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Showing posts with the label resources

New video: equip or attach items to your player in 3D

Took me a couple of hours to recreate this little proof of concept. This is not a full tutorial, but can help you to start.  

Optimizing your Unity game

A quick post to share with you this excellent article about optimizing your Unity game . Some of the advices are simple and obvious, others are more advanced. I confess I started to read the article and thought: "nothing useful, more of the same", but a few lines later I had changed my mind.

Need particles?

If you need a particle system to test something, but your artistic side is  abit deficient (like mine), these videotutorials by Duc Vu are the solution. On his Youtube channel you will find the best particle tutorials I have seen, they are short, they go right to the point and best of all, he doesn't needs to talk to explain anything. Most of the time, the narrator annoys you with useless details and wastes your time. Enjoy!

And this is how it looks

My first project, an open source isometric (in 3D) RPG. Started about a year ago to learn Unity3d, previously made with Urho3D, with an even older attempt in Ogre3D. The current code has an almost working inventory system, with item equip, dynamic dialogs stored in XML, limited quest support, and the isometric camera system that took me some effort to implement in my first days with Uniy3d. The bugs: deferred rendering doesnt works with ortho projection (not my fault, but Unity's), idle to walk animation transition problem, lighting problems, and the combat system doesnt works yet. Almost there: drag and drop items and actions to quick slot bar, save and load, get items from containers and some widget to check ongoing quests. Get the code in Github and learn from it; some of the 3D assets can be downloaded from our OpenGameArt collection , and they are almost commercial quality! Im in dire need of hardware upgrades, so, any donations are welcome.

Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started. Start Unity3d and in your scene, add an empty GameObject, we will call it target . Create a camera object and drag it to target to make it child. The result looks like this: Now select Camera and set the values to this: For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom). Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code: if (Input.GetKeyDown(KeyCode.W)) {             dir = UP;         } e...

OGA is getting better

Lately I have been browsing more and more Opengameart.org , trying to get a few assets to fill my scenes, test UI and add background music. And about music, I have to say that Im really amazed, the quality of the tracks you can find is really good. And by quality, I dont mean mere audio quality, but in the artistic sense. Im already using Eric Matyas tracks in the game project, but today I discovered a few more orchestral works that literally made my jaw drop (yes, I drooled like a dog and had to clean it later). So, seems that the music department is 100% covered for the project. What we need now is that 3D art gets as good and useful as music. There are a few assets worth using, and a few that can do as placeholders, but we need more collections. They can really save your prototype, mostly because inside a collection there is an uniform style. Also, 3d artists must learn to model for engines, Im having problems with a large house collection I downloaded, just to find that they ...