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    Author Topic: Blackwake  (Read 29579 times)

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    Offline4x4Chevrolet

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    Re: Cutlass Reef (Personal project)
    « Reply #20 on: August 13, 2013, 06:52:56 PM »
    Only thing is Unity's physics engine isn't very accurate at high speeds, send a sphere with a rigidbody into a rectangle with a rigidbody at high speeds. It either just passes through it or becomes part of the rectangle. However, doubt you'll be having that many fast speeding collisions, so you should be fine.


    OfflineFrell

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    Re: Cutlass Reef (Personal project)
    « Reply #21 on: August 13, 2013, 08:09:48 PM »
    I liked the second one a lot more. I think it would sink slower then what you showed in the first video. Just my opinion though as I've never been on a sinking ship or worked with a physics engine  :palm:
    That was just for show, in the final the ship will only sink if the lower parts are hit. The second one sunk slower because I blew less holes. The ships health affects its buoyancy


    Update:

    Sails now fall, been working on mp syncing mostly today



    Only thing is Unity's physics engine isn't very accurate at high speeds, send a sphere with a rigidbody into a rectangle with a rigidbody at high speeds. It either just passes through it or becomes part of the rectangle. However, doubt you'll be having that many fast speeding collisions, so you should be fine.
    I'm shooting 30 cannon balls a second in my test build and every single one registers lol, not sure how you were handling physics but they work great
    « Last Edit: August 13, 2013, 08:23:00 PM by Frell »

    OfflineSpades

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    Re: Cutlass Reef (Personal project)
    « Reply #22 on: August 13, 2013, 08:35:05 PM »
    I'm with Silab on this.
    Why's the Rum gone?

    Offline4x4Chevrolet

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    Re: Cutlass Reef (Personal project)
    « Reply #23 on: August 13, 2013, 09:15:02 PM »
    Only thing is Unity's physics engine isn't very accurate at high speeds, send a sphere with a rigidbody into a rectangle with a rigidbody at high speeds. It either just passes through it or becomes part of the rectangle. However, doubt you'll be having that many fast speeding collisions, so you should be fine.
    I'm shooting 30 cannon balls a second in my test build and every single one registers lol, not sure how you were handling physics but they work great


    This is a problem I have when this ball gains an excess amount of force and plows through the rigidbody rectangle. Point of the game is to bounce the ball as much as possible without it passing below the player rectangle, however, overtime the ball picks up speed and does that.

    OfflineFrell

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    Re: Cutlass Reef (Personal project)
    « Reply #24 on: August 14, 2013, 01:36:10 PM »
    not much to show right now





    Added:
    Ship rocking
    sails fall (laughably, still a small bug with how they're placed)
    Some cleanup
    cannons













    some ship progress

    « Last Edit: August 14, 2013, 09:20:07 PM by Frell »

    Offline4x4Chevrolet

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    Re: Cutlass Reef (Personal project)
    « Reply #25 on: August 14, 2013, 09:07:51 PM »
    abooose dnt duble post!

    Lol, looking nice.

    OfflineFrell

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    Re: Cutlass Reef (Personal project)
    « Reply #26 on: August 15, 2013, 01:11:20 PM »
    shit sorry lol im so used to doing that on all other forums


    more pics

    http://i.imgur.com/RVRoGbd.png

    http://i.imgur.com/hZTP0fk.png




    edit:

    heres some more progress:


    OfflineJohn

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    Re: Cutlass Reef (Personal project)
    « Reply #27 on: August 15, 2013, 01:13:57 PM »
    This looks really nice, good job. Looking forward to future updates.
    Your friendly local ex-bunsen burner.

    OfflineLilXCj

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    Re: Cutlass Reef (Personal project)
    « Reply #28 on: August 15, 2013, 01:48:20 PM »
    The game sounds like it would be some kind of special type of weed.
    irc.moparisthebest.xxx #anime | mal

    OfflineFrell

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    Re: Cutlass Reef (Personal project)
    « Reply #29 on: August 16, 2013, 12:19:22 PM »
    I should hopefully be able to allow testing in roughly a day or two

    pm me if you'd like to take part ill get you all together on skype

    I went and posted on some garrysmod pirate ship wars videos also asking for testers, I want to try and fill both ships with 16 players and see how it runs. Then I can either decided to continue to do 16vs16 or do 8vs8vs8vs8 on 4 ships

    Update:
    Ship movement now synced, onto sailing being able to be taken over by any player


    got dat new water




    « Last Edit: August 16, 2013, 12:52:06 PM by Frell »

    Offlineasyo4

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    Re: Cutlass Reef (Personal project)
    « Reply #30 on: August 16, 2013, 01:00:25 PM »
    Looks great, cant wait to play it  :)

    OfflineFrell

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    Re: Cutlass Reef (Personal project)
    « Reply #31 on: August 16, 2013, 01:01:40 PM »
    tweaked water a bit more, probably as good as itll get with unity free






    Now to syncing sailing
    « Last Edit: August 16, 2013, 03:12:33 PM by Frell »

    Offlineasyo4

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    Re: Cutlass Reef (Personal project)
    « Reply #32 on: August 16, 2013, 03:37:52 PM »
    Cool shot of the ship sinking:



    OfflineNewty

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    Re: Cutlass Reef (Personal project)
    « Reply #33 on: August 16, 2013, 06:14:42 PM »
    That looks incredible!

    Offlinechillwitm888

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    Re: Cutlass Reef (Personal project)
    « Reply #34 on: August 16, 2013, 06:33:17 PM »
    I agree with newty!!

    Offline4x4Chevrolet

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    Re: Cutlass Reef (Personal project)
    « Reply #35 on: August 16, 2013, 07:24:38 PM »
    I can never get the water to be that pretty lol

    OfflineFrell

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    Re: Cutlass Reef (Personal project)
    « Reply #36 on: August 16, 2013, 10:27:23 PM »
    Alright got alot done today

    Full update log:
    -New water
    -Rocking synced (correctly this time)
    -Sailing should be working 100% now, may still be buggy but I've tested it on 3 clients at once and all were able to sail, I had no leads on the issue and was a little confused because it uses the same mechanics as the cannons which were working great. I finally blamed it on lack of buffered updates and that seems to have fixed it.
    -Cannons 100% working with all proper aiming angles updated for everyone (cannon rotation limits would offset wrong if you operated a cannon after connecting late)
    -Team select is in
    -having two ships exposed a couple minor control problems that were fixed
    -Under water ocean noise is now muffled
    -Under water screen is now tinted blue
    -Players now move smoothly on the ship. You may see other players vibrating but this is simply visual, you still move very smooth on your end. Ill look into the vibrating later but it isn't gamebreaking at all
    -Cannons can now shoot through the holes in the lower deck correctly
    -Chat box is now more friendly
    -Cursor is now hidden at the right times


    Tomorrow I should finally finish the disconnect cleanup and winning/scene restarting so I can leave the server running on my laptop and testers can play (if you're interested pm me)

    Im hoping to get 16 testers and I only have maybe 3 right now. If you have friends show them the most recent video or link them to this thread and see if they'd also like to take part.

    If 16 goes smooth we'll attempt 32, and then we can decide if 4 ships of 8 is better or 2 ships of 16.



    I can never get the water to be that pretty lol
    Thats because it isnt unity's default water :P Its a custom shader using  a flow/noise/and 2 normal maps. Hopefully if enough people like this game I can get some donations and hopefully upgrade to pro so I can increase quality tenfold
    « Last Edit: August 16, 2013, 10:38:40 PM by Frell »

    Offlinereyx7

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    Re: Cutlass Reef (Personal project) NEED TESTERS!!!
    « Reply #37 on: August 17, 2013, 09:48:18 AM »
    How much is unity? I could help you out a bit
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    OfflineFrell

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    Re: Cutlass Reef (Personal project) NEED TESTERS!!!
    « Reply #38 on: August 17, 2013, 09:58:29 AM »
    The full version is $1500 but anything will help get me closer, hopefully if enough people like it that shouldn't be too unrealistic

    I also want to lease max for 90 days so I can model and animate an actual pirate character (legally), I made this ship in blender

    Offlineowns reece

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    Re: Cutlass Reef (Personal project) NEED TESTERS!!!
    « Reply #39 on: August 17, 2013, 10:26:35 AM »
    nice lol

     

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