backed it all up, bought a WD hard drive and put it all on there, and have retired that Seagate, since this was actually the second time it's done this to me (first time I took it a data recovery place and they charged me $640 to get it back up and running, but apparently didn't flash the firmware that was supposed to fix the fault. This time it cost me around thirty bucks for the debug cable and a screwdriver set with torx bits, and $60 for the new drive.)
Renzatic on 2/6/2015 at 14:37
Quote Posted by henke
Yup, that's what I'm doing! Will give your tyre a spin when I get home! :)
You're going to be looking at it to see if you like the style at least. It's WAY too high poly to be used in Unity as of yet.
Volitions Advocate on 2/6/2015 at 18:10
Not that anybody will care much except me. The game engine I licensed in 2011 (with perpetual updates) just went belly up for all intents and purposes.
(
http://www.terathon.com/) <-- you can see on the lower right hand side "no longer available for licensing"
The engine was pretty fantastic and made some awesome leaps and bounds in the last couple of years. I've just been patiently watching it grow while I find the time to design my game on paper first (amidst work and going back to grad school). Well the guy who designed it pulled the plug on the engine last month.
He wanted to build a game off it that was supposed to be released on Hallowe'en in 2013. I already paid him my 10 bucks to help development along, but he started up a kickstarter recently to finish it that went absolutely nowhere. I think that got him all butthurt and he decided that "managing the forums and maintaining the engine is taking up too much of my time I could be spending on completing the game" and so he wont be selling any more licenses or rolling out any updates. This despite the fact that many of his licensees that have been with him for a very long time offered to help with the forums and the support requests.
The really annoying thing is his game is not going to sell well even if he finishes it and it's amazing. It's basically a 90's style twitch shooter. I have access to the engine, but if I were to recruit friends to work on it with me they can't use the software, because it's in my EULA that every person using the software needs a license. And he's not selling anymore. Plus the next round of hardware or even driver updates could break something in the engine as well. So I'm basically on my own, and in a really dick move, he locked the forum, so it's read only now. WHY he did that I have no idea other than the aforementioned butthurtedness. So a bunch of us started an unofficial forum to help each other out, which has mostly turned to people complaining about the dick move and jumping ship to either Unity, UE4, or going to Godot for an open source solution.
I don't see how it's going to go anywhere from this point, at least I'm only out a few hundred dollars I spent 4 years ago.
Which is okay because I'll be too busy developing hardware for my Masters to focus on a video game.
Pyrian on 10/6/2015 at 22:12
:eek: Very nice!
Renzatic on 10/6/2015 at 22:48
Man, that's awesome. Makes me feel bad, too. Your guy did 19 characters, facial animations and all, in two weeks, while I've been futzing around with one in the same amount of time.
Volitions Advocate on 11/6/2015 at 22:16
Goes to show all those naysayers on Steam Greenlight that complained about "teh grafix sux" have no vision. I'm not saying this is better than what you had before koob, because I loved the style, but this will be very nice when it's all finished. Naysayers be damned.
Zerker on 12/6/2015 at 20:07
Joystick is painted and essentially done:
(
https://goo.gl/photos/CrQkEyKPJXP7UtaL9)
Inline Image:
https://lh3.googleusercontent.com/HlaDQrYKjw8O_f9hMy3L1SKB9j3aONhH4_qIYrTji2Q=w674-h506-noGot it working with SNES, but not with Genesis. My first approach for Genesis was to have the Arduino do all the work. However, when the Arduino was powered by the Genesis, the select line wasn't toggling any more :(. My alternative solution is just to reproduce the 3-button circuit (it's super simple), but I need to do that as a separate joystick. If it's hooked up in parallel with the Arduino, it does annoying things with the voltage levels (even if the board itself isn't powered).
... in other news, I ordered parts for the Genesis joystick project :D