Fangames > Engines

RegalPrime-UnityEngine v1.4.1 - 8-18-15

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radicalero:
Thanks for your awesome work.

RegalPrime:
Getting things set up to record and whatnot has been a learning experience and I think I have the basics down.
This video is just a basic tutorial about setting up a new game in my engine. It is nothing fancy and I did it in just one take / no editing.
Hopefully that works out fine because it makes life so much easier to do them this way.


www.youtube.com/watch?v=44_0Wmz4WpY
For now this is unlisted, so you need the direct link

Let me know how good / bad this video was (volume / did I explain it somewhat ok / etc).
The idea of making a tutorial via text / pictures and posting it seemed like an extreme pain. After I got things set up it actually went well.
I have a second video just explaining what is actually in the engine / folders, but I messed up a bit and have to edit a small portion. Of course my crappy editing software that came with my computer really sucks so I need to browse for alternatives.
If all goes well, I think I will toss some short videos in that explain certain prefabs and what they are capable of and maybe one that explain some limitations of the engine and problems.

Other than that I have been working on the creating a new animation controller for the Guy (new unity 5 stuff). It looks so much better and is a lot smaller / easier to read. I replaced the old one and it seems to not have any bugs in it.

Annnnd of course, when I open Unity today, I get the message, "There is a new version of Unity."  lol ... maybe when I get a few more things added I will update and post the next version. The patch notes seemed like more bug fixes and the current version of my engine still might work.

radicalero:
Thank you a lot for the work! I will see the video.

Xxaz_v:
Where's the stage where the game becomes a FPS? Kappa
JK, really good work though! :D

RegalPrime:
I think Unity has a built in thing where you can instantly make a FPS controller (there is a tutorial on that) and since the engine has all of the other backbone, it might be possible to create a gimmick that involves 3d space. Might be really dizzying to be in first person mode jumping through spikes and whatnot. Also, I think Unity has oculus rift support now as well :p

On another note, since the start I have always been thinking of doing some 2d/3d gimmick level and see how well that works. Might be something I can screw around with next. I was thinking of having the Up / Down arrows move forward and backwards in the screen and have the camera in 3d mode with 3d objects (like in paper mario or maybe swap between different Layers of ground). I think I might rewrite the 2D character controller again to tighten things up and I could add in up / down support and just disable it for the normal engine (but it would be there if I needed it later).

Not sure I will dive into that yet, but its always on my mind. Been working on creating an auto-implemented event controller so that the game doesn't break when certain controllers aren't on the map. Right now without certain ones, the guy wont even jump.

Dont know when I will upload the next video (been kinda busy and plus I have to edit it a bit). I think I might do some videos on certain prefabs to show the extent of what they can do as well, but that is down the road a bit.

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