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Nimso Ny

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A member registered Nov 15, 2016 · View creator page →

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You can remap controls on SteamVR now. Load any game, go to SteamVR dashboard and select remapping. Now set your Joystick axes to Vive's TouchPad. You've just fixed ALL of your games.
There are no levels, this alone took a month and a half. Also I won't be adding levels as this is the whole project, it was just for sake of learning more on the platforming and graphics side.
2 hand holding uses a, sorry to say again, Hybrid system. It's a blend between your primary hand rotation and your secondary hand position. I found a few people highlighting this, it seems it's gone more towards primary hand than it should. I'll change the blend and it should be better.

You don't need any backup to prove to me that Vive controllers have a very bad button design.
I was saying that before they released.

Also, I learned a lot from that video, a lot more than just guns. :D Seen the video plenty of times.
Brandon be a man of genius.

I know, the Vive grabbing issue is a pain.

I didn't want to modify the grab system for that, because this is just a demo of the overall mechanics.

For grabbing weapons I am going to have sticky grips, even on Oculus, the reason being that I use the Grip button for reloading. So this will be fixed for you in the next build. Right now I didn't want to build a new unpolished system since converting to SteamVR caused a truck load of problems already.

Shells are limited to 20 per type, and they are spawned only when you start the game, they are always there. Once they stop moving they should have very minimal impact on processing including graphics since they vanish pretty quick at distance. I could possibly change the limit or give the option to change the bullet limit.

I didn't update the Oculus version, I only added a SteamVR version.

Also, I only have an Oculus Rift, so making this I tested it on an Oculus with Touch controllers through SteamVR. So even the SteamVR version should work on Oculus.

Jump is holding A, then you do a short head bob up. The hands don't impact it.

Alignment's a true pain for me since I don't have any Valve tracked equipment.

Do your real Vive controllers align to the in game Vive controllers?

I had to do some fakery to align things, but I matched up the controller models at the laser point in the menus. Basically the model aligns so that the Oculus model in SteamVR matches my Oculus Touch tracking.

I could try a second version with the orientation based on your comment and see if it feels right. Gotta rely entirely on feedback and that's a worrying scenario.

Hold the menu button as per the info panel before clicking play.

I'm uploading the SteamVR version now.

Hopefully it should have correct hand alignment, but I'm not 100% until Vive users have tested it.

Good, if anyone is a troll or spams anything then I'll ban them again.

Nope

They aim directly forward relative to the hand tracking.

There is no difference in direction between pistols and larger guns being held with one hand.

Unless you are not using Oculus, in that case the hands will be wrongly aligned, that will be fixed by the SteamVR version, which will be uploaded soon.

This earlier version of my locomotion is a bit difficult at walk speeds, but it should work easily with running.

Hold direction, and jog in place, it uses the head tracking so it needs a bit of bounce there.

Download it, and then run it and follow the big floating instructions.

It's a PC game.

That sounds annoying, I'd expect Unity to have a way of clearing inputs.

Instead, select the input that is wrong and set it to something you won't press on the keyboard, it's not the best way, but at least you won't have the problem.

The posts were spam, all of them have been removed.

Thanks for the comment.

Regarding controls, based on what you said about WASD I'm guessing you expected this to play like a normal PC remake, that's not the intention of the project.

This is designed to play as if it was on a Nintendo console, more specifically like a N64 game, these default controls are what you'd get if you play almost any console on an Emulator, it's not supposed to use the mouse.

Other games tend to rely on the mouse simply because the camera hasn't been thought about. Here the camera motion is part of the remake, it makes a massive difference to character motion, and it's why the controls are appropriate.

That's actually expected behaviour, I tried to replicate the original game's collision shapes, but mine are a bit too preventative for a falling Mario, the actual game uses that wide collision for walls but smaller collision for floors essentially (that's a simple explanation of something more complex)

It says it on the instructions here. Change them in input tab on the launcher.

Thanks.

Regarding the question it's a bit subjective, realistically I could remove Mario entirely and the paintings, change the name and swap out the music and sound effects and sell it as everything else is all my own work.

But it would be pretty bad to do that since it is literally the same layout and game structure as SM64, so Nintendo would possibly have grounds to have such a project stopped in it's tracks. Not to mention it would be a pretty terrible thing to as a developer and would give me a reputation as a ripoff artist.

My own game Tubby Super Cat is supposed to feel pretty similar in gameplay, and will have a sort of mix of the objective mechanics between SM64 and Banjo-Kazooie, so yeah I will be making something similar, that will feel like the ol' classic N64 games too.

Run the SM64R exe, check the inputs tab to make sure you've got the controls right for your gamepad then click Play.

And it got shutdown.

Also, please don't use other people's work as an example as to why I should give you something that took me 250 odd hours and about 5 years of studying to produce. It's actually quite rude to point out that somebody else is giving you something therefore I should.

I'm a game developer and I'm making my own platformer as well, so this was a learning process and a lot of the code logic I built for this is actually going to be used in other projects that I make.

It doesn't make the character spin unless you hold jump, to jump without flipping you have to tap jump, if you hold it then you try to lift your body. There's more to do to it so this doesn't happen.

Not really considering it yet

I've replaced the whole gameplay system to full ragdoll characters.

A Sandbox demo for the basic Tiny character control is on it's way soon.

That will no longer work on the newest build, since I've stabilised and slightly weakened the joints to be much more realistic,

You will need two hands and momentum just to even jump from ledge to ledge.

Did you definitely get the newest version?

The old one was Oculus only.

There's no method to climbing up ledges, it's normal physics, if throw yourself forward you move forward, you can use the analogue to move in air slightly. Half your body is a spring joint that acts as your legs, you can just slide over the ledge but you have to put the ledge low enough.

Just do what you would in real life to climb up something, you put your arms below you and crouch down to lift your legs up.

I don't think a lot of people understand what I'm domnstrating here, there are no game mechanics, I didn't program climbing, or pole vaulting, or rope swinging, these are just side effects of physically attached hands, all I did was make your hands attach things correctly to your character body, the rest just happens as a result.

About the running, there is no top speed, that's why jogging more vigorously results in faster movement. Walking is a problem, see my newest video for a glimpse of the hybrid system.

Jumping is something that confuses everybody, you don't have to jump off the ground at all, I'm literally just tiptoeing quickly, so when you say you're landing before the in game jump, well that's because you're lifting off the ground.

Using the Trigger to grab things was necessary, as it's preparing you for my actual game SLAYR, the grips control picking up and reloading weapons, while triggers just grab things naturally, can't use the fire trigger to pickup and drop a weapon.

Guys, I think the problem is actually Unity's own Input system. I've swapped it out for OVR (Oculus' plugin) so I'm assuming this should fix ReVive problems. The game should run regardless, it's only input that won't. Even without a VR headset the game will load up, so if you're not getting the launcher then there's some other problem.
Tell me where the problem is I'll explain how to fix it.
I will be updating it with some tweaks and Vive support. I don't activate Vive support at first because the controllers really aren't well designed for my control scheme, so I actually have to put in extra thought and work for those controllers. If they had buttons like Oculus it would be easy, but that's not the case.
This is just a demo for fun, I will make a platformer based on my new physics systems later and put a level editor in.
First be sure you've got the newest version of the game. I did leave the old one on for DK2 users. The new version has a Reset button in the menu, otherwise it should be one of the buttons on the Touch controllers. You'll be able to tell because it'll instantly reset the screen. That's all you need to do.

Thanks, hope you can test my other projects once they're out.

Why are you talking about getting an application to try to literally steal my code on the page of the game?

I don't release projects, only games.

That's another person where the A button doesn't work on Oculus.

Is it running in SteamVR? SteamVR BREAKS Oculus Input.

Make sure SteamVR isn't open to load it in Oculus.

If this carries on I'll have to make a SteamVR and Oculus version separately.

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VIVE PLAYER HEIGHT NOW FIXED - REDOWNLOAD