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Ramp & Roll, skeeball arcade game - get your free copy today!

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eds1275:
Thanks! so far the release has been a little slow. I have a contest up on my facebook page right now trying to spread awareness of its existence.

Here's an update I'm not happy with. Bass player said she won't have time to complete the tracks for a long while, and that it's low on her list of priorities. So I have decided to dump her from this and another project of mine (a film) she "might not have time for." Since nobody has even heard the awesome tracks she has put down so far I have decided to just do the bass myself. I know it won't be as good since I think more like  a guitar player than a bassist, but the show must go on and I would really like to be done with this project so I may begin my next. For my next game, I am teaming up with a 13 year old who lives down the street to create a very short horror game named "Angela" based on a short story he wrote. We've got lots of ideas and I am keeping the difficulty in check. Basically you end up walking around a mansion collecting clues, and each time you unlock a piece of the puzzle the story is read. Shouldn't take more than a week to complete, since all the scripting is very easy and can be reused (opening doors, audio, etc)

But the next solo arcade style game I plan on building is Lawn Darts. Probably begin in the spring/summer.

eds1275:
I recorded the bass lines, and mixed the music today. I added a few more little bug fixes and really played with the audio. It's a lot better than the 1.0 release now! I recommend downloading it and giving it a shot if you haven't already, and if you have this new version is totally worth getting. Download it from my website, www.permanentrecords.ca/games

knightrdrx:
 looks good. some bugs after throwing 3 balls. it took 300 mouse clicks to get the sensitivity about right..why increments of .05? and then the ball got stuck on the rim of the 100.

eds1275:

--- Quote from: knightrdrx on February 27, 2015, 06:51:06 am ---it took 300 mouse clicks to get the sensitivity about right..why increments of .05?

--- End quote ---

I tried having a slider control and that wasn't working very well because depending on the controls you are using the sensitivity can vary wildly. For example, on my laptop, with mouse, the sensitivity is at 1.05 and that seems to work pretty good. With the trackpad, it goes to 12. Which is a lot of mouse clicks. On my desktop with mouse, it goes to 2. My trackball has to be around 5. So that is a very large scale and having a slider just wasn't really big enough to let you set it with any sort of accuracy. And of course if you are using a 4:3 screen, it became even smaller. Since this only has to be set once, I thought it was the best way to go.


--- Quote from: knightrdrx on February 27, 2015, 06:51:06 am ---and then the ball got stuck on the rim of the 100.

--- End quote ---

Well, that is a very very occasional occurance, and precisely why there's the "dead ball" button. It resets the ball. I think this happens when you either get it right up there in the corners (which is why those pins are there, to try to keep the ball out) or if the ball is going too fast, the 3d meshes might be getting stuck together? If this is the case it's usually a case of the sensitivity being too high.

eds1275:
I put up a new version today. Unity 5 came out and I played with some of the new features. I also changed the game a little bit by adding just the tiniest amount of bounce to the ball. The new lighting engine is a bit PITA but I finally got it going. Here are some photos to compare,

Before:



and after:



The physically based shading seems quite smooth, at a cost of like 4x the rendering time. Even for a small scene like this it was pretty unbearable.

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