:::: MENU ::::

Wednesday, February 29, 2012

Ok, I am a freaking god. I have found the cause of all of our problems. It was simply a 10 line chunk of code that figured out if the game is in slow motion or not, lets just say it won't be for a while now.

Until next time,
                      -Grant Oberhauser, Very Relieved
Hello again guys, I have an announcement to make. I have to simplify my AI due to physics problems. The reason being is when I have at least one AI spaceship in the level the physics goes very slow and only updates one time a second. I have no idea why this is as of right now. My other option is to move the missiles manually without physics and make physics GTFO. Now that I think about it, that is a totally acceptable approach to the matter. The main reason being the AI planes actually move perfectly, as if the physics totally gives up after you try to even move anything.

That being said, I am still going to simplify my AI code. There are variables all over the place and half of them don't even do anything. I am thinking for the next 2 or 3 weeks I am going to spruce up all of my code. Rewrite everything if need be, come up with new solutions to problems that I might have chickenshitted a few months back. I am going to streamline this whole game then get back to you on that. That also means the build count won't be very accurate for the next week or so either, but when is it ever?

Until next time,

                                                                     Grant Oberhauser - Sprucing it Up a Bit

YAY! I finally did something usefull!!! ...I think. Sorry for taking so DAMN long to do this but I was going to do a spaceship sound with a different sound but when I went to publish it, it didn't want to. So I went to xniinja's audiotool profile and remixed his spaceship sound! SOUNDS PRETTY COOL RIGHT! So enjoy the better version of your spaceship sound. Spaceship 2.0 if you will. BAZINGA!

Sunday, February 26, 2012

Hello again peoples, today I wanted to share everything I have done since last time I have posted.
*Checks previous post*... * 1 minute later* OK, so I have somewhat solved the calibration issue which wasn't that hard to do in the first place. After I solved that little problem I started changing our testing map around a little bit, now it is an extremely hard obstacle course that I haven't finished on my android. I have finished it on my computer though. The only reason for it was to see if you could make the direction "up" nonexistent. This does basically happen although the player remembers the rotation they spawned in so that would be the rotation they believe is up and down. The way we could fix this is to spawn the player in a bunch of different rotations so they cant make a default up direction for themselves. Another problem we have been having is going through walls, basically what happens is the player would hit an object or a wall and they would go right through it until they his the next wall. The reason this happens is because when the game updates the position it puts the spaceship past the wall so it never even hits it in the first place. I know how I am going to fix this as well. All I am going to do is make a few linecasts that return the distance the spaceship is away from the wall/obstacle and tell the game if the spaceship should crash or not. This might also work for moving objects due to the fact that it will be the very last frame before the spaceship hits the obstacle and there are about 20 of those each second. Another problem we have been having is when the spaceship does crash it just sits there, not a really big problem but I would prefer if the spaceship starting drifting through space like it did in the earlier builds. The main reason I believe this is is because the spaceship is stuck in the wall so it cant move anywhere, if we disable the controls and turn on physics the frame before that just might fix the problem. I have also found out how to use GUI buttons, that means the next build should have speed control and missile shooting capabilities. I am going to go eat breakfast now and do my homework, after that I am going to test physics in Unity. 

Until next time

                                                Grant Oberhauser - Stressed Out of His Mind

Wednesday, February 22, 2012

Wednesday, February 15, 2012

To start this post off I am just going to say that I have been having zero luck with calibrating the accelerometers. That is actually what I am programming right now after about 4 days of strenuous thinking. Today I came across an idea that I think just might work. Also if you are a developer making a game here is a little tip for you: you can't just "offset" the rotation... it doesn't work like that. I involves clever coding and a whole lot of thinking.

After we get this game out there I might spruce up my some of my code and sell it on the asset store, this code would save you months of programming and let you be able to get your game out there a lot faster. The only reason being we hurdled all of the hurdles for you, all you would have to do is cross the finish line. Wow that was very cheesy, but it had a hint of inspiration in it. Before I say something really stupid I am going to go and listen to some more dubstep :D

Until next time,
                                                            Grant Oberhauser, Lead of Development  

Sunday, February 12, 2012

Today I changed the controls to accelerometer controls. I am not going to include this build because now it is considered a game, mostly because it is great fun. Yea I know, I am sorry, but I need to eat when I am in college and this game is meant to make a profit. That doesn't mean I wont give you guys any builds in the future at all. I will give you guys parts of builds so you can see what has been added (if the build can't be taken apart very easily I will make a video instead). For example if we get a menu going and we want you guys to get a look at it we will build a game that is only a menu system. By the way, the menu system should be pretty fricken cool, it's even going to merge with the intro :D (don't quote me on that one). Now I am feeling like a pile of poop not giving this build to you guys. I will talk it over with Luke and Patrick to see what they think about the whole deal and see if I should give this build out. (I just might do it for a gift, here is a clue: <3)

Until next time
                                                     -Grant Oberhauser, Lead of Development

Edit: Patrick take a look at this, it should be helpful: http://unity3d.com/support/documentation/Manual/Optimizing%20Graphics%20Performance.html

Saturday, February 11, 2012

You can probably tell from the title, and yes we did get android capabilities. These capabilities will be short lived, as we only obtained the trial version of unity pro. Because this is only a trial and will be available to us for 30 days we are not going to change any controls for now, we are only going to get situated with how to program the controls. That being said, I am including a build for two AI jets chasing each other. This requires no input from the user and it also proves stable evidence that this AI system is not a huge task for your android device. Without further a do, the build (here). To install simply move it to your device, on your device look at the files, find where you moved it to, click on it and it should install.

Until next time


                                                           -Grant Oberhauser - Lead of Development

Thursday, February 9, 2012

Hey guys, I got a new laptop. I mean, it feels like I got a new laptop. If you haven't guessed yet, yes I did restore my laptop.

My laptop has had so much speed buried under malware and programs. It feels almost brand new. I have re-installed a lot of stuff, I haven't
re-installed Unity because I am installing paid for stuff first so I don't lose them forever.

I don't really have much to say right now, I will update everyone later.

Wednesday, February 8, 2012

I have just found out that my recovery media disk is to arrive very soon. It has arrived iDes Plaines, IL as of 8:03 this morning. This is very good news, for it means my disk should be here in about 1 to 3 days. (I live about 3 hours driving distance from this location). It also means I can revive my computer from sure death and make builds faster and more efficient. then, and only then will I come one step closer to a new computer...yes...my precious...my precious. I mean, ahem, then we can get our game out to the public for them to enjoy.

Monday, February 6, 2012

Hey guys, you might have noticed we have a new look on our blog. The moblie template is still the same but we are working on that. I am just trying to stay busy any way possible with a lack of a relativley fast
computer.


Sunday, February 5, 2012

Ok, just to make it clear. I am not dead. Now that that is out of the way we can focus on business.

The reason I haven't posted for a little while is because my computer would poop all over me if it could. Actually, I am pretty sure it already has. Do not fear though, I will be back making builds as fast as possible. In fact Build.05 is done I just haven't built it yet do to the lack of a computer that crashes about 10 minutes after boot.

I am getting a restoration disk from Toshiba, it is coming my way as we speak. Once I get that done I will put my backed up files onto my laptop and have an extra five years of correct operation of this laptop. I won't even need it for that long because after we get this game out I am buying a new laptop/desktop, duel monitors and a dark room. That should make me look hardcore enough, whats that? Four monitors? OK, done. LOL I sure do hope that happens...

Until next time

                                                                                -Grant Oberhauser, Lead of Peoples
A call-to-action text Contact us