Okay, here's [Blocky's countdown sequence] Xpand requested. .svg format.
[.jpg format]
Okay, here's [Blocky's countdown sequence] Xpand requested. .svg format.
[.jpg format]
Looking great, but maybe you could add just a tiny bit of life into it? Like, making its parts move around slightly when it is idle?
It would also be cool if it winked at the first person to cross the line just before the final lap.
'Sup, so I attempted to make the countdown sequence using blocky, but this keeps hapening.
http://www.youtube.com/watch?v=8FNVToe_1_I
It just jitters back and forth instead of a steady change.
Here's the code used:
Anyone knows what's going on?Code:function FixedUpdate () {
Count();
}
function Count(){
var offset;
var num;
yield WaitForSeconds(1.5);
for(num=1; num<5; num++){
offset = Vector2 (0, -(num*0.1650390625));
renderer.material.SetTextureOffset ("_MainTex", offset);
yield WaitForSeconds(1);
}
Why don't you just use an animated texture?
First of all: FixedUpdate () is ONLY for physics related functions because it runs between normal frame rate (faster than 30 times a sec, you can set how fast it executes in Time options of project)
Secondly: Don't use 'for' loop for this, it is for another purposes, use something like this instead:
var Timer : float = 0;
var time : float = 0;
function Update (){
Timer += Time.deltaTime;
if(Timer >= time){
// place something here
Timer = 0;
}
}
You can check RaceStartCounter's script as reference ;)
I'm using a normal texture sheet and scrolling it down so it has a 3, 2, 1, GO! animation. Unity Free doesn't support animated gifs, png, flv, flash animation, etc.
The problem is that I want an integer variable to be multiplied by the distance between two slides, like: Between countdown start (texture offset 0) to "3" is "y" (y=0.1650390625 in this case) pixels, 2*y is the distance between the 0 and "2", 3*y is the distance between 0 and "1", and so on until GO!. Each of those cycles are paused by one second. I didn't want to use continuous offset, rather a "jump to" action, that's why I didn't use the default Time systems and used the "for" loop... My teachers always suggested me to use for loops whenever I want to link the loop code with variating values that affect it. I use it all the time in MATLAB, but I guess it's not as stable in Unity...
I guess I found what's causing the problem: It's the yield WaitForSeconds(); pause function. But I don't know of any replacement for that. I wanted the script to pause 1 second after each loop...
No matter! I turned Time.time into an integer and it worked, sort of. I just have to sync it with the ship release.
Let's look at our tools:Quote:
The problem is that I want an integer variable to be multiplied by the distance between two slides, like: Between countdown start (texture offset 0) to "3" is "y" (y=0.1650390625 in this case) pixels, 2*y is the distance between the 0 and "2", 3*y is the distance... blah, blah, blah
- we can create variables
- we can increment them every frame or by time
soooooo, look, without 'for' loop same function:
This method is much better for timed events because u'r sure nothing unexpected will happen :PCode:private var offset : float = 0;
private var num : float = 1;
private var timer : float = 0;
private var timer2 : float = 0;
function Update(){
timer += Time.deltaTime;
if (timer >= 1.5){
timer2 += Time.deltaTime;
if (timer2 > 1 && num < 5){
offset = Vector2 (0, -(num*0.1650390625));
renderer.material.SetTextureOffset ("_MainTex", offset);
num ++;
timer2 = 0;
}
}
}
Thats what I ended up using and it works. I just can't put the closed position in between the numbers.
http://www.youtube.com/watch?v=hIGCZNW0PDoCode:function Update () {
Count();
}
function Count(){
var offset;
var Timer : int = -1;
Timer=Timer+Time.time;
if (Timer>0 && Timer<5){
offset = Vector2 (0, -(Timer*0.1722));
renderer.material.SetTextureOffset ("_MainTex", offset);
}
Did you capture some gameplay footage ? I'd like to make a trailer.
We have some, but it's very basic... Maybe after zero3growlithe corrects the details in the game and tracks you can get some clips.... The latest version of the game was uploaded recently. Try searching back a 2 or 3 pages to get it...
Searched back into the thread and found nothing, for now.
I think i can come with a song for one of the races or for the credits. All i need is a permission and a free race track to integrate the music that i will make.
Hmm, the link doesn't appear to be working...
Let's see what the others think about this....
This is what I have on my end, none are in-game footage:
http://www.youtube.com/watch?v=FuCAY...feature=relmfu
http://www.youtube.com/watch?v=v91mS...feature=relmfu
This is zero's gameplay video
http://www.youtube.com/watch?v=whdj42DurRs
BTW zero, here's the countdown board plus code:
Attachment 6548
Well, i think that i can collect as many footages as possible, put them together and make a first render of the trailer.
You can make a trailer for the game? That would be awesome. I wanted to create a trailer in first place but my holidays are over and I barely have time now atm, unfortunately :(
I'm excited to see what you can create...
I don't think i can create really awesome trailers with decent video editing programs, like NCH VideoPad. But i'll do my best to make a trailer that includes as much material as i can. I'll try to do it in HD, despite having a not much powerfull computer.
@Germanistgeek: Imo trailer of game should be made when all tracks and ships cos trailer on one track is a bit... well, not nice. Just my opinion ;)
Okay, so maybe i can wait a little for mor tracks and ships and focusing on other things lik, fake sponsors or fake ads on the track, kinda like wipeout HD.
RaceStartCounter script is there to help you although it uses seperate textures for numbers and switch...
The problem is not the countdown. That's correctly made and it's in sync with the actual countdown. The problem is putting the idle stance in between the numbers like so: idle, 3, idle, 2, idle, 1, idle, GO!
Sorry creator of blocky for copying but my photoshop don't want to install ( too old for win 8 ) and on sport camp i don't have normal wifi net xd. Anyway, i was doing my best to make it clear to ou Xpand:
Blocky texture should look like this: Attachment 6549
And script should look like this: (not tested)
Write any error messages u get :PCode:private var offset : float = 0;
private var num : float = 0;
private var timer : float = 0;
private var timer2 : float = 0;
private var timer3 : float = 0;
private var timerTrigger : boolean = false;
function Start (){
renderer.material.SetTextureScale ("_MainTex", Vector2(0.125, 1));
}
function Update(){
timer += Time.deltaTime;
if (timer >= 1.5 && num < 9){
if (timer2 < 1){timer2 += Time.deltaTime;}
if (timerTrigger){timer3 += Time.deltaTime;}
if (timer2 > 1){num ++; timer2 = 0; timerTrigger = true;}
if (timer3 > 0.2){num ++; timer3 = 0; timerTrigger = false;}
}
offset = num * 0.125;
renderer.material.SetTextureOffset ("_MainTex", Vector2(offset, 0));
}
Zero, as i can't make a trailer or intro sequence yet, maybe can i make fake sponsors or ads, like i said a few posts ago. I can handle photoshop 8 and CS3. What do you think?
PS : sorry for reapeating that same question.
Yeah, I was going to make the texture like that, but I wanted to know if there was a way to do this without messing with the image...
I'll take care of that now...
Okay, I think this is what we aimed for:
http://www.youtube.com/watch?v=VQNidJv0Le8
Here's the pack with updated stuff:
Attachment 6550
Code:
I only had to double the Timer speed and add 2 seconds to the delay...Code:
function Update () {
Count();
}
function Count(){
var offset;
var Timer : int = -3;
Timer=Timer+(2*Time.time);
if (Timer>0 && Timer<8){
offset = Vector2 (0, -(Timer*0.08642578125));
renderer.material.SetTextureOffset ("_MainTex", offset);
}
@Germanistgeek: Sure :) I didn't mentioned anything that you can't :P
Attachment 6552
Draco Caverane polycount: 49,712 polys
Cassandra polycount: 95,642 polys
Still have a lot of room.
New Main Menu script is working (much easier to edit it and it is 80% smaller xd), navigation system script is now scanning for nodes itself, that means it detects how many nodes is on track and saves them in array so no need for gameObject.Find function to slow down your PC :P
btw. New 3D modeler is heading our way, waiting for him to present himself here.
Hello guys im new 3d modeler zero mentioned..
I must say that im big fan of Wipeout..
im using maya 2011 atm and can model pretty much everything you guys need.
Here is just one test vehicle i made in very limited time...will improve it :)
Attachment 6553
Attachment 6554
Attachment 6555
Welcome to the team. Here is your flight suit.
'Sup! Welcome on board! Can't wait to see what you've got under your sleeve!
I've got a slogan idea for solaris : how about ''shining through speed'' ?
Sounds cool, I like it.
i was thinking about it because after some research, i found no team slogan for solaris. Can someone tell me which font was used for the solaris logo? I'm planning of making a advertisement which can be placed on the tracks further on.
You have the logo itself?
The logo is here: http://wohdcup.sommarpojkarna.com/li...tream-gx/teams
The font is called T.C. System:
Attachment 6556
thanks xpand, that's all i needed.
Attachment 6557
Tell me what you think and if needed i can modify it.
@bountyhunter Welcome to the team & awesome ship you made there. I really like it since the shapes look like it's something new and refreshing!
@Germanistgeek nice logo, keep up your good work. The only thing I see here that might need work is the plain yellow background, maybe you can add some shades there, some kind of background or structure, I don't know :P
@Xpand do you have sheets of the other teams like the ones you presented here a few pages back? I will improve the website then as soon as I can although I have very limited time at the moment :(
Also I talked with Cipher and since he has a new comp he might render the weapon animation videos since he might get a higher quality faster than my lap so kudos to him!
Oh and the countdown looks great, maybe give it a little more life somehow with making the smiley moving a little bit but I can see it's going to be awesome. I love the attention to details SSGX is experiencing.
BTW: Is test racing on a pre-DC track possible? ;)
Those and LOGOS (which is on the way) are the only teams I have. I still haven't converted and textured Zepher since I forgot to ask zero for his model...
@Germainstgeek: That's a bit plain with all that orangeness behind the ship. I got to be honest, for now it just seems like you glued stuff on an orange paper... Try to make that over the default white background and then add the team colors as lines or something around the ship.
I can give you other views of the ship instead of always being the same side profile view everywhere, so you can edit it further...
Sorry for being such a tough critic, but that's the way you can improve.
Well, everything has a hard start but, i think i will need other views of the ship. And maybe i can use a metallic background as a mesh. You're right to tell me that, i need to improve the handling of photoshop. I'm using the 8 CS becaus my friend's computer doesn't take SSE2 instructions set. Maybe when i get my computer back of repairing, i can move on to CS3.
@Xpand: I remember sending you my ships through Skype...