The Unity thread. Make your own game! Sales, info, development, etc...

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https://www.assetstore.unity3d.com/#/content/11978

Requires Unity Pro

 
Found this today when searching the Unity forums, 2d assets:

Glitch is Dead, Long Live Glitch!
Art & Code from the Game Released into Public Domain
The collaborative, web-based, massively multiplayer game Glitch began its initial private testing in 2009, opened to the public in 2010, and was shut down in 2012. It was played by more than 150,000 people and was widely hailed for its original and highly creative visual style.
The entire library of art assets from the game, has been made freely available, dedicated to the public domain. Code from the game client is included to help developers work with the assets. All of it can be downloaded and used by anyone, for any purpose. (But: use it for good.)
Tiny Speck, Inc., the game’s developer, has relinquished its ownership of copyright over these 10,000+ assets in the hopes that they help others in their creative endeavours and build on Glitch’s legacy of simple fun, creativity and an appreciation for the preposterous. Go and make beautiful things.

Licensing Details
All files are provided by Tiny Speck under the Creative Commons CC0 1.0 Universal License. This is a broadly permissive "No Rights Reserved" license — you may do what you please with what we've provided. Our intention is to dedicate these works to the public domain and make them freely available to all, without restriction. All files are provided AS-IS. Tiny Speck cannot provide any support to help you bring these assets into your own projects.
Note: the Glitch logo and trademark are not among the things we are making available under this license. Only items in the files explicitly included herein are covered.
There is no obligation to link or credit the works, but if you do, please link to glitchthegame.com, our permanent "retirement" site for the game and these assets. Of course, links/shoutouts to Tiny Speck (tinyspeck.com) and/or Slack (slack.com) are appreciated.

http://www.glitchthegame.com/public-domain-game-art/

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Adobe Flash CS5 or later to open and use them.
 
About how making a 2d game in Unity: Pong (Basic) : part 1 of 8

 
Cool

But I need snowy pine trees...but in 3D....:(
 
Your escape the room game has some outside elements?
Yes, there is a coming in part, & a later part where she need to look for some items outside to solve some puzzles.

At a certain plot point, she(protagonist) finally realize who she is & why she is in the house. Then the game-play jump to a flashback prologue section.

First a simple slide show cut scene explaining the event leading to the main event, follow by a short (expected 30min) gameplay section where she started outside the gate, & making her way in (it will be quite a way in).

But it will not be a full outdoor scene, just a linear path leading to the house & some puzzles to solve along the way.

I hope I am not being too ambitious for my game. But using a terrain editor, & plant enough trees, I think the outdoor scene, isn't anyway as hard as making the house interior.
 
Thanks. I notice a lot of commerical 3D meshes are design for 3Dmax, but very few for Maya. But I am Maya user. Though they are both under Autodesk, cross file format import/export is not allow.
 
Thanks. I notice a lot of commerical 3D meshes are design for 3Dmax, but very few for Maya. But I am Maya user. Though they are both under Autodesk, cross file format import/export is not allow.

Yeah did read about that. Was gone test out the 3ds Max free trail does say that has "Full use of 3ds Max" sow would think that could be used to export to new format (.fbx), but took very long time to download sow I have yet to check if works.

http://www.autodesk.com/products/autodesk-3ds-max/free-trial
 
I downloaded the free FBX convertor from Autodesk, but it doesn't accept .max format. So cannot use the data. This also happened to be the best pine tree I find.

Worst case, I have to made my own. I am goinbg to make my own anyway, but was hoping I do not have to start from stratch.
 
So how do frameworks/engines like this work? Do you just have to be artistic to make stuff or do you also have to be a skilled programmer? Does being a good programmer give you any kind of an edge?
 
For very simple game, you can probably do without much coding with a modern development kit.

I remember back in college, I downloaded the DirectX SDK. Thats in the early 2000s. I remembered they give you a program that can view a direct3D model, & the rest are mainly DirectX libraries/ini files & such. That's about it. You have to actually hard code everything in Visual studio, its like DOS vs Windows when you look at it now.

SDK have come a long way since then. Now you have nice editor where you can place any object, be it 2D game or 3D like lego, & preview the gameplay on the fly.

Most of these development kit also comes with visual programming editor that allow many of the stuff to be executed without coding. For more complicated stuff, coding is still needed, but the tools to do visual programming (its like connecting flowcharts) are getting better & better.

For more information on visual programming, you can check out UE4/UDK blueprint/Kismet videos on youtube.

For Game development kit like Unreal engine. They already have the underlining code, so you do not have to code the core of the game, & telling Direct3D to draw a polygon or something, all is taken care off. so you really can just concentrate on the content of your game.

Yes, it allows people with less programming experience to make simple games, if they are willing to pick up some programming skills.

As for programmer's edge. I guess, it means the programming part should be covered. You do however need to be able to make game asserts, otherwise, you will need to either hired someone, or buy asserts online.
 
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From Game Developers Conference 2014 in San Francisco, March 18:

 
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Some of the features:

• Built-in Physically Based Lighting mode and energy conserving shading
• Visual and intuitive interface - Get a clear overview of what each node does
• Custom lighting nodes and IBL support, with seamless Skyshop integration coming soon!
• DX11 Tessellation & Displacement
• Transparency; both partial and alpha clipping
• Refraction & Render Textures
• Optionally use lightmapping and light probes / Spherical harmonics
• Plus all the essentials such as cubemaps, custom blending modes, depth sorting, fog control, and much much more!



https://www.assetstore.unity3d.com/#/content/14147



 
Playstation®Vita for all: The Unity for PlayStation®Mobile public preview

No dev kit. No NDAs. No fees. No waiting. No hassle. Just register quickly with Sony Computer Entertainment Inc. (SCE) and you too can take games to PlayStation®Vita (PS Vita) with our free PlayStation®Mobile (Unity for PSM) build option!

If you’re not familiar with PSM, it’s a software framework used to provide downloadable content to PS Vita. The huge advantage in deploying to PSM is that there’s no need to acquire a PS Vita Dev Kit and clear all the associated hurdles to deploy to PS Vita.

What can I do with the Unity for PSM build option?

We’re confident that the Unity for PSM public preview build is reasonably stable and that you can deploy your existing mobile content to PSM without too much pain or effort right away. Please remember, however, that at this stage it is a beta product, and that you can’t publish to PlayStation®Store just yet.

How does the PSM build option differ from Unity’s existing PS Vita deployment?

Unlike the new PSM technology, Unity’s existing PS Vita build option gives you full native access to PS Vita as well as full access to PSN. As part of your dev kit, you also get a comprehensive suite of performance and native debugging tools, Visual Studio integration and Razor CPU/GPU performance tools.

Why PS Vita?

Amongst other things, making a PS Vita game is an easy way to cut your teeth on console development and become familiar with PlayStation® controls and conventions.

Porting existing mobile games is extremely easy – with a little work adding the dual analog stick controller inputs you’re there. Of course, the fact that PS Vita comes with PlayStation® controls means you can also use it as a platform to create new and exciting console games from the ground up!

How can I get it?

As of yet, the Unity for PSM build option hasn’t been integrated with the Unity product cycle. You can download a dedicated version of the Unity engine with the PSM build option here – note that due to restrictions on this platform, the PSM build is only available in the Windows version of Unity. Don’t forget to check our PSM forum thread if you have any questions.

Is the PSM build option available for both the Pro and Free versions of Unity?

Absolutely, yes it is!



http://blogs.unity3d.com/2014/04/08...e-unity-for-playstationmobile-public-preview/
 


Found this tutorial very helpful.
 
Some of the Assets from the Madness sale:









 
Paving the road for success on Windows Phone/Windows Store

Microsoft is bringing Unity developers yet another opportunity to achieve creative success. With a new incentive offer, Microsoft is supporting the creation and launch of the best made-with-Unity games and apps on Windows Phone/Windows Store. The new offer helps to clear the way for talented and committed Unity developers to reach millions of new players and users.

The incentive offer is managed by Microsoft. Read on to get the key details of the offer and how to qualify.

How to qualify:

  1. Any Unity developer using Unity 4 to develop their games and apps can apply.
  2. Applicants are required to have experience with shipping games and apps on mobile platforms.
  3. The content that is submitted for review needs to stand out: it needs to be innovative, interesting, and different from the other games and apps in its genre.
  4. Some benefits may not be available in some countries, check the Terms and Conditions.

Read more about it here: http://unity3d.com/pages/windows/of...IHETpodcMSMdhMa+TFAwTG5toziV8R7TFLs15ycYQWhTk