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Mr. Green Gaming

Mayco

Greens
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Mayco last won the day on October 26 2014

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About Mayco

  • Birthday 07/12/1992

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    kippen300

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  • Location
    The Netherlands
  • Interests
    Internets!

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  1. They're quite alright actually. I'm not all that good at texturing itself though.
  2. A bit late, but thanks guys! The last few days I've been working on a more complex model for use in a potential game. A Victorian house: Inspired by: As you can see, I only have the basic geometry down. Over the past few weeks I've unfortunately also discovered the downsides of Unity. It's a nice engine, but the free version only gets you so far. There's no support for plugins and there is no "render target"/"render texture" in the free version. The Pro version costs around $1500, which is much to steep for me (and pretty much any other beginning developer). I also have some trouble with scripting. It's pretty easy to do, but I'm used to Object-Oriented Programming (C#/C++). Scripting is in many ways not object oriented in the same aspect. For example, it's pretty difficult to give a certain amount of objects the same base functionality. It's also not very easy to create objects on-the-fly since all Unity objects have a lot of dependencies. That said, it's still a good engine/SDK and I'm pretty much stuck with it for now, so switching is not a viable option.
  3. I like it. One of the few gamemodes where spectating is part of the fun!
  4. Small update. This is some of the progress I made over the last few days:
  5. I have some experience with player models (I once made a very simple ragdoll I used in GMod), but I don't think I have the modeling skills to make a proper playermodel that looks good and is textured properly. I'll also have to freshen up on how to rig the Valve skeleton to a model. Like I said, porting models to Source is a pretty lengthy process. I'm sure I'll get back to Source eventually but I'm not planning to do so any time soon.
  6. I still have to get a feel for the performance Unity delivers. The screenshot you see there doesn't contain a whole lot of (complex) models, but it does have a lot of normal maps. Normally I don't expect these to make a big performance impact, but I noticed the game has some FPS drops on my (mid-range) laptop while it runs really well on my (good, but not top-of-the-line) desktop. Thanks! I'll release a demo of that WIP "game" as soon as I get done with it. The cabin needs to be furnished first, then I want to add some interesting interactivity (not even sure what exactly yet) and lastly I want to make the atmosphere as immersive as I can make it. Right now you can just walk around the cabin, switch your flashlight on/off and holster/unholster it, so it's not all too exciting. Also, before I release any kind of demo I'll need to get the licensing of the textures in order...
  7. As you have probably noticed, this section has been silent for quite some time. But fear not, my models aren't going anywhere soon! I haven't had a lot of time to spend on modeling. School consumes pretty much all of my time nowadays, which sounds worse than it really is. Thanks to school I've become much more involved in and much better at programming. I'm quite fluent in C# right now, and I hope I can add C and C++ to that list soon (I already know these languages pretty well, just not as well as I want). Some of you may know that I spend most of the free time that I have on . Though this is a lot fun, I can still hear game development calling somewhere far off in the distance. Because of this, I have started a couple of projects (that I didn't finish and probably never will). I started programming a 2D platformer (C#, XNA), made an attempt at a SimCity-esque game (C#, XNA) and made Pong in 3D (C++, OpenGL, SDL). While I had fun working on these projects, it really took a long time to see progress since they were all made from the ground up. Still more playable than SimCity Pong3D in action This brings me to modeling. Recently (3 days ago) I started playing around with Unity. I always liked Unity as an engine, but never realized how easy to use the SDK it is. Porting my models to the Source engine is part of what made me stop modeling for it. It's a real pain in the ass to just get the plain mesh into the game, let alone the textures. Unity does this really well. Amazingly well even; there's no need to compile anything, it just accepts .3ds files! I'm certain I'll be spending a lot of my time on toying around Unity now that I realized it's potential. It's a quick way to see your models, scripts and ideas come to live. I'm planning to start working on a game (read: something playable) the coming holidays. WIP of my "demo" map Last but not least: Sorry for the blog post. I'm not sure if anyone is really interested in my work, but I thought some of you might like to know what I'm up to nowadays.
  8. (late) Happy Birthday Ywa!
  9. Happy birthday Clavus!
  10. Mayco

    unban Vyts

    Issue resolved for now. Locking thread.
  11. Only connection time-outs for me
  12. Personally I started by learning C#, and I don't think JavaScript is a lot different syntax wise. I personally like C# more but that's probably because I'm biased. If you're developing an application from scratch you should consider C# only works on Windows. In the case of Unity: I wouldn't know what the benefits are of JavaScript over C#. Thanks to Mono it runs on all platforms so the platform dependency is not something you have to worry about. C# and JavaScript are not natively compatible with eachother, but an engine like Unity probably supports JavaScript for different reasons (like some C++ engines support Lua). Both languages have their (dis)advantages.
  13. I tried it real quick, I didn't manage to stack the boxes and didn't wait for "something" to appear. I'll try once I have more time. Still, every kind of game is a good start. Like with most other programming projects: It's mostly the experience you gain that counts. I'm quite fluent in C# so I messed around in Unity a bit, but unfortunately I haven't had enough time to really dive into it. Last but not least, a quick Google session said you should put "Screen.lockCursor = true;" in your void Update() method. Sounds like it should work.
  14. Looks like a PC version won't be out for a while. Source: http://www.pcgamer.com/2012/11/19/gta-5-pc-version-merely-up-for-consideration-says-rockstars-dan-houser/
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