Plane Crazy

15 02 2016

So here’s what I’ve been working on recently. I finally finished the Core Fighter mod for Sky Rogue:

2016-01-28_00004.jpg

Gundam sold separately.

The workshop page for it is located here. I’ve wanted to do a video but unfortunately my days off have been filled with doctor’s visits. Nothing serious, but time consuming nonetheless.

I also got back into my low-poly fighter project, separate from Sky Rogue (though possibly something I could mod in later)

MoreF43Progress

I decided to move a bit away from the LEGO aesthetic the ship had first been built in all those years ago, making it less blocky by adding some angles to the Fuselage. Then I UV textured it and, after grappling a lot with the Rendering plugins for Wings3D, I had some sort of result:

F43_UV_Test1

F43_UV_Test2

With this paint job I was trying to go for a Chris Foss/Homeworld inspired livery. I don’t think I quite pulled it off though, but oh well. It’s still a valuable learning experience about a good many things and I plan to try to make this look better as well as maybe one day import it into Sky Rogue as a completely original craft.

 

 





Secret Project: Core Fighter mod for Sky Rogue

11 12 2015

So uh…it’s been a while. Again I apologize for my lack of online presence. I know a lot of people don’t read this but the ones that do should at least know what I’m up to.

The texture/material pack I did for submission to the Unity Asset Store was rejected. I know what I need to do to fix it though so that isn’t a huge deal. However retail work being what it is I wasn’t exactly prepared or had the time to fix the issues, so I instead started on another project.

After making the Sea Vixen mod for Sky Rogue I had thought for a while on what I wanted to make next. I knew I wanted something that was a bit less ambitious than the Sea Vixen’s asymmetry and dual-tail design, but at the same time I didn’t want something too simple. Fortunately the Core Fighter from the original Mobile Suit Gundam anime series fit the niche perfectly.

In Progress 1

The project also¬† gave me an opportunity to get better acquainted with how Wings3D works and I gotta say I might like it better than Blender, at least for generalized low-poly modeling and texturing. In addition, the symmetry of the ship also allowed me to do the UV mapping quicker by mapping half of the ship and then mirroring it. Not something you do a lot of the time nowadays but it’s perfect for the mid-90s Sega Arcade aesthetic the game goes for (and probably was done back then too for the sake of saving memory, unless all the graphics were done in code).

In Progress 2

In Progress 3

Granted I did have to make a lot more adjustments even afterwards to get everything to line up, but I think the end result was definetely worth it. I should be uploading the finished mod in a day or two, once I’m free enough from my retail obligations (and also once this cold stops kicking my ass).

Almost Done





At least Sisyphus didn’t have to call Tech Support

20 05 2015

So right after I talked about appreciating the small victories, I got handed a not-so-small defeat. My motherboard ended up burning out, thus cementing my dislike of MSI motherboards, and further cementing my dislike of Intel’s factory-provided CPU cooling fan/heat sink combo. Some time (and money) later, I now have my computer back online with a new motherboard (Asus) and a liquid coolant setup so I don’t have to deal with that fan nonsense again.

Since then I haven’t been doing as much as i’d like, though I did create another entry in my “Roguelike’s Gallery” video series, talking about Teleglitch, which you can see here¬†(part one of three).

And I am, still, slowly, working on Ablation, having now added a few enemies and finally fixed the player movement. Here have a .gif of progress.

Pew Pew Pew

It does run a bit fast but oh well, you can see the gist. I’m currently trying to get the upgrade system in place and then have a first level ready to go. I wish I was a lot more dilligent on this kind of stuff but I’m getting back into the groove.





Appreciate the Small Victories

17 04 2015

About 8 months ago I had, sort of on a whim, created a texture and material package of various wood textures (floors, walls, etc.) and put it on the Unity Asset Store. Not being very good at self-promotion nothing really came of it, which I guess was to be expected. However, a couple days ago I got an email that told me I had received some money from Unity. Turns out someone bought the texture pack last month. Turns out someone else bought it this month too. Granted that’s just two sales, but as the title points out, appreciate the small victories. And I want to thank both those people that bought the package, even if they never read this, and even if they think it’s bad and they wasted $2. I’m still grateful that those two people thought the package was at least worth more than a glance.

Technically this also makes me a professional designer now, so yeah, small victories!





Pixel Dailies and other stuff

27 01 2015

So a bunch of life stuff and a sinus infection happened this month so I haven’t done too much worth of note. I am starting to get the hang of doing mobile/touch based gaming which is nice, and I spent some time making nicer sprites for the new version of Ablation:

Golden Jackal Mk IIBasically after looking at a bunch of different vertical shooters both old and new, I realized the way they tend to “light” their sprites as far as shading is to do it as if the light source was directly (or almost directly) overhead.

I also started doing up some of the new bosses but they’re just in what amounts to the sprite version of a sketch or wireframe so I can’t show you those right now.

And lastly I’ve also been doing Pixel Dailies a lot, via the twitter account of the same name. Some of them haven’t come out too well but here’s a few that I am particularly proud of for those who don’t follow my twitter:

Boat at Night

Bomberman theme

Tron Theme

That’s all for now, I really plan to update more in 2015 and stay on top of things so stay tuned!





I made a tutorial about Unity and Coroutines in C#…

17 11 2014

Now that Block Break Air Hockey has been released (and is now in version 1.1), I’m taking my time to do some smaller projects while I wait for Unity 4.6’s full release to hit. One such project is doing tutorial videos for issues that, while really obvious, can sometimes be missed.

In this case, I had a big issue with Coroutines when making them in C# in Unity for the purposes of having actions happen on a delay. I spent weeks searching for an answer but couldn’t really find one. Fortunately a helpful goon in the Something Awful forums game dev thread answered my question, and I decided to take that solution, work it into a video tutorial, and share it with the world. Yes it’s a simple problem, but often we overlook these issues.

I recommend watching it on YouTube’s own page so you can see the text easier. Hopefully I can make more simple tutorials in the future, but this is it for now.





Block Break Air Hockey now released on Kongregate

11 11 2014

Title pretty much says it all. It’s been 17 months, some of which I should’ve spent working longer on it, but the game is now released. I’ll have a detailed post-mortem to follow but for now if you want to play it, you can find it on Kongregate by clicking here. Unity Web Player is of course, required.

BBAH Candidate Screenshot