Thanks! Stay tuned for more to come :)
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Check the other comment by Arethrid, unfortunately, your GPU probably doesn't support HDRP shaders. I will try to make the check before the game starts loading to inform you if they are supported
Ah, most probably. I am using the new Unity HDRP rendering pipeline. It is pretty fresh and still officially in experimental phase, so it's possible it might not work on some systems. Can you send me the log to firstname.lastname@example.org? It might say something about this issue. The log should be in 'C:\Users\username\AppData\LocalLow\Nothke\TrailsOfTenere\output_log.txt'
I might fix some bugs and clean up the code, but I don't think I will work on it much more unfortunately. I just have too many other projects to work on. However the source is out there and anyone could add to it.
I know, the fact is I totally overlooked the 64x64 rule, until I was about to submit :D So, adding in the low rez version was an afterthought, the game was designed to be played in 128x128
Yes, every player will find the same page in the same book on the same shelf on the same wall in the same chamber - exactly this is the seed for generating text. For exporting, it's not possible without modification. As for an external program.. Essentially if you had my book generation code you could do that, but isn't it more interesting to walk around and 'physically' find books? :)
Wow, this is really weird. I had EXACTLY the same idea for a game which I made back for LD33. Though I didn't have time to finish the people-part in 2 days, but you can read the description http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=42012
Btw good job, really well done! :)
I would love to do that, but I think my code is currently really messy. You are much better off with making your own version =) I would like to refactor the code one day, if I have any free time
You are probably going in too fast so as you collide with the planet you get bounced back (since you can't die). You need to slow down, hold space to use a "hyperbrake" just before you approach a planet
Several solutions (and several problems):
- There is a very simple image effect script by @Miguelito that pixelates the camera image, HOWEVER, it doesn't make the format square. To make it square you either have to enforce a special resolution through Screen.SetResolution, HOWEVER, not all platforms (GPUs I think) support non-standard resolutions in full screen and will just crash when you use the method (windowed is fine). Or, you can create some letterboxing squares that match up with 64 pixel width
- Using a camera that writes to a 64x64 resolution render texture, then that outputs to the main camera. HOWEVER, in that case, unity assumes the camera is 64 pixels tall and will scale image effects or shadow mapping for example
What I will do: I'll go with 1. with letterboxing, and if windowed then I'll force the square resolution. I'll use it primarily cause I intend to use real time shadows in 3d and I need them to be sharp and crisp