Sea and Storm

So, a week ago today was the first day I started Unity. I decided to skip the tutorials and go straight to converting my project from Game Maker.

A week later, work that took me one month took me a week. Considering I was doing my senior paper - you know, the one that gets you out of high school - during that time, and considering that I finished all my homework in the past days when a high school student is supposed to start procrastinating, and ignoring the fact that I stayed up past midnight every other night to compile the forty-nine pages of research that now sit behind me next to all these party invitations that I REALLY don’t know what to do with - except for the skinny Filipina girl that plays video games - I think that’s amazing.

So, my personal story aside, I’d like to present how awesome I believe Unity is. Lack of render targets aside, the free version is amazing.

Here’s the link: Box.net (2.5 MB)

Most of the textures are procedurally generated. Which, for now, is like four. Two diffuse, two height maps. I haven’t converted my texture warp code yet, so just ignore the seams.

For a comparison, here’s the most recent release I could find for the Game Maker version: Box.net (4.9 MB)
Gives one an idea of what’s left to convert. Not going to be any depth of field ( maybe ) but it’ll be better in Unity, I’m sure. Anyhoo, I’ll get the most updated Game Maker version later. It’s pretty cool: SSAO in Direct X 8.1. Took a while to make look good.

Visual GUI ftw.

Still can’t believe copying my code from Game Maker to Unity worked.

Anyone has suggestions for the Unity version, go ahead. I’d love it!

Got the error: "There should be “R7_Data” folder next to the executable.

Right, when Unity creates a stand-alone application it produces a xxx.exe file and a data folder. You need to include both if you want people to run it.

Could you also produce a Mac stand-alone or even a webplayer? I’d like to see this also.

Aye yie yie! Didn’t know that.

Well, I got a little more work done. Today. Yesterday was me doing homework.

I enjoy the direct access to vectors I get in Unity. Made moving my view bob script over.

A new thing I added, to teach myself the animations, is a climbing helper. Those who have played Mirror’s Edge may be faintly reminded. Now, that took a while to figure out that additive animations go berserk at a high frame rate. There’s a really long story behind that.

Last thing I added was some control hints. It was a way to figure out how to change the font for GUI controls.

Like requested, I got a Mac version made too. squeal of glee It’s truly awesome that I can now distribute games to both the Mac and PC lovers out there.

I dubbed this release r7-2, because it’s still not too big of a jump.

Downloads:
Mac Version (12.6 mb)
Win32 Version (8.2 mb)

I think next is either me making the rest of the levels, adding the VTOL, or adding the preMod Cannon. All of that will be fun.

Edit: And I changed the icon. I found the Gimp file in my Photoshop folder, which is strange as I had neither installed.

Edit 2: I just realized I didn’t add the water to land climbing code. Oh well. Good luck getting past the first cave.

Edit 3: Okay, people are reporting keyboard problems in the Windows version with frame rates over 250. Great. Tell me if you guys got this.

Did you copy code straight from game maker?

For quite a bit, yes. The only thing I needed to change were function definitions and such.

Hmmm Gamemaker Eh?
Are you the same person as the user JoshDreamland?
If so welcome to unity!
Nice example although I get an low frame rate on the lowest subdivision.
The camera although cool is a little bit buggy.

No, I’m not that guy. I’m known over there as skarik, but I doubt anybody would recognize that.

Low frame rate…really? :eyes:. On my four year old PC, I get around 100 frames per second on highest settings.

Anyhow, I got some stuff fixed. I’ll see if I can upload it tomorrow. I did a lot of work on the game. It is now a lot more pretty. I added the Vtol, which looks okay - needs better UV mapping, added a snow sublevel, which is cool, figured out how to save progress, which lets me jump off cliffs and die as many times I want, and I improved some of the sounds.

But first, gotta fix the menu. So there. Maybe screenshots tomorrow.

I get a lot more informal when I’m tired.

…maybe the artist will have some cleaner drawings of the soldier tomorrow…

Not exactly a screenshot or video of the game, but rather of content.