sidebyside3

So I like to experiment…

Its safe to say I produce a lot more prototype than I ever do games but its a learning process. Now I’ve always wanted to try out the survival horror route so a few months ago I took a few evenings out to just play around with some different styles in unity trying to achieve the look I was looking for, I just threw in a character using character hub got it animated threw a bit of code to get a player moving around. Not to go into to much detail but what I really wanted to try and achieve was a more orthographic type look but incorporating dynamic shadows and lighting but at the same time trying to make it workable without making the games workflow too cumbersome. It took a lot of messing around and playing before I finally settled on actually using a perspective projection, I gave the room actual depth using sprites for the characters and adjusting the shaders slightly in order for the character and scenery to be lit as desired. I really liked the idea of having a very diverse background so I tried to tailor each section of the wall individually rather than repeating a texture across the back walls, I would say it would definitely be a must if I created a full title from this concept. I allowed the player to move towards and away from the camera within a fixed environment using a simple box collider for the player and some boundary box’s. On some of the walls I went through and produced normal maps by hand in order to give a bit more depth to the texture, in the case of dynamic lights moving within the scene it really helped to make the panels in the wall stand out and gave emphasis to the edges giving it an almost 3D appearance which I was quite pleased with. Although I’ve somewhat simplified my explanation I can assure you its somewhat of a headache when dealing with pixel art in unity and I assure you there was a lot of figuring out and refining to do along the way. I kinda like to make up some sort of story and do a bit of annotating and thinking as I do these things and past screen shots and demos about friends… I’ll be adding a download link to a demo shortly.

Demo1 (Earlier Version)

Demo2

Everything and Nothing Update

Coffee life’s been canceled!, although I had produced some cool mechanics and heavily refined the code and existing game but much to the dismay of me and my friends I didn’t real feel enough for the project to continue. However all that aside a lot of the work I put into that game isn’t going to waste and will in some way be incorporated into a later title, there’s a few quirky mechanics I implemented that work really well which I hope to use some day, or the at the very least show someone. Although I’ve been busy with other such things i.e. going to work and keeping the girlfriend happy over the coming posts I’m just going to cover some of the things I got up to towards the end of last year, or just since the last update.

Pixel Lighting Demonstration

Blog Update

Hello there

You may have noticed I have literally disappeared off the face of the earth of a while, I finally got round to clearing up the mess that once was my website.

Over the next few blog posts I want to go over the things I’m doing, I don’t have any comment on the playstation vita project I undertook its dead with play-station mobile, It was always just supposed to be a really small fun little project I never really thought it would get as many downloads as it did and people using it… As such I would like to official state the project has been discontinued.

devdemo

“‘Coffee Life’ – Full title, development demo – Real time pixel lighting”

I’m now focusing primarily on games, and am currently working on a game intended initially for Windows 7/8 and 10 along with android, and very likely Linux and mac will follow this with the completion of the game. I’ll be going over some of the more interesting aspects of the development in future blog posts. For the game I’m actually taking the Coffee Life game jam game and turning it into a full title, The game has already been completely transformed even during the early days of development.

I’ll keep you posted that’s all for this blog post.

 

Coffee Life

Seem to be getting better at this pixel art nonsense, art/ in game screenshot from my game Coffee Life being developed as part as #ColorJam0. Not sure if I’ll have a complete game by the end of the jam… but its all fun and games after all :D.

CoffeeLidf

Oh and this is the Colour Palette were restricted to for the jam XD… definitely makes the whole thing a bit more fun.

pallll

note: ignore aliasing… its supposed to be a 9X8 palette

Edit: The 7 day game jam version of the game can be played over at game jolt…

Play Coffee Life on GameJolt

 

update

PSVPAD – 1.2.1 ALPHA Update is here!?

Hello again,

Its definitely been a while since the last update so here you go…

for the newbies: 

This program allows you to use your vita as a game-pad for your PC. It requires both your vita and pc to be connected to the same network, I can confirm it will also work over adhoc connections if you prefer though not a necessity. Currently the software has only been tested on windows 7 but it should work on windows 8, and may work on earlier windows operating systems but is untested.

Requirements

  • PlayStation Mobile Developer Licence (Currently Free)
  • PlayStation Mobile Studios (Also free)
  • The download on this page (And again free)
  • patience

 

Supported OS

  • Windows 7 + Windows 8/8.1

Whats included in the download?

  • PSVPAD (Playstation Mobile Solution)
  • PSVPAD Server Software (PSV_Server)
  • Virtual Joystick Driver
  • Instructions(mildly updated)
  • A profile for xpadder ready set up

update

Updates:

  • Updated the Instructions
  • New user interface
  • Motion support
  • rear touch support
  • additional buttons added
  • ability to save connection settings added
  • Keyboard/ Mouse Binds added
  • added lots of new bugs
  • Still in development
  • Enjoy

ITS AN ALPHA BUILD WILL IT WORK WHO KNOWS?, THAT’S WHY WE’RE HERE?

does work over ad hoc connections. Tested and works on Windows 7 + Windows 8 may work on other windows operating systems but untested. Instructions are included with the download. Any bugs please report them.

>>Please note this software is still in development as the time of writing this and as such you may find parts of the software are either incomplete or excluded completely.

Software is provided as is, use at own risk

KEY NOTES

  • The version of PSVPAD included in zip has not been compiled to save space and ensure that the project is built before being deployed to the vita, as this in the past has been somewhat of an issue for many people.
  • It’s suggested you make sure when building the application the build mode is set to release rather than debug,(Make sure you don’t click debug with playstation vita simply)
  • THIS IS AN ALPHA BUILD AND SOMEWHAT INCOMPLETE -> Expect Bugs
  • Parts of the application are either disabled or still in development
  • YOU CANNOT AS OF YET SAVE, ADD PROFILES ON THE SEVER, NEITHER WILL CONFIGURATION SETTINGS BE SAVED (IN DEVELOPMENT).
  • The instructions are somewhat lacking at this point in development so you’ll have to figure some of it out yourself.

DOWNLOAD:

UPDATE 1.2.1 ALPHA UNSTABLE 

Please check the bottom here of this post for details about known issues.

Dev Notes, issues & Bugs etc… 1.2.1 ALPHA:

  • Key repeat delay currently only effects buttons on the PlayStation vita and not axis’s
  • Multiple control configurations currently unsupported
  • Rear touch limited to 2 touch down events
  • sound is currently excluded – no plans for future integration however.. has been successfully achieved with little overhead.
  • Help Incomplete on vita.
  • Auto connection functionality disabled
  • Rear touch doesn’t support multi-touch properly
  • Issues server kicking client because it thinks there already connected, solution either reconnect or restart, server/ psvita app
  • Known ‘bugs’ adding new connection…
    • If only one connection in list selecting it does not update the name and ip address in boxes – however will still connect if the user presses the connect button.
    • The default connection is not shown when the psvpad application first loads up -> note the default connection is considered to be the last connection you connected from.
  • Binding the mouse movement may result in stutters, It’s not a bug as such just the mouse smoothing has yet to be implemented but is on the list for future developments.
  • Potentially some keys on the on screen keyboard on the server software may not work as intended.
  • The bind list is yet to be implemented
  • Vita on screen keyboard incomplete

Know Issues / solutions:

  • Problems connecting to server?, restart server software
  • application may(probably) crash if you spam connect button when already connected
  • If it says your connected on both the vita and server but it doesn’t seem to be working at all, its quite possibly a firewall issue, you need to add the server software as an exception.
  • Black screen? -> you need to clean and rebuild the solution before deploying to the vita

Random errors? Any others let me know.

Windows 8 Error MSB4185 Fix
If you experience this error “Error MSB4185: The function “CurrentUICulture” on type “System.Globalization.CultureInfo” has not been enabled for execution.” 

  • First make sure Playstation suite is closed.
  • Open the console(cmd) as Administrator, Can be found by searching “cmd”
  • Run this command: setx MSBUILDENABLEALLPROPERTYFUNCTIONS 1
  • Relaunch Playstation Suite

 

But in all seriousness I should probably go over the current status of the software, what is include, whats still in development, and whats included but not as of yet functional.

SO What does this update ADD?

>>Keyboard & Mouse Binding<<

Added the ability to be able to bind controls/ input on the playstation vita to keyboard and mouse events. I would say its about 90% functional, there is still a few issues/ drawbacks with it, but it however does provide a reasonable alternative to third party software if this is the functionality you require. It’s sadly based off UK keyboard layout, but that shouldn’t be too much of an issue hopefully -_-.

Anyway carrying on so what inputs can you bind…so far anyway?

1. You can bind all the basic keys on the vitaPSVPAD1

 

 

2. You can optionally bind to the rear touch panel, there’s currently only 2 buttons which is basically left touch, right touch, in the future it’ll hopefully be taken to having swipe events as-well.. its in the works. Or you can code it yourself using the given enumeration, I don’t think it’s disabled on the server side, i’d have to check that one…

PSVPAD2

 

 

3. You can even bind to the vitas motion sensors, if you can work that out… and find a valid use for it. Its certainly possible to use and has been tested against Next Car Game and Dirt3… I’m not going to explain how to set it up, I shall leave it to people to play… If you do want to use the vitas motion, you’ll need to ensure that the gyro is enabled on the vita app, as-well as enabling the axis’s in the configuration on the server,  they’re disabled by default, …well all hell would break lose if they weren’t because there basically always active…  But I would suggest TAKE CAUTION… just to point out but, they also emulate 3 separate joy axis’s.. I’d just keep them disabled unless you plan on using them.

PSVPAD3

 

 

4. And finally you can bind the set of additional on screen buttons provided by the vita app…

PSVPAD4

5. I must also point out its entirely possible to set up all these binds in xpadder if you prefer… I included a profile for anyone that does own xpadder and would prefer to use that, all binds are ready set up… accept for the gyro binds.. which I would suggest you set the axis manually in xpadder if you do… As a NOTE: I use the latest version of Xpadder taken from the developers website, you may find that older versions don’t work quite as expected.

 

>>Additional On Screen Buttons<<

Finding the vita didn’t have enough buttons? well this might just help, it adds an additional 14 buttons to the vita which act as joy buttons and can be bound just like any other button on the controller… I must remind people I posted this as an alpha release so anyway a minor issue went unnoticed with the additional buttons which I will try to resolve with the next update… The problem being that if you press a button then move your finger horizontally across the screen in either direction it’ll result in the button staying pressed as such… well as far as the servers concerned… this doesn’t happen when you move your finger vertically… I couldn’t tell you why exactly.. but yes it is one to look out for.

PSVPAD5

 

>>A Keyboard?<<

yes one of the latest additions is in fact a pop up keyboard, which in fact acts just the same as a normal keyboard in windows… accept somewhat lacking. The keyboard is still to be completed and provides just the basics for now.

PSVPAD6

 

>>Settings?<<

Finally a way to save you connection, once you’ve added a connection it’ll be saved simple, then in the future it’s just a matter of selecting the connection in the drop down box and clicking connect next time you use it… though if you IP changes for whatever reason it may mean you have to enter the details again sorry.. Auto connect is disabled for now.  Considering setting up the auto connect so you never have to enter an IP at all, but if multiple versions of the software are running on the same network… you might just run into issues… we shall see.

PSVPAD7

 

 

>>VITA GYRO MOTION<<

Although mentioned previously if anyone bothered to read all this, Functionality has been added so you can use the vitas motion sensors.

 

>BASIC REAR TOUCH SUPPORT<<

Currently limited to a left touch and right touch, the plan is to add additional functionality for swipe events in the future…

 

That’s it for now… tired of typing…

PSVPAD Update 1.2.1 Alpha – Tomorrow

Not quite before the end of the year, but any who I’ll be posting up an alpha version of the update tomorrow evening, its not feature complete and this still a reasonable amount of things left to do…. but it’ll be available at some point tomorrow evening for thous wishing to try it out.

I’ll be explaining the details tomorrow along with whats included with the update, whats not made it into the update and final what to expect over the coming days, weeks in regards to the next update.

PSVPAD

PSVPAD – UPDATE COMING VERY SOON

Hello again,

Sorry everyone for the delay, Its been very hectic recently to say the least and the update hasn’t exactly been one of my highest priority’s and it pretty much got thrown to the side for a while.

However no worries I’ve started working on it again and It’s very close to being ready for a release, sadly I could not get the sound functionality working as I wished so it will be left out of the next update, but once everything else is done I’ll have another go at it and see if it can be added in the future.

I can’t give an exact date for when the update will be released but It’ll be before the end of the year, I was hoping to have it out in the next week or so but I’ll see how it go’s and I’ll try to keep people posted.

In response to a few people in regards to compatibility issues -> currently the PSVPAD server uses a third party library to interact with a virtual driver in order to emulate a joystick in windows, whilst I continue to use this third party software to emulate the joystick its essentially out of my hands. There are no plans as of yet to change how the joystick is emulated in windows but it is under consideration. In an ideal world I would write a custom driver and be done with it!, Suggestions of how the software can be improved are always welcomed so please feel free to contact me either via the contact me form on this website or via my email address AJ_Moore@UnorthodoxGameStudios.co.uk.

PSVPAD

What to take away from this post:

  • Update Before the end of year
  • Sadly no sound support ):
  • Suggestions for improvement always welcomed

IF YOU DO HAVE SUGGESTIONS NOW IS THE TIME TO TELL ME WHILST I’M ACTIVELY WORKING ON THE SOFTWARE. 

Thanks,