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Xazinsoft
I'm an applications programmer with experience with PLCs, Micros, Industrial applications, Web, Unity, Database, Entertainment...
Saturday, July 19, 2014
Saturday, June 28, 2014
Stickarena
I've been remembering how to make online games by making Stickarena, a real-time action game made with html5 using canvas, websockets and a nodejs server.
The game is about hitting other players with a stick, winning/losing medals on every victory/defeat, which creates money that can be used to build a village and improve the player.
All the processing is done by the server at 30 fps, only sending the information that has changed every 100ms simplified in an optimal way though I still haven't got the time to go deep with the "snapshot system".
On the client side the information is send every clock (16ms) but only if something happened (like player input). Though the server works at 30fps, thanks to the prediction system I can show the action at 60fps. I've also implemented lag compensation and movement interpolation to avoid weird movement behaviors.
I think all the base is done, I have been fightning to get an external nodejs server up without success, so I probably not going to bother anymore as I did this only to practice game networking.
The game is about hitting other players with a stick, winning/losing medals on every victory/defeat, which creates money that can be used to build a village and improve the player.
All the processing is done by the server at 30 fps, only sending the information that has changed every 100ms simplified in an optimal way though I still haven't got the time to go deep with the "snapshot system".
On the client side the information is send every clock (16ms) but only if something happened (like player input). Though the server works at 30fps, thanks to the prediction system I can show the action at 60fps. I've also implemented lag compensation and movement interpolation to avoid weird movement behaviors.
I think all the base is done, I have been fightning to get an external nodejs server up without success, so I probably not going to bother anymore as I did this only to practice game networking.
Sunday, June 8, 2014
Saturday, February 22, 2014
Saturday, December 28, 2013
Dialog System almost done
I've done a nice progress on the dialog system, not as fast as I would like but now I can begin to work on the script and try it right away.
Here are the current features:
- Almost everything gets resized depending on the screen resolution, characters keep aspect ratio while the other objects don't.
- Almost everything is customizable from the inspector
- All text include a shadow to improve its readability.
- A main background for the scene or no background at all.
- A textured container for the main dialog, using an alpha unlit shader.
- Pressing the accept button makes the dialog go faster.
- Animated icon to notify the end of the paragraph.
- Manual mode: Pressing the accept button at the end of paragraph makes it jump to the next.
- Auto mode: Automaticaly jumps to the next paragraph after a specified time.
- Container parameters: Max number of lines per paragraph, nÂș of letters per cycle and letter speed (defines the cycle).
- The dialog lines get auto-formated based on the container parameters.
- Clickable buttons which can have text, texture, pressed texture and/or pressed color.
- Dialog lines can use the buttons to request different answers from the player that can lead to different lines.
- Dialog flow/lines are comfortably entered through the inspector.
- Other dialog actions available are: clear the scene from characters or just clear one anchor.
- Characters with many different looped or 1-time animations.
- Characters can be anchored to different specified positions, anchors are unlimited.
- 1 character per anchor, when a character gets anchored to a position, the previous character on that position dissapears.
Coming soon:
- Calculate the number of letters per line depending on the container size.
- Automate text-shadow.
- Improve encapsulation (one thing I hate about Unity).
- Show only on orthographic camera
- Multiple backgrounds that can get called from the dialog lines.
- Transitions between multiple backgrounds.
- Movable characters.
- Extra animated character parts (like mouth and eyes)
Could be implemented:
- More dialog actions, like tremor or other effects.
- Load/save dialog flow from/to xml.
- Divide the text-meshed to a small enough size to get auto-batched. (Not really worth it right now)
- Use shared materials to avoid editor-mode error messages (doesn't affect while playing)
- Animated texture for the container and buttons.
- Animated backgrounds.
- Animation/transition for character scene enter and scene exit.
Labels:
Distant Chronicles
Tuesday, December 24, 2013
Dialog System (again)
I take back from my last post, as always I found the plugin very limited on many ways, so I ended up creating my own Dialog System on this weekend, there it goes with puppet animation included:
Labels:
Distant Chronicles
Friday, December 20, 2013
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