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Hmm

yes, hmm. Unity seems to have the habit of letting you change variables as you play the game, then deciding that when you stop playing it’d be best if all your changes were reset. I don’t know why this is the desired behaviour but coming from quest where any change you make any time sticks, it sucks to think I’ll spend time tweaking values *just so* then I’ll have to make sure to jot down anything I changed, hope I don’t miss anything, then re-enter all the values again. Going to see if there’s some kind of solution to this

Edit: Ok, Antares has a solution for this- I knew that saving the graph saved variables edited inside the nodes, but it’ll also save any script variables if you edit them using unitys inspector. So, as long as you remember which gameobjects variables you’ve edited, you can go through the scripts before stopping the game, save the graphs and the values are all saved. Its a shame there’s no ‘save all graphs’ button, but it’s not terrible.

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Antares Universe

Video resources

In addition to checking out the unity forums and antares unity forums for information, (and the antares skype channel), I’m watching a lot of video tutorials.. It might be helpful for me to list what I’ve watched to save time for anyone following my footsteps. here’s a list so far (I’ll try remember to update it)

introduction: http://unity3d.com/support/documentation/video/

general knowledge: http://vimeo.com/unity3d/videos

physics: http://vimeo.com/7886895

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Antares Universe

Unity vs Quest- variables

Ok, I just overcame a bit of a sticking point- how to work with variables in Unity. In Quest (without the OO system) you simply create a node for value, vector, or matrix- and it exists like that in the system as a node. Link it to another channelgroup and the channel can be used there too, becoming public. In unity, variables are defined instead as part of the script (not as a node)- Antares Universe uses a system called the ‘Local Variables Manager’

In this manager you can define all sorts of parameters as variables, and they’re present in the script *even when the node graph is empty*. To access them, use the ‘Get Value’ node. The ‘Get Value From’ node can be used to get a variable from another script located elsewhere.

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Antares Universe

RotateyCube!

Check out my first masterpiece! A rotating cube! woo

ok, it’s kind of boring *but* it doesn’t just rotate at a regular rate, it rotates as per a graph I’ve made, so I can control it’s rotation in different ways, over a time period I choose.

here’s the explanation in Antares editor view:

onwards and upwards eh 🙂

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Antares Universe

First Hurdle

Ok.. I’ve run into a bit of a problem with the first simple Antares tutorial. the video shows 2 types of ‘rotate’ nodes, but the current version sports no less than 9.. and I can’t find any which seem to match the one used in the video. How I make my box rotate??

left side of the screen is me desperately opening ALL THE ROTATES, in search of the elusive ‘RotatePerSecond’ input..

EDIT: ok, looks like ‘RotatePerSecond’ may have originally been on the ‘transform do’ node, but made into its own ‘smart node’. So possibly the video is out of date? not quite sure

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Antares Universe

Learning Unity + Antares Universe…

hokay! I’ve decided to try my hand at learning Unity, I have some big doubts about my future with Quest3d, despite how much I love it. They just don’t seem to see me as their desired customer type, and the features coming to Quest 5 really don’t interest me.

I’m taking a look at the Unity plugin Antares Universe- it looks very interesting, and seems probably the closest to Quest’s workflow of the Unity visual editors. It seems a lot more fundamentally Object Oriented than vanilla Quest, but I welcome that as I was interested in learning OO for quest, but hate the system they implemented for it. I’ve found some kind Quest ex-pats who use Antares, and they are willing to help me re-adjust- so fingers crossed it goes well!

I’ll try to document my progress with updates here, I’m sure it will make interesting reading for current Quest users, and maybe anyone new to Unity/Antares.

cheers! -Rich

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‘functionality’ update due soon

hey all! first PSC update is due soon (anywhere from today to monday at a guess, takes time to get approved. will post when it happens), which deals with some functional details like resolution options and key bindings. Hopefully I can move onto some more fun stuff now for the next update!

here’s the changelog:

– faster initial game load
– added key customization menu
– added resolution options at startup
– added keys for instant merc-switching (default 1-4)
– fixed ‘infinite credit’ spawning bug
– fixed bug involving interaction of grenade select menu and console display
– fixed bug allowing escape into the void at first entry airlock
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moar art!

damn, I’m having a good time of it with the fan art submission lately 😀 check out this awesome pixelly piece by Peter Queckenstedt:

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More Art!

This ace pic is by Julian, giving our Merc a traditional media spin- posted in the PSC comments:

Good work!

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More PSC inspired art :)

This one’s from the Polycount Forums, by Razorb: