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Author Topic:  Unity 2D client  (Read 2197 times)

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smacky

« Reply #30 on: 13, March 2020, 18:30:44 »
LOL! OK, so it's already been done. :) (Approximately, your avatar/my thought is more of an over-the-shoulder view than theirs).

On that note, SEnLoS and some of mt server-side lighting ideas probably only work in our current 2d view.

Joe

« Reply #31 on: 13, March 2020, 20:13:02 »
Since I've taken on (more than I can chew) redoing the arches I've been looking pretty hard into new styles and images.  Here is another crazy concept that caught my eye, and to think this was posted in 2013...
Whoever said "Out of sight, out of mind" never had a spider disappear in their bedroom.

_people_

« Reply #32 on: 13, March 2020, 22:25:02 »
Just to be clear, you're talking about shifting the "camera" downward a few degrees and adjusting the sprite dimensions accordingly?

If so, that's perfectly doable. Currently the client is configured as a "2D" project, so I'd just alter the algorithm to scale/stretch tiles based on the player's configured camera angle.

Alternatively, I could set it to a "3D" project, assign the sprites to the textures on a grid of horizontal (floor/fmask) and diagonal (layer3/4) planes, and then use the built-in 3D camera to handle the math for me.

Priorities are elsewhere right now but I might do some prototyping for it one of these days. The nice thing is that most of the code will be compatible with either method as the map rendering code is pretty small and self-contained.

« Last Edit: 13, March 2020, 22:33:47 by _people_ »
-- _people_ :)

smacky

« Reply #33 on: 15, March 2020, 09:59:54 »
*hurrah for unity*

*hurrah for _people_*

_people_

« Reply #34 on: 21, March 2020, 20:10:03 »
Latest update is available for download: https://www.daimonin.org/downloads/sa/downfile/id/25/

Notable changes:
  • Minor UI improvements - UI elements should now scale properly on multiple resolutions (though untested)
  • Inventory management - Press "I" to open your inventory. Apply/Drop are implemented, though may have some bugs. You can also multi-select items (shift+click, or ctrl+click) and apply/drop them in bulk. Choosing the quantity to apply/drop not yet supported. "Below" window works, but you can't pick things up yet. There is another inventory window just below the main inventory - that's your open container. Not yet implemented.
  • Chat menu is mostly finished. As players chat in various channels, a new tab will appear for each, as well as separate channels for players you /tell. Bold/italic/underline text work, but have some easy bugs to fix (escape chars). Lots of other text features are supported but will need to be disabled. Links will eventually be added (I've made working prototype code) which, when moused-over, will provide in-line tooltips useful for describing items.

EDIT: Formatting that as a list didn't help readability in the slightest :)
-- _people_ :)

Joe

« Reply #35 on: 21, March 2020, 23:13:23 »
Getting the blue screen again, *windows protected your pc*
Whoever said "Out of sight, out of mind" never had a spider disappear in their bedroom.

_people_

« Reply #36 on: 22, March 2020, 01:06:08 »
OK, this is a problem. I'm using a package called TextMeshPro developed by Unity to handle the chat window (and eventually other windows) because it is extremely powerful and has some cool feature capability. I believe this package is causing the false positive with Avast.

Eventually I can request that they look at the file themselves and whitelist it, but I don't want to do that for now because it's constantly changing. If you trust me to not infect your computer with a virus, you can manually whitelist it: https://www.getavast.net/support/managing-exceptions
-- _people_ :)

Joe

« Reply #37 on: 22, March 2020, 09:12:15 »
Looking nice _people_!  Keep up the good work. :)
Whoever said "Out of sight, out of mind" never had a spider disappear in their bedroom.

Joe

« Reply #38 on: 05, April 2020, 01:39:17 »
Hi @_people_ I've been doing a lot of testing and wonder if it's too late to change the size of the floor dimensions.  I've noticed the ones I'm currently using can be seen where they meet with the walls.  This new stencil gives a more seamless look if it's something we can do?

current stencil:

* old stencil.png (3.89 kB. 96x46 - viewed 10 times.)

proposed stencil:

* new stencil.png (3.97 kB. 96x46 - viewed 10 times.)
Whoever said "Out of sight, out of mind" never had a spider disappear in their bedroom.

_people_

« Reply #39 on: 05, April 2020, 02:53:35 »
AFAIK it should work fine without changing the code. I can test it when I get home from work and if there are any oddities I can adjust the code to make the new one work.
-- _people_ :)

Joe

« Reply #40 on: 05, April 2020, 04:18:02 »
Great, thank you.  BTW I have too much crap on my desktop and posted the wrong stencil.  So this is the one I meant to show/use.


* new stencil.png (4.2 kB. 96x46 - viewed 12 times.)


EDIT:  The new tiles do look a lot better.  I did notice every other arch is offset until a step is taken in any direction.  Other than that it looks good.
« Last Edit: 05, April 2020, 11:07:24 by Joe »
Whoever said "Out of sight, out of mind" never had a spider disappear in their bedroom.

Paradon

« Reply #41 on: 21, April 2020, 04:16:56 »
what is the goal of this client ? For future 3D implementation?

_people_

« Reply #42 on: 22, April 2020, 00:27:50 »
The primary goal of this new client is to facilitate higher-resolution 2D sprites and other modern features which the Unity engine provides. By happenstance, Unity is by default a 3D engine, meaning that we can easily incorporate some cool quasi-3D features into the game like the one Smacky and Joe discussed earlier in this thread.

Eventually it's possible that this could adapt into full 3D but I think the higher priority now is to get the 2D version running at a quality which will allow us to maintain players. By default we use fullscreen 800x600 resolution which just looks like garbage on large displays.

While scaling is possible on SDL1.2 (which the current client uses) it's pretty resource-intensive and doesn't necessarily look good. I worked on a SDL2 client for a while but got fed up with some aspects of it. I ended up making more progress in 2 months of working in Unity than I had in a year or two with remaking the SDL client, so I'm sticking with it. Additionally, Unity allows some really cool features built-in such as built-in UI scaling, true rich-text (bold/italic/underline/etc., text-tooltips, etc.), particle effects, and easy cross-platform portability (Win, Lin, Mac, Android, iOS, consoles).

My goal for now is a usable client that we can replace the current one with without missing significant features. Eventually we will utilize more of the engine's features for stuff like an Android port or for the quasi-3D effects mentioned above.
-- _people_ :)

Paradon

« Reply #43 on: 22, April 2020, 02:07:27 »
Gotcha, I've been playing around in graphic design a little since acquiring new touchscreen laptop thinking that is would be perfect for such a thing. By chance do you have the human male/female model or arches I could use for reference? I like that style a lot.

_people_

« Reply #44 on: 22, April 2020, 23:37:47 »
Human males are blender models. You can find them (if you still have your SVN private key) at <mapwiz>/media/unofficial/torchwood/private/blender/human

Human females are 2D sprites which can be found in <SF>/main/arch/intern/player/human
-- _people_ :)

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