Photo 29 Jan we started a devlog over on tigsource so check that for better updates
stand alone blogs are kinda whack so this is dead for now. !!

we started a devlog over on tigsource so check that for better updates

stand alone blogs are kinda whack so this is dead for now. !!

Photo 24 Nov
Video 19 Oct

betcha you wanna resort here

Video 29 Jul

is this FACT or FICTION?? mega anacondas 


Video 16 Jul

progress

Video 12 May

can you hear the party

Video 5 May

More photos from the last post.

Video 5 May

Big update time! Been so long since our last blog post cause we’ve been busy traveling the world. Been going to many events and getting lots of people to play our game. We’ve so far been to Indie Cade, SXSW, GDC, Pax East, Rezzed and C2E2. The response we’ve been receiving from the game has been really great. No one has straight up hated the game yet! Everyone loves the asthetics and the atmosphere. We weren’t too sure how people would respond to a late 90s 3D look but it has been very welcomed.

Aside from the looks of the game, we’re finally at a point where almost everyone is easily grasping the core game behaviors! It took so much play testing to get where we are and it’s all thanks to expos. If we just stayed sitting in our bedrooms and never going out, the game would most definitely suck. The game has gone through many iterations since we started our travels and we’re not done yet. Taking a break for while now to focus on continuing game development and….. starting on a kickstarter campaign. More details of that to come soon!

Another thing I’d like to mention about our travels is all of the really cool people you meet. Not being alone is nice.

I’m doing another post after this to show more pictures I’ve taken.

K, bye!

Text 5 Apr How to cut a hole through geometry to the skybox using just one camera

Yo. Just recently I was trying to figure out what the title says. Here’s an example of what I’m talking about.

image

You see how the sphere mesh “cuts” through the cylinder and plane all the way to the skybox. This took me longer than expected to figure this out but thanks to a wiki page (http://wiki.unity3d.com/index.php/DepthMask) I got it all sorted.

Before using the shader setup in the wiki page I was using three different cameras with different clearing/depth flags to achieve the same result. It worked but it totally choked on the Ouya. The above solution requires only one camera and runs much fasta.

So I setup the scene like such…

1. added a realistic skybox (nasa)

2. added some shapes

3. added the SetRenderQueue script to the plane, sphere and cylinder

4. set the queue order on the sphere to 2999 (the other objects are at 3000)

5. then added the DepthMask shader to the sphere

That’s it. Any questions let me know!

Text 9 Feb Unity3D Light Flickering Issue

image

I recently had some trouble with lights suddenly turning off and on when moving around a scene. It took me quite a while to figure out what the root cause was and I thought I’d share my solution.

The gif above shows the exact problem I was facing. It turns out that it had nothing to do with our Point Light settings or how I was baking the lightmaps. The light flickering was being caused by loading the scene additively with other scenes that had baked occlusion culling data.  Once I removed all of our occlusion data, everything was once again fine. :) Luckily for us since our scenes are pretty small, we just stream them in and out which allows us to bypass using occlusion calculations for performance.

So additively loading multiple scenes that utilize baked occlusion culling for some reason will start messing with the lighting system. I think it’s probably due to the fact that Unity does not yet support streaming in multiple occlusion data.


Design crafted by Prashanth Kamalakanthan. Powered by Tumblr.