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![]()
Last edited by zero3growlithe; 4th August 2012 at 03:16 PM.
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.
Last edited by Xpand; 4th August 2012 at 07:31 PM.
Let's look at our tools: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 happenCode: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.
Last edited by Germanistgeek; 4th August 2012 at 08:46 PM. Reason: Media purpose
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
Last edited by Xpand; 4th August 2012 at 09:06 PM.
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.
Last edited by Germanistgeek; 5th August 2012 at 09:52 AM.
@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...