JoystickKing
29 posts
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No, Not really, I am learning to model, we need an expert in programming because in unity there is no BOAT physics and that is what we need, generally even if I was to learn to program I would not be at that level so soon.
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qwerber
4717 posts
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boat physics?
Boat vs Boat collision is built in by Unity of course, and for when an object is underwater, invert gravity to a negative fraction of on the surface (in other words *(-0.2)or something).
Cannonballs etc use basic particle math with some trig to determine initial velocities according to direction.
What else do you need a profession programmer for?
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JoystickKing
29 posts
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We need Boat physics so to speak is so that there will be a tug when you turn, there will be four speed sets Stop, Slow, Medium, Fast, all of these will trigger an sail to go down or up, faster less turn, slows more turn, this is extremely hard programming when you put it into programming terms, also the programmer will have to make the cannons fire which then will have to reload the speed of the reload will be affected by the amount of crew and the amount of crew will be affected by how many are dead, all of this piles up and there is much, much more, if you are not a programmer then I don’t know why you are posting about it because you would have no clue about it, but if you are then you must understand this.
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qwerber
4717 posts
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this is extremely hard programming when you put it into programming terms, also the programmer will have to make the cannons fire which then will have to reload the speed of the reload will be affected by the amount of crew and the amount of crew will be affected by how many are dead, all of this piles up and there is much, much more, if you are not a programmer then I don’t know why you are posting about it because you would have no clue about it, but if you are then you must understand this.
I have done many projects like this 2d shadow caster
http://megaswf.com/serve/1364290/ (click to add light)
Axonometric projection engine
http://megaswf.com/serve/1148496/
2d tile collision
http://megaswf.com/serve/1172762/
boids engine featured in this game
http://megaswf.com/serve/1039881/
So trust me, speaking from the point of a programmer, click and tug controls are not that hard, they just use some simple trig which should be easy for an engineering student, and reload + speed is just simple logic.
if you are not a programmer then I don’t know why you are posting about it because you would have no clue about it
Are YOU a programmer?
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JoystickKing
29 posts
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I am not meaning any offence, but we want to work with our own stuff, not ripped of nor copied from others, this way we have more control over the game, where as gathering scripts to make a script is not want logical because we did not make the code and then copyright will come into it and on top of that, if a problem occurs in the code itself we wont be able to fix it, also yes I can program, a bit and I understand the daunting task this would be.
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qwerber
4717 posts
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who ever said anything about gathering scripts? If you are no wishing to use the built-in features of the Unity Engine, better switch to OpenGL and C++.
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JoystickKing
29 posts
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I am not meaning any offence, but we want to work with our own stuff, not ripped of nor copied from others, this way we have more control over the game, where as gathering scripts to make a script is not logical because we did not make the code and then, copyright will come into it and on top of that, if a problem occurs in the code itself we wont be able to fix it, also yes I can program, a bit and I understand the daunting task this would be.
Dam’n Typos.
If you are not going to help or join, then do not post. We need a programmer, We are not going to rip of scripts and even if we did then there is not a script for every feature of the game. We need a programmer Never the less of what you may say.
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JoystickKing
29 posts
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Alright, What are you on? We can not “switch” engine just because we have no programmer, because we will then still be without a programmer, where is the sense in that?
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qwerber
4717 posts
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oh my fucking god man, they are not scripts that are built in. They are running back end and meant for you to be used. It’s not ripping off of Unity just because you use their physics and particles. That’s the whole reason one should consider using Unity.
I’m trying to help you…
Alright, What are you on? We can not “switch” engine just because we have no programmer, because we will then still be without a programmer, where is the sense in that?
Yeah, get your programmer (after one is found) to use c++ and opengl, since you disallow him to use Unity features.
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JoystickKing
29 posts
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Alright I understand where you are coming from, but we NEED a programmer to do more than just the ships physics , we need it for the SHOPS, NPCS, COMBAT, MISSIONS, ETC. Unity does not supply the correct physics that we need. They supply land physics not sea.
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qwerber
4717 posts
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Originally posted by JoystickKing:
Alright I understand where you are coming from, but we NEED a programmer to do more than just the ships physics , we need it for the SHOPS, NPCS, COMBAT, MISSIONS, ETC. Unity does not supply the correct physics that we need. They supply land physics not sea.
They supply land physics not sea
invert gravity to a negative fraction of on the surface (in other words *(-0.2)or something)/
click and tug controls are not that hard, they just use some simple trig
Seriously, all I’m trying to say is that because it’s really hard to find a programmer who is willing to contribute time to a big project, it’s a good idea to learn some on your own.
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JoystickKing
29 posts
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Alright, One we found one, he is learning the ropes, two the other one is from India, Different time zones, different online times.
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JoystickKing
29 posts
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We need a programmer who can program ever so often, because we have until December to get it complete, so they will have enough time to program.
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qwerber
4717 posts
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Well good luck then :)
I’m seriously willing to play it when it comes out.
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Epsellis
284 posts
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(pats qwerber)
There There, Hugs?
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Glutch
14 posts
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Hello, I am a composer and musician, and I would love to be a part of your project. I will leave a link here for a few of my samples. There is only a Chiptune and Poppunk song on there, but I am quite able to do a wide variety of Genres. If you are interested, email me.
http://glutch.newgrounds.com/audio/
Jacob@Duffie.ca
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JoystickKing
29 posts
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Sorry, we no longer need:
- Web developers
- Level Designers
- Video Editors
- Music Composer
- 2D HUD/GUI Artist
Although, I will check with our current composer to see if he needs help and I’ll count though all of the tracks we will need and see if we need another one, I will email you if we need you, by tomorrow.
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JoystickKing
29 posts
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Bump. we no longer need any programmers, but we are in need of any type of artist, if you can draw you are welcome, because we need people to start doing concept art of the buildings for our modelers, who are going slow with out the concept art.
Cheers, Sean.
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JoystickKing
29 posts
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qwerber
4717 posts
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stop getting javascript and java mixed up, you’ll just make peop
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JoystickKing
29 posts
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I understand them both, but I can’t be bothered to type the full word, really I should have used JS, but it is only those who are picky who care, others get the message.
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qwerber
4717 posts
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right…… Well anyways, please notify me when the game comes out, I really wanted the try it. The new models look fantastic :)
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JoystickKing
29 posts
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Thank You, Updates will be posted daily on the main thread and the demo will be available by December this year and then the full version on April 2013.
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JoystickKing
29 posts
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