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[i tried] receiver in unity 5

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Re: [i tried] receiver in unity 5

Postby 3draven » Tue Jun 02, 2015 7:48 am

They will make the decision once they get a copy of the game. There's been quite a few vapor-ware mods in the past so I guess they could be skeptical. Once I get the ok from them I'll ask to pass you a copy for mac tests
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Re: [i tried] receiver in unity 5

Postby rodeje25 » Tue Jun 02, 2015 8:44 am

3draven wrote:They will make the decision once they get a copy of the game. There's been quite a few vapor-ware mods in the past so I guess they could be skeptical. Once I get the ok from them I'll ask to pass you a copy for mac tests

ah that's why, okay i'll hear from you/them then.

edit: i have one thing wich could increase performance!
like ksp (kerbal space program) does it loads the textures into the ram.
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Re: [i tried] receiver in unity 5

Postby 3draven » Tue Jun 02, 2015 9:07 am

I set up unity to "pre warm" materials and some elements are preloaded in the editor but it's not streamed as of yet.
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Re: [i tried] receiver in unity 5

Postby 3draven » Mon Jun 08, 2015 3:04 am

Shared object pooling successfuly implemented.
Pooled objects so far:
- bullets
- bullet holes (glass,metal,concrete)
- bullet cloud puffs
- empty shells

Todo
Propagate pooling to turrets
Pool enemy drones and level segments
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Re: [i tried] receiver in unity 5

Postby Thomason1005 » Fri Jun 19, 2015 12:57 pm

the new screens are looking nice
though id choose smoother concrete or maybe even metalish material but its cool like this too

the actual game lighting now fits the backgound better imo
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Re: [i tried] receiver in unity 5

Postby Timbles » Sun Jun 21, 2015 2:18 pm

Okay, this isn't getting enough attention.
This looks amazing.
Personally I fucking love the gameplay in Receiver, so getting the game actually optimized and having some real textures and shaders would be amazing to play.
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Re: [i tried] receiver in unity 5

Postby MiloJames » Sat Jun 27, 2015 12:41 pm

I can attempt to optimize the Unity 5 build for Linux. Though I'd just tell you how to do it, as Unity editor does not naively support any Linux build. I believe that the editor will automatically port the game to technically any platform, however it would be better to re-optimize the game based off platform just like the other guy wants to for Mac so bad. (Mac builds from Unity that are ported from Windows usually have no problems). Linux builds can be tricky, as a lot of users have no proprietary drivers in use. Honestly, you will have to build it once and release it (whenever) and listen to the bugs that the community has with the Linux build. I'd suggest programming in a debug option that dumps logs to a folder when a player clicks on it, or when the game crashes for the Linux build. Heck, do it for any build.
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Re: [i tried] receiver in unity 5

Postby MiloJames » Sat Jun 27, 2015 12:53 pm

DO NOT TAKE ME VERY SERIOUSLY

Perhaps if we ask David nicely, he will let us port this to iOS and Android. Make it to where you use touch controls to move and play with the gun. No HUD, use any part of the screen other than the gun to move and look. A simple swipe down drops the clip and tapping the clip adds bullets. Swipe up, clip goes back in and a swipe to the right from the gun pulls back the hammer/slide. But then if we ported this over, we would have to remove a couple of the features such as the safety and automatic Glock. Unless we did add a HUD for a small button in a corner for that and it appears only for the time its needed. Maybe another HUD element for the flashlight. Toggle on, off, go away, come back. You would grab ammo and tapes and flashlights from tapping them once they are on the screen, or add an element that appears over them to tap and pick them all up.
The new features you have added would need to be disabled as most phone hardware would not support it. These features could be enabled if the game detects it is able to handle it, such as an iPad or Android tablet.
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Re: [i tried] receiver in unity 5

Postby rodeje25 » Mon Jun 29, 2015 2:00 am

This would under no circumstances work on a normal iphone only the 6+ imo. for the rest it's ipads and tablets.
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Re: [i tried] receiver in unity 5

Postby MiloJames » Mon Jun 29, 2015 11:14 am

Perhaps instead of the tips menu, we use a tips menu that revolves around the gun like it does here: https://www.youtube.com/watch?v=EnH_gqnDFQ0
That would be very interesting to see implemented in Unity 5
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Re: [i tried] receiver in unity 5

Postby MiloJames » Mon Jun 29, 2015 8:51 pm

To make the game window dynamically resizable for users, add
public static var resizableWindow: bool;
That enables window resizing without having to exit the game
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Re: [i tried] receiver in unity 5

Postby rodeje25 » Sun Jul 05, 2015 7:58 am

MiloJames wrote:To make the game window dynamically resizable for users, add
public static var resizableWindow: bool;
That enables window resizing without having to exit the game

We already have resolution (and graphics) changing on the fly.
I think raven even added anti-aliasing and bloom and normal maps and some other stuff.
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Re: [i tried] receiver in unity 5

Postby Thomason1005 » Sun Aug 23, 2015 1:07 pm

soooo is still sth happening here?
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Re: [i tried] receiver in unity 5

Postby rodeje25 » Mon Aug 24, 2015 11:31 pm

Thomason1005 wrote:soooo is still sth happening here?

Yes but the discussion about it is on the steam forums.
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i tried receiver in unity 5

Postby igooEr » Tue Sep 01, 2015 2:17 pm

Just remember that a lot of people say the same thing about blender it is just a matter of time, you have to practice with it to master it, as much as you did with blender


Im a Unity user at work, but in my spare time i prefer to use the BGE
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