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Saturday, July 14, 2012

Hey guys,

Last night I was going to post about something because I was so happy, and that all of the pieces were falling together. I now remember what I was going to post. Basically we have android publishing powers, forever. Thanks to Luke for grabbing an android license when they were free. I remembered he said he had this license and asked him if we could possibly transfer it to my computer because I am doing coding and stuff and need to see if I'm maxing resources out or not. So I looked on the Unity site and saw that you can put your license on two computers at a time, I then asked Luke for his code and bingo we have Android publishing powers. I have since published our build and played it on my android and it runs very smooth for how good it looks, if you shoot rockets and they are just lingering there it will make the game lag a lot though so I have to fix that. For the most part though it looked very good for an android game. Now that I think about it, it just looks good for games period. That was what I was so happy about, the fact that this game is amazing and I haven't seen anything like it out there. It really shows the potential this game has and might possibly bring us to the top.

That's enough chatting though I have to work on my buddy drone, it is going pretty good. There are some logic flaws I have to iron out but then I will be able to code it and see this awesome thing work.

Until next time

Wednesday, July 11, 2012

Hey guys, I thought I would update you on my progress I have made on the programming side of things. First off I have added touch controls to the game, I would give it to you guys but I don't have a license for that. Luke does though so maybe we will bring the final product over to him to build it. Anyway I am getting of topic. The next thing I did was make a weird way of firing which isn't going to stay there for long, basically it shoots where you are touching on the screen. This is completely inconvenient so I am going to take it out and make the touching anywhere lock onto enemy ships for your rockets, this will be a perma-lock type thing that will stay on once you look away. Kind of like tagging people in Splinter cell then taking them all out in a matter of seconds. After this I am going to put in the "Special Weapons" button. This button will  launch various different types of weapons, you mush equip them first in the menus though. For example lets say you push the button and you have an AI gun equipped, the AI gun will appear beside your ship and will shoot your enemies for you :D. This button is basically for our "you know what would be cool" moments, we would simply program the weapon into the game and put it into the list of special weapons. The next thing I programmed was a speed control which kind of floats on the side of the screen and doesn't have an exact track to go on, it's actually kind of cool that it isn't exactly constricted for some reason, not sure exactly why though. I guess I will make a list of things I have to do, this is off the top of my head too so yeah.

1.re-program the rocket lock
2.program the rocket shoot button
3.make rockets know what they are locked to and how many to launch <- that's going to be fun
4.program special weapons button
5.program special weapons <- this is actually going to be fun
6.program pause (pausing everything in general, I think my AI already pauses.)
7.program health
8.program boost
9.fix active camera effects (The camera moves when you go fast, it loses the ship though)
10.program fancy shit

Yeah that is a pretty hefty list there.
 If I do a quick estimate that will take me about... a very long time so I better get started.

Until next time.

Friday, July 6, 2012

Tuesday, June 26, 2012

Hey guys so you must all be like "what does this game look like?". So I took some screenshots so you can see more than that exciting test tube. Sorry there are no enemy ships to be seen but Grant is to busy looking at lolcats more than doing the job he has been assigned. Pics will be back have to re-upload grant had a temper tantrum.

Grant: I worked on the game WAY more than you did before the summer. Also it isn't easy make AI ships obey you. So shut up about me not working. Besides I am working on this other program that may possibly fund the game. Love, Grant

P.S. - I never look at lolcats, I may look at Uberhumor for a few minutes so I can see the pictures but I never Google lolcats.  
Patrick:Oh okay. Grant is our savior HAIL GRANT
Patrick:You know we quarrel here but then I ask myself WHERE THE FUCK IS LUKE! DID HE FUCKING DIE!?

Grant: He's probably looking at lolcats
Patrick:Yeah probably or he is like "YAY! I MAKE NWE NOISZE! :d"

Grant: I just changed his roll in the team to Lead of Lolcats Research. I also added a picture for you ->
Patrick: OH THANKS! :D
You know what? Lets go to Lukes house and steal his games.

Those pictures are back my fellow blogalites they are very pretty.

Wednesday, June 20, 2012

I love this song. It is the song in the commercial for the new surface tablet by Microsoft, enjoy.

Wednesday, June 13, 2012

Today I just got the last of the kinks out of the webplayer on our blog. This is actually a huge leap for us because we wanted to do this for a long time but never had the smarts to do it. So a yesterday I built a webplayer and was looking around the html code inside and found where the webplayer gets the data from. I found it and linked it to a file on mediafire. That worked only temporarily until we found out that retarded computers like Luke's couldn't do that. So started looking around at other sites I could store files on, like Google Drive and Box. Then I happened upon Dropbox where the site actually gives you the link on their servers to where the file is stored. I got this link from Dropbox, put it into the html on the current build page and it work for me. I messaged Luke over Steam and it worked for him too :D. Dropbox is also extremely convenient because it will use the same link if a file is uploaded with the same name, that means I have to just put my build into Dropbox and it will update automatically on the blog. Also you will have to download Unity's special player.

Anyway I have to go teach some AI how to fight.

Until next time.

(Build Here)

Monday, June 11, 2012

Hey guys, just wanted to update you on the progress of the collision avoidance system. So basically I programmed this all night and most of this morning and this is what I have to prove for it, the download link will be right here -> Download :D Anyway the collision avoidance works a lot better now because the ships can only get so close to you and they will never run into you, basically they value their life a lot. That being said you will also get a lot of close calls, this is a glitch in the code. That glitch should be fixed soon. Now I have to get back to making this game awesome.

Until next time.

Sunday, June 10, 2012

Hey guys, wondering where we were? We we at school and doing homework and other random crap, It has been forever since I last posted but I will do so much more frequently. I am now working on the collision avoidance system. It is going pretty good for now. I will update you guys on the progress later :D

until next time.

Wednesday, June 6, 2012

No. We aren't dead. We are all living sadly that includes Luke too. But just an update I am working on ship models and hopefully this game will be out in the summer some time!

Tuesday, March 6, 2012

Like the title suggest I have finally got the AI to work correctly again, tonight I am going to set the groundwork for the collision avoidance system. This should be relativly straight forward, I am just going to use the system for going to another object to make the spaceship change courses. This should simply take a quick edit of the "Look At" function to make it look to where it needs to go.

The truth is I might never get this done tonight due to my severe procrastinsation syndrome.

Until next time

Saturday, March 3, 2012

Hello guys, I just wanted to update you guys on what I am doing ant the time being and show you my todo list as of now.

Today and last night I have been trying to work out how to make the AI stop turning to the right. Actually I believe that might not be the problem at all, I believe the problem might be the fact that the spaceship goes up instead of turning to line up the enemy then going up, it just constantly goes up.

I also wanted to share my todo list with you guys.

To Do List:
General Todo:

        Main Menu
Fix Missiles
Fix Collisions
Saving Stats
AI Todo:

Unstick Turning
Collision Avoidance
Weapon Todo:

I don't have much on there as of now, but this should keep me busy for a while.

I have also made a page for Luke's sounds so it he doesn't have to clutter the main page with posts that he made a new sound. All he has to do is edit that page whenever he has a new sound. To check out his sounds there should be a link at the top of the page that says "StelarLuke's Sounds".

Speaking of pages I have also made one for the builds that we make, it is right next to Luke's link to his sounds.

Now I have to go do my chores, no big deal. I was procrastinating anyways.

Until next time

                                          -Grant Oberhauser - Lead of Development


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
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