tag:blogger.com,1999:blog-73600884798976814342024-02-07T04:24:46.807-08:00DarkAkuma DevelopmentProducts, Portfolio & ServicesDarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.comBlogger21125tag:blogger.com,1999:blog-7360088479897681434.post-48094237414284646972021-01-28T15:32:00.003-08:002021-01-28T15:32:49.773-08:00Update: VR3DMediaViewer v2.5<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEget96docy9ZUQy0LiEU1E-4F673d2sZU1W77mAYGajN8UXIBWwf9nI95M7CsaSA_jOH4_9TiwSBgrlBJXA29QVHyIC0hjrQhqvnKZB0uLeqqUXD8AcX0ZxQiYZnBuMC_G_0Sm34-iFHCql/s1600/VR3DMediaViewer-BlogUpdate.png" width="640" />
<br />
<br />
VR3DMediaViewer has been updated to v2.5!<br />
<br /><div>I fixed a long reported, but not reproducible by me, issue. The issue was with the XR Plugin Management system and the Shader rendering method, where the image in one eye wouldn't render. I was waiting for Vive to finally be properly supported with the new XR Plugin system so I could properly test and reproduce it myself. But in the end, I didn't need it. The issue was something I should have probably have had indicated to me a long time ago. Was just a issue with the Unlit Shader and the SinglePassInstanced rendering method. That method was not one I had access to before with my devices.</div><div><br /></div><div>I also addressed issues with the RenderingMode selection stuff. The option itself didn't work as a global static variable like I thought, and once I realized what was going on, it helped explain some known issues. And well, there was some compilation issues with more modern versions of Unity.<br /></div><div><br /></div><div>I took a lot of time off from these projects because purchases significantly slowed down after the pandemic started, and it seemed like a waste of time to put more work into stuff that's going to sell less. But now that things are picking back up again, hopefully soon I'll work on the rest.</div><div><br /></div><div>I'm not sure what there is that's left to do with this asset besides maintaining it. So I'll have to just rely on users making suggestions or reporting issues. Otherwise, don't expect to see much going on with this. It wont be dead or anything, just not in need of any update... unless Unity breaks stuff again...<br />
</div><br /><blockquote class="tr_bq" style="margin-right: 2em;">
<b>Change Log:</b><br />
<br />
2.5:
<br />
<ul style="margin: 10px;"><li style="margin: 10px 0px;">Removed code for automatically detecting your StereoRenderingMode and selecting an appropriate RenderMethod.</li><li style="margin: 10px 0px;">Moved the RenderMethod option from the VR3DMediaViewer component to a new VRSettings object. In doing so, this fixes issues with selection. </li></ul></blockquote><blockquote class="tr_bq" style="margin-right: 2em;"><ul style="margin: 10px;"><li style="margin: 10px 0px;">Resolved a SingePassInstanced issue with the image not displaying in the right eye with the Unlit shader.</li>
</ul></blockquote>
<br />
<center>
<a class="btn btn-link" href="https://www.assetstore.unity3d.com/en/#!/content/60002" target="_blank">Available now on the Unity Asset Store!</a>
</center>
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-15529340827583414142020-07-17T06:00:00.000-07:002020-07-17T06:00:14.610-07:00Update: Project: Empty Soda Can #2Notes:<br />
<br />
Theme for this one should be bugs and issues.<br />
Like i set the wrong shade of blue for the cube<br />
Typo in Everybuddy.<br />
Accidentally replaced Move Right with Move Left, instead of using both.<br />
<br />
<br />
<br />
<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjC33XEhzhVMJJ3hpO6qflEotrFrzxvhZjfJr7WIonnfJPYTmJ9xVIBH_fEryBCA2tnwDW7Ay1Z0FV2npg58USudPaeJ9TRvEI-CCBWRB-kYGTo_GnaDe9MQftH19s1C4f1lkAvfc7E8UL2/s1600/post-image-3.png" width="640" /><br />
<br />
Another random coincidental 6 month update! So weird...<br />
<br />
Well, sadly... it seems like the theme of this update will be "bug-fixes". I made a boo-boo. Well, multiple boo-boos. So made a boo-boo-boo-boo-boo-boo?<br />
<br />
<br />
<span style="font-size: x-large;"><b>Recent Example #1:</b></span><br />
<br />
First up, there was a bug with the color of the blue cube. It's the wrong shade of blue! How could I make such a mistake?<br />
<br />
<span style="color: blue;">*Bangs head against wall. </span><br />
<br />
Here's the new, MUCH IMPROVED, correct version.<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgST_Ja57ifEeb8ihM1RYbyhefr21_g7z6NyhtU__vKvgcv3lMAwjL8Df9WnT9ZTuWPq9cg7RD_rUOqqbohna0uhbrbw4AGoJWw7fgkHkk3nCDv04MRFRQCJdsNN0hSRg3oGEa9TRRJr7j/s1600/Update2-BlueCube.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgST_Ja57ifEeb8ihM1RYbyhefr21_g7z6NyhtU__vKvgcv3lMAwjL8Df9WnT9ZTuWPq9cg7RD_rUOqqbohna0uhbrbw4AGoJWw7fgkHkk3nCDv04MRFRQCJdsNN0hSRg3oGEa9TRRJr7j/s320/Update2-BlueCube.png" width="320" /></a><br />
<br />
Whats that? You say you can't tell the difference?<br />
<br />
<span style="color: blue;">*Smirks very smuggly. </span><br />
<br />
Well, you see...<br />
<br />
<span style="color: blue;">*Tries to adjust eye-glasses with 1 finger.</span><br />
<br />
<span style="color: blue;"><span style="color: blue;">*Realizes he doesn't wear eye-glasses to late. </span></span><br />
<br />
<span style="color: blue;"><span style="color: blue;"><span style="color: blue;"><span style="color: blue;">*Misses the bridge of his nose and pokes himself in the eye. </span></span></span></span><br />
<br />
... Color is represented by 3 values. R, G, & B. To get that blue I used "0, 0, 255".<br />
<br />
But what I <i>meant</i> to use was (0, 0, 254). HUGE difference!<br />
<br />
<span style="font-size: x-large;"><b>Recent Example #2:</b></span><br />
<br />
It seems my script code was not spare from the bug problem.<br />
<br />
I can't believe it even compiled and worked! <br />
<br />
<span style="color: blue;">*Attempts to gasp in amazement, but winces instead because eye is still sore.</span><br />
<br />
Well, it seems I made a typo.<br />
<br />
It should have been "Hello Every<b>body</b>!".<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjO0wbZuYBMLdjAyC2ukrl-pILEplNqK2zswTaykQ3B5Q2BI_COHdc_RaL5U5ATb0TapXHPmtvZlMPGgLBUdT9dBuWSCOgGE9NsAMcT3WQxhEvQi7kMuatVEWUN6ZTvxLRgNdKtcFv57ORR/s1600/Update3-HelloEveryBody.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjO0wbZuYBMLdjAyC2ukrl-pILEplNqK2zswTaykQ3B5Q2BI_COHdc_RaL5U5ATb0TapXHPmtvZlMPGgLBUdT9dBuWSCOgGE9NsAMcT3WQxhEvQi7kMuatVEWUN6ZTvxLRgNdKtcFv57ORR/s320/Update3-HelloEveryBody.png" width="320" /></a><br />
<br />
Instead, it was incorrectly typed to "Hello Every<b>buddy</b>!".<br />
<br />
<span style="color: blue;">*Blinks sore eye to see if its still foggy.</span><br />
<br />
<span style="font-size: x-large;"><b>Recent Example #3:</b></span><br />
<br />
It seems that in our attempts to appease the left handed audience, we forgot about the right handed.<br />
<span style="color: blue;">*Cracks open Blinds on his window and looks both ways suspiciously.</span><br />
<br />
Right-handers has REALLY been after me about this!<br />
<br />
We didn't mean to REPLACE the right animation with a left animation. The right animation wasent supposed to be removed!<br />
<br />
Instead both were to be included! <br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1MtGCzVNsC_M9kpmZexmtLoFjGtuZbb6r1bLXUmxjVXavUjQ1HY9GK1k7pygQEg22pGu_MwOad05vzT-CZo65eoNoGprWD1MPI4-tYr2aFV7jr0aaPrLn90lEX91KaAooDj4bBdPOclVU/s1600/MoveLeft.gif" imageanchor="1"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1MtGCzVNsC_M9kpmZexmtLoFjGtuZbb6r1bLXUmxjVXavUjQ1HY9GK1k7pygQEg22pGu_MwOad05vzT-CZo65eoNoGprWD1MPI4-tYr2aFV7jr0aaPrLn90lEX91KaAooDj4bBdPOclVU/s320/MoveLeft.gif" width="320" /></a><br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMUhBCR2RMNx-0qVpiDGOmZu_5KQ6bvIwkL2HmIdJ9Bn9TZD9K3vDE0hSufi4_V5s8SsoLn_BSq5fz_HYEENcndCAYEZf2mmq4PsZHBFvmFyyz2KCxl7aCfhj1lrw5kqbs6E-epGqj5Z35/s1600/MoveRight.gif" imageanchor="1"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMUhBCR2RMNx-0qVpiDGOmZu_5KQ6bvIwkL2HmIdJ9Bn9TZD9K3vDE0hSufi4_V5s8SsoLn_BSq5fz_HYEENcndCAYEZf2mmq4PsZHBFvmFyyz2KCxl7aCfhj1lrw5kqbs6E-epGqj5Z35/s320/MoveRight.gif" width="320" /></a><br />
<br />
With these major bugs now fixed, hopefully the project can remain stable now, and next time we can get to some new additions!<br />
<br />
Next time...<br />
<br />
I wonder when that will be...<br />
<br />
Who knows? Can never predict stuff like this!DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-37292959390416455952020-01-17T02:12:00.000-08:002020-01-25T06:27:07.819-08:00Update: VR3DMediaViewer v2.4<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEget96docy9ZUQy0LiEU1E-4F673d2sZU1W77mAYGajN8UXIBWwf9nI95M7CsaSA_jOH4_9TiwSBgrlBJXA29QVHyIC0hjrQhqvnKZB0uLeqqUXD8AcX0ZxQiYZnBuMC_G_0Sm34-iFHCql/s1600/VR3DMediaViewer-BlogUpdate.png" width="640" />
<br />
<br />
VR3DMediaViewer has been updated to v2.4!<br />
<br />
While waiting for publishing approval for TwIRC I decided to check in on VR3DMediaViewer to see if there was anything on my list that was worth looking into. SinglePass rendering support was the best task, so I gave it a shot.<br />
<br />
SinglePass rendering requires use of shaders. As is, my asset is not designed around that, so I figured it was to contrasting of a option to support and integrate into my asset as is. After messing with it a little though I realized that I could fit it in as an option well enough. So, as much as I hate shaders, I wrote up what I could and got single pass rendering working. Setup is about 2/3 the same as the other method. You just don't need to setup a camera now for the SinglePass method.<br />
<br />
The old, Layered, method is still an option. Selecting between the 2 options is available via a global option on any canvas. I would have just programmatically selected Layered if you had MultiPass selected, and Shader if you had SinglePass selected. But MultiPass mode supports both options, so I wanted to allow users a choice.<br />
<br />
A common default question will probably be "which option do I choose for my project?". IDK. All I can say is, I think the SinglePass/Shader method will be more efficient considering performance. But I don't believe it will be significant in most cases. I think for it to be noticeable, you would have to have MANY instances of VR3D canvases in your scene. Like a gallery. Since the SinglePass option is so new and for me, experimental, I can't clearly declare it as the better default option though. The Layered method just works. It's been the only/primary method since the old RenderSwap method was dropped. About the only other difference is that Layered supports use of any shader, while the Shader method naturally requires the use of my assets Unlit shaders. So SinglePass+Shader for minor performance, and MultiPass+Layered for stability and customizablity?<br />
<br />
Moving on, the next most interesting inclusion in this version is (limited) support for taking Panoramic Screenshots. The limits are that Unity v2018.1 and up is required, and the method/APIs used to achieve it are flawed as I've noticed quirks with the output when looking up/down. I just followed Unity own guidelines and use of APIs that they created specifically for this, and as such the issues with this method are out of my hands. I'd still recommend eVRydays free asset for capturing Pano media instead. In theory his is largely the same technique, just his Cubemap to Equirect code seems to be better than Unitys.<br />
<br />
Finally, worth mentioning is a new addition/change to all my assets that I'll be trying out.<br />
<br />
I've been trying to find ways are improving my sales. And when you come right down to it, one thing that helps the most is people leaving reviews. But very VERY few people do, and it really hurts new assets. People are reluctant to try and buy an asset because it has no/few reviews, and it has none/few because of the few that do by it don't leave a review. The only working method I have found to help get reviews was to ask people when they contacted me about issues. But ideally, my assets would be so good that people wouldn't be contacting me with issues. So then what? I don't want to purposely make flawed assets. So what can I do?<br />
<br />
I came up with the idea to remind people with my asset itself somehow. But I needed to find a way to do it that seemed like a fair reasonable balance of actually reminding people, but not completely annoying.<br />
<br />
My idea was to create an on load pop-up you see for many assets, but mine only shows up every 3 days. You can easily click it away and not see it for another 3 days, or you have a couple options to never see it again. The main way to never see it again is to simply wait 3 minutes for a countdown to complete, and a checkbox in the window to permanently hide the popup will become accessible. The idea is, if you want to wait, you can go and leave that feedback while you do. Seems reasonable to me! If you want to not be reminded, don't want to wait, don't care about helping support asset devs with a simple review, than you could also just edit or delete the script. It would then of course be gone until the next time to update or re-import the asset. I obviously don't like that option, but its peoples right to chose that.<br />
<br />
This reminder is a trial I guess. My hope is of course that it gets more glowing 5 star reviews! But it could always backfire and cause customers to over exaggerate and leave a bad review solely based on perceiving a minor inconvenience as annoying and completely negating all the positive they get from the asset. IDK. Time will tell. I'll hopefully be adding this to my other assets too.<br />
<br />
<blockquote class="tr_bq" style="margin-right: 2em;">
<b>Change Log:</b><br />
<br />
2.4:
<br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;">Added SinglePass Stereo rendering support. </li>
<li style="margin: 10px 0;">Optimized demo files. </li>
<li style="margin: 10px 0;"><strike>Added review reminder popup.</strike> (Removed for now.)</li>
<li style="margin: 10px 0;">Fixed misc minor camera setup bugs. </li>
<li style="margin: 10px 0;">Fixed an issue with the Mono_TwoImages format not working as intended. </li>
<li style="margin: 10px 0;">Fixed some script/shader errors. </li>
<li style="margin: 10px 0;">Addressed issue with shaders not being included in builds. </li>
<li style="margin: 10px 0;">Added Panoramic support to the Stereoscopic3DScreenshot script. Requires Unity 2018.1+. Its imperfect though, but out of my hands.</li>
</ul>
</blockquote>
<br />
<center>
<a class="btn btn-link" href="https://www.assetstore.unity3d.com/en/#!/content/60002" target="_blank">Available now on the Unity Asset Store!</a>
</center>
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-37884878012810166352020-01-15T03:31:00.000-08:002020-01-15T03:31:37.727-08:00New Asset: TwIRC v1.0<div class="separator" style="clear: both; text-align: center;">
</div>
<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_5_RDqHb6Uh0XkWeGj3MeEr95ZI7_Uhdrui6mNQw0ToJlCvSlCRmmzIh41NJ2mNqYC27dsb5i8TTfzcEeKstQ5RJU4QzZUWXppFBuxG9vOKpP8VscYAFFH9Vl1yalZ7kFmK7iZuImCCPJ/s1600/TwIRC-site.png" width="640" />
<br />
<br />
I'm happy to announce yet another new asset! This time, its my first ever non-VR asset!<br />
<br />
I've been wanting to branch out of VR for quite a while. There's more room to innovate and less competition in with VR, but also a smaller audience. So its very limited.<br />
<br />
This isn't the most ideal, or original asset to create for my first non-VR asset. But its something up my ally as it marks probably about the 5th-6th IRC client I have created. Except this time I can actually see something come of the work. Also, to be fair, when I originally worked on this... there was not nearly as many other IRC assets. There were a couple, but none were very good. There was like 1 that "supported" Twitch, and a couple half-assed ones that look like they were made in a day. So there was room for me to significantly improve upon what was available. But like BodyLanguageVR, this too got lost in the shuffle and shelved. I concluded that IRC was not as popular as it once was, and thus this assets potential was low. Now... I just decided to finish it up and release it just because I already put in the work.<br />
<br />
I do still believe that my IRC asset is the best of the selection. There's something lacking with every other one that mine tries to cover, though now Twitch compatibility is no longer a selling point, kind of making the inspiration for the name of my asset pointless. Damn near every IRC asset claims Twitch compatibility. Technically, if its an IRC client, its Twitch compatible. Mine at least tries to offer some premade code for some of the unique Twitch APIs.<br />
<br />
One thing that tripped me up was that, originally I just wanted to make the IRC client core and that's it. But I realized that that would not be enough. I needed to put effort into providing an interface that was usable in its own right. And well, I hate UI design. Working on that caused me to lose the remaining interest I had. But since coming back to the project recently, I got the UI figured out and working for the MMO chat demo/template. I decided to write a quick editor example too.<br />
<br />
Right now the main script has become the TwIRC_ModernUI.cs. While its set up for a demo with the MMO chat example, its not limited to that. I hope to use the same script to setup and provide some other examples later.<br />
<br />
Of course, neither of the TwIRC UI scripts are necessary. The Editor UI version is mostly done as an easy to understand example of how to access the IRC client core code itself for use with your own UI. In the end, all you need is to grab new the new strings from messages regularly, process them and display them however you wish, and take and send input to the IRC core code.<br />
<br />
As this is my first non-VR asset, I'm curious to see how well this will sell. More due to not being in the limited VR niche? Or less because... it's IRC, and not many will care to use that anymore?<br />
<br />
Now my backlog of unfinished assets is empty. So hopefully next I can figure out something to work on that's on the next level. Something that has the potential to reach becoming a top selling asset. My portfolio is full enough of small fry assets now. I need something big. But if I have an idea for a small fry asset that's quick/easy to make, I wont mind creating that either.DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-56835083102729122112019-12-11T07:52:00.002-08:002019-12-11T07:53:16.004-08:00Update: BodyLanguageVR 1.1<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYuijZWZ_r835zxG3SHOzZqO34UMnsouC_djuRRwneS9Fh3szqOBwmSAyqUJxR9mrAuvDlOJRkm9IfMEL1YZ4HxZTpLmV40tiCJUoDJDZvmENUeNQ_3oP_nBE18Rm4F8HIs4_Mmdbxnfyw/s1600/bodylanguagevr-keyimage-site.png" width="640" />
<br />
<br />
This first update of this asset mainly sees me finish the Detect Inverse option. This basically give a user more freedom to trigger some inputs in a more natural feeling way. For example, the head shake no motion previously required a Right->Left->Right->Left, but a users natural instinct may be to go Left->Right->Left->Right. Now both can work.<br />
<br />
Besides some minor bug fixes and adding a manual, most of this update is done as preparation for the future direction of the asset. I wanted to get more done in for the next update, but felt it better to release what I have early so I can take my time and do things properly.<br />
<br />
I've been reflecting on the direction I want to take this asset, and to begin with that I had to break down and define its current goals. I want this asset to allow replacing traditional input with VR motions. Traditional input is stuff like digital button presses and analog stick/button presses. As is, my asset does not imitate such input very well. Even a simple digital button press. When you press button down, sure its simple a TRUE/FALSE thing and my asset does that. But what it also allows which my asset did not is an amount of time that button was held down. When you do a motion its very event based. Preforming a motion triggers a TRUE value for a single frame. That's it. That's only good for yes/no types of scenarios.<br />
<br />
This update attempts to allow you to return values for more than a single frame, but its kind of limited. And not well thought out. I have no stock demonstration input ideas for the additions.<br />
<br />
This brings me to the future direction of the asset.<br />
<br />
Right now, the asset is designed around what I refer to as a "DoThen" setup. What that means is, the users <b>Do</b>es a motion, <b>Then</b>
a value is returned. This is as opposed to what I'd like to
additionally support with what I currently refer to as "WhileDo". That
would be, return a value <b>While</b> the user <b>Do</b>es a motion/sequence. This would better simulate holding a button/stick for a period of time. While you can currently just make a 1 motion sequence, I'd also like to better support singular motions.<br />
<br />
In the future I can see this asset supporting input like Fruit Ninja, oddball movement setups, etc. I may even just be able to finally make the game idea I had that originally sparked creation of this asset! =)<br />
<blockquote class="tr_bq">
<br />
<div class="quote">
<b>Changelog:</b><br />
<br />
<b>v1.1</b><br />
<ul>
<li>Added DetectInverse option. This allows the user to do the mirror image of a sequence to trigger it.</li>
<li>Added GetMotionAxis() to MotionDetection. It's still crude atm, but
this allows you to get an analog value back from the input. Right now
the value is just a float from 0 to 1.0f, and based off speed of which
the user completes the sequence.</li>
<li>Along with that, there's a new option called ResultDurationType.
This allows you to get the non-zero result of GetMotionTriggered() and
GetMotionAxis() for longer than just a single frame.</li>
<li>Fixed some issues with changing the size of the Input and MotionSequence lists.</li>
<li>Removed the GetMotionTriggered() method in the BodyLanguageVR class in favor of calling it directly form MotionDetection.</li>
<li>Tweaked the expected usage to use a more common instance/object oriented approach instead of the string based lookup method.</li>
<li>Added an optional OnMotionTriggered() method selector to the UI. I
don't recommend its usage for most users. Its just for new users who
aren't great with code, to help grasp the idea of the asset quickly.
Proper/recommended usage is getting a instance of the InputMethod,
checking myInputMethod.motion.GetMotionTriggered() every frame and
calling your own code when true. GetMotionAxis() is not supported with
OnMotionTriggered().</li>
<li>Split the InputExample script, along with the Demo scene, into 2 to reflect the differences with setup for the above.</li>
<li>Created new Manual.pdf instead of a ReadMe.</li>
<li>Updated demo scene objects.</li>
</ul>
</div>
</blockquote>
DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-76306935612492487572019-12-08T18:48:00.002-08:002019-12-08T18:48:36.144-08:00ReRelease: AdFighter<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX_rNZLHe-IisiZwZTi5PEjUvyxzm_rv3fvPslz85pG8H9F2cV_p7l0xdYSeD5PmS3a3C0kQtGKS1F9-b8RGySEKm3Mv8-woVqU2gVNvpnkKiH4A39-NImvPibI021Y2XfvKBeOpjRHO3G/s1600/AdFighterLogo.png" width="640" /><br />
<br />
Lately something has been irking me. That something being that the one game I have made is unable to be played by anyone! All because I removed it from the internet due to having a bad experience with a sleezy company who ran the game jam I originally made it for.<br />
<br />
At first I was was embarrassed by it because of the failure, but I got over that soon enough. Since then I intended to re-upload it... I just didn't want to do so with references and promotion of that sleezy company in it. So I needed to remove those... I just never felt up to digging through the source again. I wanted to move on for the time being. And well, I did. But I never came back to release it... because I was moved on. I had forgotten, or been to busy.<br />
<br />
But now though, I finally remembered and got around to it!<br />
<br />
To frame this re-release. It's exactly as it was at the end of 2016. Same VR SDKs, same game play, same menus/text, etc. The only difference is the removal of those references/promotion.<br />
<br />
Also, be warned. This isn't an amazing lost treasure or anything. At least I don't think it is. To each their own I guess. I'm able to look back and be proud of the work I did, considering the constraints I was under. But the games design is still "meh". I conceived of the premise of the game back then, and brought my idea to form on the fly. No iteration and refinement of the idea. So in the end... I wasn't happy with the outcome as it did not feel like what I was originally aiming for.<br />
<br />
I have never played it, but I suspect that this should have ended up more like Beat Saber... before Beat Saber ever existed. I thought about going down such paths, but I don't care for rhythm games, and... I was looking more to make something original. not derivative of other genres. I took a swing of my own... and I missed! Oh well.<br />
<br />
Looking back on this right now, I feel it would be good to have this game out there just as something in my portfolio. It showcases what I was able to do in 8 weeks (or less since I didn't have a working VR device for half of that time), pulling every idea out of thin air, designing the game systems, art, etc. I don't pretend to think it displays my talent as amazing or anything... just that I am "capable". I have my Unity Assets in my portfolio, but this is something different. Those showcase my coding skills, this showcases my skills in all areas. For better or for worse.<br />
<br />
You can find the download link over on the <a href="http://darkakumadev.z-net.us/p/adfighter.html">AdFighter page</a>. DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-9583591711766505682019-10-15T06:00:00.000-07:002019-10-15T06:22:58.712-07:00New Asset: BodyLanguageVR 1.0<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYuijZWZ_r835zxG3SHOzZqO34UMnsouC_djuRRwneS9Fh3szqOBwmSAyqUJxR9mrAuvDlOJRkm9IfMEL1YZ4HxZTpLmV40tiCJUoDJDZvmENUeNQ_3oP_nBE18Rm4F8HIs4_Mmdbxnfyw/s1600/bodylanguagevr-keyimage-site.png" width="640" />
<br />
<br />
Hello!<br />
<br />
Today at last I release my next asset!<br />
<br />
This asset is something I conceived of and worked on a few years ago, but was forced to shelve it before it was finished. Ever since then, its been hard to pick up work on it again as it's complex and a very daunting task to work on after stopping!<br />
<br />
But recently I was finding it such a waste that it was so near to completion, but going unsold. So I doubled down and finished it up by removing and shelving all the numerous ideas I had for it that contributed to feature creep, and would never let me get around to releasing it. That was partly why it was so daunting.<br />
<br />
At the moment, its a little basic. But I think it should be well worth its price as is, and over time as I get back to adding those new features, its value will grow!<br />
<br />
For now, this may be my last VR focused asset, as I try and go in a new, less niche direction and make some assets for a larger pool of developers.<br />
<br />
Anyway, onto the asset itself!<br />
<br />
The purpose of this asset is to allow more VR devs to include more appropriate, intuitive input for VR. Input that suits the VR experience more, and keeps immersion alive. In real life you don't press F to say "Yes". You just speak the word "yes", or in this case you give a nod of your head up and down.<br />
<br />
Yes/No nod's are included as examples, and will work on any VR device!<br />
<br />
Additionally, I've included an example for waving "Hello". This of course requires a VR device with motion tracked controllers, like the Vive or Rift. It may even be able to work with other AR type hand tracking setups provided you select a hand model as the tracked object. I don't know. I don't own such devices.<br />
<br />
I've included a current feature list at the end of this post.<br />
<br />
I hope many people enjoy this asset!<br />
<br />
<br />
<br />
<b>Included Example Gestures:</b><br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;"><i>- Head Shake: Yes</i></li>
<li style="margin: 10px 0;"><i>- Head Shake: No</i></li>
<li style="margin: 10px 0;"><i>- Hand Wave: Hello</i></li>
</ul>
<br />
<b><b>Supported Custom Gesture Detection Options:</b></b><br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;"><i>- Positional Distance</i></li>
<li style="margin: 10px 0;"><i>- Rotational Degrees</i></li>
<li style="margin: 10px 0;"><i>- Direction Held</i></li>
<li style="margin: 10px 0;"><i>- more TBA...</i></li>
</ul>
<center>
<a class="btn btn-link" href="https://www.assetstore.unity3d.com/en/#!/content/154907" target="_blank">Available now on the Unity Asset Store!</a>
</center>
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-5926323559557219482019-06-17T05:23:00.001-07:002019-06-17T05:23:28.075-07:00Update: TransformEx 1.2<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4fHHSQJ0_3g9CmQG1LAd3TZ8laHxg3sEWa3T-Jr6nT57AMGiTuteU6_h4pEeojp9Devy-nRll76s1QpQPK6Nza_4bfe_pYbZV23R1IhPkpKfYDlcUnsM9aIh8UARopcrNNV-1s3iH38hA/s1600/TransformEx-logo-site.png" width="640" />
<br />
<br />
TransformEx has been updated to v1.2!<br />
<br />
This update was a long time coming, and was <b>very</b> needed. It's mostly about improving the demo scenes to both be more appealing/eye catching, and to better convey the usage, purpose, and quality of the asset through screenshots, video and a online demo.<br />
<br />
The promotional material in general was really bad and/or lacking. The demo scene/screenshots looked cruddy and amateurish. There was no video, which seems to hurt peoples interest and willingness to give it a chance. There was no web demo. But that's all changed now!<br />
<br />
This is all something that has bothered me for quite awhile, but the sales for this asset are slow despite it being a "must have" that all VR devs should be using. I never updated it until now simply because it didn't sell well and thus wasn't worth the time/effort. But it didn't sell well perhaps because it needed such an update? Unsure, I felt my time was better spent on VR3DMediaViewer updates/maintenance as that sells much better.<br />
<br />
Additionally, I made some improvements to the Asset's code itself. Like menu options to allow you to hide units of measurement that you probably don't use, and end up just making things more cluttered (like Miles and Kilometers). I polished up the UI a little to be formatted better. I added a "equalize" button, something I wanted to add long ago in some form, but I wasn't sure how I wanted to go about it. And there's even now minor support for RectTransforms, at least with positions.<br />
<br />
<br />
<blockquote class="tr_bq" style="margin-right: 2em;">
<b>Change Log:</b><br />
<br />
1.2:
<br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;">New demo scenes.</li>
<li style="margin: 10px 0;">Added menu options to only see the units of measurement that you want.</li>
<li style="margin: 10px 0;">Improved the look of the Ex Transform controls.</li>
<li style="margin: 10px 0;">Ex Position controls added to RectTransforms.</li>
<li style="margin: 10px 0;">Added equalize button for easy equalization of the object proportions.</li>
</ul>
</blockquote>
<br />
<center>
<a class="btn btn-link" href="https://www.assetstore.unity3d.com/en/#!/content/61422" target="_blank">Available now on the Unity Asset Store!</a>
</center>
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-28425528162410685682019-06-10T06:10:00.000-07:002019-06-10T06:18:25.983-07:00Update: VR3DMediaViewer 2.3<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEget96docy9ZUQy0LiEU1E-4F673d2sZU1W77mAYGajN8UXIBWwf9nI95M7CsaSA_jOH4_9TiwSBgrlBJXA29QVHyIC0hjrQhqvnKZB0uLeqqUXD8AcX0ZxQiYZnBuMC_G_0Sm34-iFHCql/s1600/VR3DMediaViewer-BlogUpdate.png" width="640" />
<br />
<br />
VR3DMediaViewer has been updated to v2.3!<br />
<br />
I'm not sure what happened to 2.2... I guess I decided not to post about it since it was more minor? I'll include the change logs for both though.<br />
<br />
The most notable updates are:<br />
<br />
A new Manual. This manual is a PDF that replaces the old ReadMe text file. It's largely copied directly from the readme, but heavily updated with better formatting, images, color, etc. It should be a lot more new user friendly.<br />
<br />
The Stereoscopic 3D screenshot script/scene was bugging me for awhile. I realized it was geared around developers using it themselves in editor. But it should allow users of the devs app to use it too. So I worked on some example scripts/assets/scene to provide a decent example of how best for devs to allow users to make use of it.<br />
<br />
There's a new Panoramic media display method available now. The older way had issues in that as physical projection it didn't lock to the viewers head position, which may not away be desired. Being mesh based, its also is subject to the meshes geometry. You can see odd angles in the media caused by the vertices/uv lines of the mesh, only mitigated by using a higher poly mesh.<br />
<br />
The new method is shader based. Its more like a skybox, viewed at infinity. So it's always centered on the viewers camera. And the curve is rendered in the shader, so it both renders a smooth curve without the odd angle issues, but views the same regardless of what shape mesh you use! This shader method is setup for both 360 and 180, supports rotation of the image around the viewer, and even can work with a traditional flat quad canvas. The old panoramic method is still available as an option.<br />
<br />
Convergence has also been updated. It supports both the old and new panoramic display methods. Its now split into 2 convergence modes. Cropped (the previous way) and Tiled. Tiled just lets the texture wrap around as its shifted in the canvas. It's not ideal for non-panoramic content.<br />
<br />
I improved the look/organization of the Stereoscopic3DImage objects. The controls are now better sectioned out, color is used to make the sections pop more, more controls are disabled/hidden when not relevant, etc. I also added a preview for the media to the object. It's similar to the preview you see when selecting a image/video itself, but in the case of images it will display the image converted to a SBS/TB format. The videoClip preview is limited. Just a low res image texture of the first frame.<br />
<br />
I added several new demo scenes, and with that organized all the demos scenes into sub-folders.<br />
<br />
<blockquote class="tr_bq" style="margin-right: 2em;">
<b>Change Log:</b><br />
<br />
2.2:
<br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;">Converted the ReadMe to a Manual.</li>
<li style="margin: 10px 0;">Fixed some position/rotation issues with the Stereoscopic3DScreenshot script.</li>
<li style="margin: 10px 0;">Added new demo content/scene to show how to use the Stereoscopic3DScreenshot script to allow players to make use of it at runtime/gametime.</li>
</ul>
</blockquote>
<br />
<blockquote class="tr_bq" style="margin-right: 2em;">
<b>Change Log:</b><br />
<br />
2.3:
<br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;">Added new Panoramic shader based canvas formats.</li>
<li style="margin: 10px 0;">Added wrapModeOverride option to Stereoscopic3dImage objects. This is mostly for video clip textures that don't expose the WrapMode property in the Import Settings.</li>
<li style="margin: 10px 0;">Added ConvergenceMode option.</li>
<li style="margin: 10px 0;">Fixed a rotation bug with the Example3DScreenshotController..</li>
<li style="margin: 10px 0;">Reorganized the Demo Scenes folder hierarchy..</li>
<li style="margin: 10px 0;">Tuned up the Stereoscopic3DImage object inspector.</li>
<li style="margin: 10px 0;">Tweaked the AnaglyphToSBSTexture() method to support more than just Red/Cyan now..</li>
<li style="margin: 10px 0;">The camera setup notification box will now not display on the example cross-eyed camra rigs..</li>
<li style="margin: 10px 0;">Added scenes/canvas meshes for 180 Panoramic display.</li>
</ul>
</blockquote>
<br />
<center>
<a class="btn btn-link" href="https://www.assetstore.unity3d.com/en/#!/content/60002" target="_blank">Available now on the Unity Asset Store!</a>
</center>
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-7096624310198954252019-04-04T06:00:00.000-07:002019-04-04T06:00:13.584-07:00Update: Project: Empty Soda Can #1<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjC33XEhzhVMJJ3hpO6qflEotrFrzxvhZjfJr7WIonnfJPYTmJ9xVIBH_fEryBCA2tnwDW7Ay1Z0FV2npg58USudPaeJ9TRvEI-CCBWRB-kYGTo_GnaDe9MQftH19s1C4f1lkAvfc7E8UL2/s1600/post-image-3.png" width="640" /><br />
<br />
Isn't that funny? In <a href="http://darkakumadev.z-net.us/2018/07/update-general-progress-update.html">my last update</a> I made a <i>complete</i> guess at when my next update for this project would come out. 6 Months. And wow... and here we are, 6 Months later! Exactly!<br />
<br />
What's that? I made another update in that time, and this one is 6 months after that instead? Weird...<br />
<br />
Well anyway, in that time Project: Empty Soda Can has come a long way!<br />
<br />
<br />
<span style="font-size: x-large;"><b>Recent Example #1:</b></span><br />
<br />
After 6+ months of painstaking research and feedback, we have found that the Red Cube doesn't track well. Apparently, to some Bulls out there, the color is found to be offensive.<br />
<br />
<span style="color: blue;">*Looks down in shame, as he hears the chorus of Boos. </span><br />
<br />
I know. I understand the outrage. This is unforgivable, but I hope that you please do forgive me. <br />
<br />
To rectify this, we've instead elected to go for a calm, cooler, more neutral Blue.<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgST_Ja57ifEeb8ihM1RYbyhefr21_g7z6NyhtU__vKvgcv3lMAwjL8Df9WnT9ZTuWPq9cg7RD_rUOqqbohna0uhbrbw4AGoJWw7fgkHkk3nCDv04MRFRQCJdsNN0hSRg3oGEa9TRRJr7j/s1600/Update2-BlueCube.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgST_Ja57ifEeb8ihM1RYbyhefr21_g7z6NyhtU__vKvgcv3lMAwjL8Df9WnT9ZTuWPq9cg7RD_rUOqqbohna0uhbrbw4AGoJWw7fgkHkk3nCDv04MRFRQCJdsNN0hSRg3oGEa9TRRJr7j/s320/Update2-BlueCube.png" width="320" /></a><br />
<br />
I'd like to take this time to formally apologize to any Bovines out there. It was never my intent to offend. I truly hope that you can forgive me.<br />
<br />
<br />
<span style="font-size: x-large;"><b>Recent Example #2:</b></span><br />
<br />
Again, upon further research, we have discovered that the term "Internet" is too confusing to a significant portion of the audience.<br />
<br />
Some of such people were often offended by it as it presumed that everyone was educated enough to understand the word.<br />
<br />
<span style="color: blue;">*Smacks self in face.</span><br />
<br />
I don't know whats wrong. Why we keep making such horrendous mistakes.<br />
<br />
<span style="color: blue;">*Smacks self in face again.</span><br />
<br />
We briefly considered "World Wide Web", but we quickly deemed that to be to much of a mouthful.<br />
<br />
Further, feedback suggested that it wasn't inclusive enough.<br />
<br />
So... we think we came up with a solution...<br />
<br />
<span style="color: blue;">*Holds breath...</span><br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoAzuwKlerfqimxb5wr9bzJzreAm_9XugMW_7lj6WSfmHBk_mYwVk2f4xzoA1tr-tEUQdBhLjGRlclDicPHBVjaHpWfBFq1uH4EzLUoXFKOPGv7lSJAhauGB3e6usG1of1QvL-SibuTHWB/s1600/Update2-HelloEveryBuddy.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoAzuwKlerfqimxb5wr9bzJzreAm_9XugMW_7lj6WSfmHBk_mYwVk2f4xzoA1tr-tEUQdBhLjGRlclDicPHBVjaHpWfBFq1uH4EzLUoXFKOPGv7lSJAhauGB3e6usG1of1QvL-SibuTHWB/s320/Update2-HelloEveryBuddy.png" width="320" /></a><br />
<br />
Our hope is that "Everybody!" remains inclusive, while retaining an appropriate lack of confusion.<br />
<br />
<br />
<span style="font-size: x-large;"><b>Recent Example #3:</b></span><br />
<br />
Finally, due to overwhelming feedback, we have realized another mistake...<br />
<br />
We have offended yet another portion of the audience...<br />
<br />
<span style="color: blue;">*Smacks head against wall several times.</span><br />
<br />
While the "Move Right" Animation was an amazing achievement, we made a grievous mistake in not considering the feelings of our Left Handed Audience.<br />
<br />
To help be more inclusive to our Left Handed audience out there, we have now added an Animation for you too!<br />
<br />
And yes, this too has been updated to now be a <span style="color: blue;">BLUE CUBE</span>. <br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1MtGCzVNsC_M9kpmZexmtLoFjGtuZbb6r1bLXUmxjVXavUjQ1HY9GK1k7pygQEg22pGu_MwOad05vzT-CZo65eoNoGprWD1MPI4-tYr2aFV7jr0aaPrLn90lEX91KaAooDj4bBdPOclVU/s1600/MoveLeft.gif" imageanchor="1"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1MtGCzVNsC_M9kpmZexmtLoFjGtuZbb6r1bLXUmxjVXavUjQ1HY9GK1k7pygQEg22pGu_MwOad05vzT-CZo65eoNoGprWD1MPI4-tYr2aFV7jr0aaPrLn90lEX91KaAooDj4bBdPOclVU/s320/MoveLeft.gif" width="320" /></a><br />
<br />
We're extremely sorry that we dropped the ball on this one as bad as we did, and hope that addressing it now is better late then never!<br />
<br />
Stay tuned for the next update!<br />
<br />
Lets see...<br />
<br />
I'll try guessing again...<br />
<br />
One plus Two is Three...<br />
<br />
...carry the Four...<br />
<br />
...one train is going 40 MPH, and the other is going 60 MPH...<br />
<br />
...I'll guess... 6 Months!<br />
<br />
Yea. Solid guess!<br />
<br />
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-67491599794676804582018-10-04T03:40:00.000-07:002018-10-04T03:40:03.493-07:00Update: VR3DMediaViewer 2.1<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEget96docy9ZUQy0LiEU1E-4F673d2sZU1W77mAYGajN8UXIBWwf9nI95M7CsaSA_jOH4_9TiwSBgrlBJXA29QVHyIC0hjrQhqvnKZB0uLeqqUXD8AcX0ZxQiYZnBuMC_G_0Sm34-iFHCql/s1600/VR3DMediaViewer-BlogUpdate.png" width="640" />
<br />
<br />
VR3DMediaViewer has been updated to v2.1!<br />
<br />
The first update for this asset in over a year! There's just not a lot left to do with this project, besides maintenance. And that's "mostly" what has been done now. General bug fixes.<br />
<br />
However, there are a couple notable improvements. Mainly in the new support for the UI.RawImage component, so you can now use the UI for a 3D canvas instead of just a MeshRenderer.<br />
<br />
Another being the addition of a simpler version of the 3D camera setup procedure. Far to many people had issues understanding "right click the Camera <b>component</b>" to open a menu, as a step. Now there's a simple to locate button on the Camera component that should catch anyones eye. This is something I've been trying to find a way to address for a while, and I'm so happy that I finally found a way to do so that I'm satisfied with.<br />
<br />
I have not yet updated the video or ReadMe for this new procedure however. I'll have to record new footage, and I've been considering a documentation overhaul to something like a pdf.<br />
<br />
As for the new high poly canvas. Well, I made the low poly one as something quick and simple, intending it just to be used for my demo scene. Not the consumer projects. But I now figure that most devs would probably just use whatever 360 canvas that comes with the asset, rather then make one that suits their needs. So I figure why not make this one high quality and project worthy itself. The old one has far less of a poly count, as the new one is about 16,000 polys, but I figure a 360 Panorama scene like can afford it as it shouldn't have much other content, and the old 360 canvas is still included.<br />
<br />
<blockquote class="tr_bq" style="margin-right: 2em;">
<b>Change Log:</b><br />
<br />
2.1:
<br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;">Added support for using the UI.RawImage component as a canvas to display 3D media.</li>
<li style="margin: 10px 0;">Added a new high poly count 360 canvas. It's now used in the demo scene. The old low poly version is still available though.</li>
<li style="margin: 10px 0;">Simpler camera setup procedure.</li>
<li style="margin: 10px 0;">Misc bug fixes.</li>
</ul>
</blockquote>
<br />
<center>
<a class="btn btn-link" href="https://www.assetstore.unity3d.com/en/#!/content/60002" target="_blank">Available now on the Unity Asset Store!</a>
</center>
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-1885550250470613012018-07-17T10:32:00.002-07:002018-08-17T04:19:44.580-07:00Update: General "Progress" Update<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjC33XEhzhVMJJ3hpO6qflEotrFrzxvhZjfJr7WIonnfJPYTmJ9xVIBH_fEryBCA2tnwDW7Ay1Z0FV2npg58USudPaeJ9TRvEI-CCBWRB-kYGTo_GnaDe9MQftH19s1C4f1lkAvfc7E8UL2/s1600/post-image-3.png" width="640" /><br />
<br />
Unity has recently updated their <a href="https://support.unity3d.com/hc/en-us/articles/360001147326">Publisher Polices</a>. And in particular, one policy effects the content of the websites for the publishers. No, not a policy about the publishers website hosting objectionable content. Instead, they are more concerned with the <b><i>REAL</i></b> problems. Things like how often the publisher updates articles on their personal website.<br />
<br />
They should really be commended for trying to rid the internet of the scourge that's to busy working on their projects to update, or the people who don't update often due to the return on time investment for their projects not warranting going the extra mile to let the 0.001% of people who click through the links to check the publishers site, what they have been up to.<br />
<br />
I'm sad to say... I too am one of these heinous people. But no more! Today I vow to post an update every 6 months with something new...<br />
<br />
wait... whats that?<br />
<br />
I have to post 3 examples of recent work every 6 months?<br />
<br />
Even better!<br />
<br />
Prepare to be in awe of this amazing content! I call this project... umm... lets see...<br />
<br />
Yuberstantion... no... Chazwelder... no... Cronblaztic... no...Harrrrplooge... no... Nibblestitz? Frezlogger?<br />
<br />
Hmm. Maybe I'll think of a title later. For now, I'll just give it a code name. Like... hmm... what do people useually do for codenames? Simple food names? Maybe something based off historical figures, events, myths, etc? Like Kit-Kat, Morpheus, etc.<br />
<br />
How about...<br />
<br />
<span style="color: blue;">*Looks around the room.</span><br />
<br />
Empty Soda Can?<br />
<br />
Yea! <b>Project: Empty Soda Can</b>!<br />
<br />
I'll talk about the goals of this project later. For now, enjoy this recent work of mine on the project!<br />
<br />
<br />
<span style="font-size: x-large;"><b>Recent Example #1:</b></span><br />
<br />
We all know what a default white cube looks like in Unity, right?<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk-a5lMyNrIvM1fbqgm4lvwSib9T4AD-hDvuGeSKXPp5v_Tdj3Y70mRNU9pyIjZsfUPSxLDZkF4OJFdF3lkck8Nm4usB7SrzUYmzhPG_hJ1WTRJ81wz6xuxbYxUNXaYrTSbvQh9NBgxpNb/s1600/Update1-WhiteCube.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk-a5lMyNrIvM1fbqgm4lvwSib9T4AD-hDvuGeSKXPp5v_Tdj3Y70mRNU9pyIjZsfUPSxLDZkF4OJFdF3lkck8Nm4usB7SrzUYmzhPG_hJ1WTRJ81wz6xuxbYxUNXaYrTSbvQh9NBgxpNb/s320/Update1-WhiteCube.png" width="320" /></a><br />
<br />
But did you know that you can change it to a different color? OMG! Right? That's insane!<br />
<br />
<span style="color: blue;">*Pauses to wait for reader to catch their breath.</span><br />
<br />
Are you good now? Ok. I'll proceed.<br />
<br />
Well, after hours. No, days. No, <b>weeks</b> of work... I finally bring to you...<br />
<br />
The "Red Cube"!<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrYzv_yihPpHEeKittjCI5xhcN59uUNxAvedcTQiATsAGwxitvn-h2w68C1UJSwIoLJ565UGb_nQZ4yTf8QPJfbiZ3QEAZdkfyZFFYOLdmfJqpMe5HDOh_JfGkGmSAnWx8bLfIwkf05xgS/s1600/Update1-RedCube.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrYzv_yihPpHEeKittjCI5xhcN59uUNxAvedcTQiATsAGwxitvn-h2w68C1UJSwIoLJ565UGb_nQZ4yTf8QPJfbiZ3QEAZdkfyZFFYOLdmfJqpMe5HDOh_JfGkGmSAnWx8bLfIwkf05xgS/s320/Update1-RedCube.png" width="320" /></a><br />
<br />
Yes, that's right. Red!<br />
<br />
With this new red cube, everything changes!<br />
<br />
<span style="color: blue;">*Mind blown.</span><br />
<br />
<br />
<span style="font-size: x-large;"><b>Recent Example #2:</b></span><br />
<br />
Example #1 is art. But I'm a programmer. It's time to showcase my <b><i>REAL</i></b> skills here.<br />
<br />
Have you ever heard of "Hello World!"?<br />
<br />
Well here's what it looks like in Unity. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZMnSs7dyiixU3cy5qqVtQ0cxdcoqcx0K6wuXQUeQoVpu5fZqk91NtjHt2Y1LL-uzQTFMXO3ydoNe8vukAd23zI5prydG8lXxIgy86aEVPInguUU53kIp0lWwCZMGEh0GpoZ5wl6SWS7ej/s1600/Update1-HelloWorld.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZMnSs7dyiixU3cy5qqVtQ0cxdcoqcx0K6wuXQUeQoVpu5fZqk91NtjHt2Y1LL-uzQTFMXO3ydoNe8vukAd23zI5prydG8lXxIgy86aEVPInguUU53kIp0lWwCZMGEh0GpoZ5wl6SWS7ej/s320/Update1-HelloWorld.png" width="320" /></a><br />
<br />
Now, brace yourself. I'm about to go all "Next level" on you.<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQ_yubX_TJGHQz1aeefeRzfASDL1e5xsb9Blueqt1rXIGw8r_dd4kNQ76sm6SVMj0lKRpp-HnpLiEwc8BiI5QnnsOYs942L9Q9u9FSn19yOg3lisZ4Bb4jxwAIL0eE0q5TChT9OIHHSwX3/s1600/Update1-HelloInternet.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQ_yubX_TJGHQz1aeefeRzfASDL1e5xsb9Blueqt1rXIGw8r_dd4kNQ76sm6SVMj0lKRpp-HnpLiEwc8BiI5QnnsOYs942L9Q9u9FSn19yOg3lisZ4Bb4jxwAIL0eE0q5TChT9OIHHSwX3/s320/Update1-HelloInternet.png" width="320" /></a><br />
<br />
<span style="color: blue;">*Drops mic. </span><br />
<br />
<span style="color: blue;">*Walks away.</span><br />
<br />
<span style="color: blue;"><span style="color: blue;">*Thinks for a second.</span> </span><br />
<br />
<span style="color: blue;">*Walks back. </span><br />
<br />
<span style="color: blue;">*Picks up mic.</span><br />
<br />
I almost forgot. "How is this scripting you may ask?"<br />
<br />
Well, I'm glad you asked.<br />
<br />
Normally I wouldn't do this, but I'm going to post a snippet of how I achieved this miracle of coding.<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfuZb-ahlCUu1eOW6vf5lqJFTV8sILvpVe-_ctkZQ5gOtvkL6hjpzo6cZekI_7kD1GjGbVOWAuH18D3WmjDg6t-QPdjRWyapd7Up7xxedtSmMQb9pOZEOEVbUE8n90RaSPq_Fj3asBDROw/s1600/Update1-HelloScript.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfuZb-ahlCUu1eOW6vf5lqJFTV8sILvpVe-_ctkZQ5gOtvkL6hjpzo6cZekI_7kD1GjGbVOWAuH18D3WmjDg6t-QPdjRWyapd7Up7xxedtSmMQb9pOZEOEVbUE8n90RaSPq_Fj3asBDROw/s320/Update1-HelloScript.png" width="320" /></a><br />
<br />
There's a couple more steps. But I'll keep those secret.<br />
<br />
<span style="color: blue;">*Looks around for the mic so he can drop it again, but can't find it.</span> <br />
<br />
<br />
<span style="font-size: x-large;"><b>Recent Example #3:</b></span><br />
<br />
We had Art, Then Scripting. What else could be left?<br />
<br />
Animation!<br />
<br />
Lets return to our Cube.... sorry, I mean our <span style="color: red;"><b>RED CUBE</b></span> from Example #1.<br />
<br />
"No! Don't do anything to the cube! It's so pretty already! You can't possibly improve upon it any more!" some may say?<br />
<br />
Well, here... we don't play it safe.<br />
<br />
Simply "Amazing" is not good enough. We have to stack "Amazing" on top of "Amazing". Get ready for an Amazing sandwich. No, not a typical sandwich, just made really well! Follow along here! I mean, a slice of "Amazing" between 2 other slices of "Amazing".<br />
<br />
I bring you...<br />
<br />
A Red Cube that... moves right.<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMUhBCR2RMNx-0qVpiDGOmZu_5KQ6bvIwkL2HmIdJ9Bn9TZD9K3vDE0hSufi4_V5s8SsoLn_BSq5fz_HYEENcndCAYEZf2mmq4PsZHBFvmFyyz2KCxl7aCfhj1lrw5kqbs6E-epGqj5Z35/s1600/MoveRight.gif" imageanchor="1"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMUhBCR2RMNx-0qVpiDGOmZu_5KQ6bvIwkL2HmIdJ9Bn9TZD9K3vDE0hSufi4_V5s8SsoLn_BSq5fz_HYEENcndCAYEZf2mmq4PsZHBFvmFyyz2KCxl7aCfhj1lrw5kqbs6E-epGqj5Z35/s320/MoveRight.gif" width="320" /></a><br />
<br />
Yea. I know.<br />
<br />
I think we all need to lie down for a bit. This was overload...<br />
<br />
Check back later to see how this project progresses. When? I don't know? 6 months? Just a random number I pulled out of my head...
<br />
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-33615911806365408502017-05-04T20:49:00.000-07:002017-05-04T20:49:23.684-07:00Update: VR3DMediaViewer 2.0<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEget96docy9ZUQy0LiEU1E-4F673d2sZU1W77mAYGajN8UXIBWwf9nI95M7CsaSA_jOH4_9TiwSBgrlBJXA29QVHyIC0hjrQhqvnKZB0uLeqqUXD8AcX0ZxQiYZnBuMC_G_0Sm34-iFHCql/s1600/VR3DMediaViewer-BlogUpdate.png" width="640" />
<br />
<br />
VR3DMediaViewer has been updated to v2.0!<br />
<br />
In addition to being renamed, it's had a major overhaul to be easier to use and be designed from the ground up with Video in mind.<br />
<br />
I also finally checked off the last thing on my TODO list, and got Interlaced, Checkerboard and Anaglyph formats working with video! <br />
<br />
To do this update justice, I went all out on this version, aiming to achieve a new level of professional polish. Both with the asset itself and the new promotional images. Enjoy!<br />
<br />
<blockquote class="tr_bq" style="margin-right: 2em;">
<b>Change Log:</b><br />
<br />
2.0:
<br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;">Complete rewrite. </li>
<li style="margin: 10px 0;">Full support for all formats when using animated textures like video. </li>
<li style="margin: 10px 0;">New "Stereoscopic 3D Image" asset system to better pre-configure media for display. </li>
<li style="margin: 10px 0;">Easier streamlined setup. </li>
<li style="margin: 10px 0;">Support for Unity 5.6 VideoPlayer. </li>
<li style="margin: 10px 0;">Improved Stereoscopic 3D Screenshot script. </li>
<li style="margin: 10px 0;">Reorganized file hierarchy. </li>
<li style="margin: 10px 0;">Replaced the old "Example Image" with 7 real Stereoscopic 3D images. </li>
<li style="margin: 10px 0;">Anaglyph support now includes all variants, not just Red/Cyan.</li>
</ul>
</blockquote>
<br />
<center>
<a class="btn btn-link" href="https://www.assetstore.unity3d.com/en/#!/content/60002" target="_blank">Available now on the Unity Asset Store!</a>
</center>
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-66680201195946162742017-01-13T19:23:00.002-08:002017-01-16T17:54:02.618-08:00My First Game, Failure & What I've Learned from the Experience<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj08mnLBjZeJYUlRY7z104xV2juejGCLsuOHQfBon4TV21Ek9O84TIQ_Ra9-xPO6gaZEshezjEj2fBpHVbQIH4dnFxDtGWP5d03D69fvr6Wq59Y_e0qO6-iUt6L1dJmNPXIxILIWtv5469B/s1600/post-image-1.png" width="640" /><br />
<br />
I recently competed in a Game Jam, and over the course of the 2 months I spent doing so I learned stuff about the road ahead of me to becoming a game developer.<br />
<br />
It's hard to admit mistakes and criticize yourself and your work at times, especially when you're competing for a hefty prize. You need to believe in yourself, because if you don't how could you expect others like judges to believe in you? I lost the game Jam. That was a completely expected result I was prepared for. What I was NOT prepared for however was to lose in the way that I did. I tried to minimize my expectations to be more realistic, while also being realistic on the opposite end and not being overly critical of my work.<br />
<br />
The end result of that effort was that I was never too stressed during development. I had a very positive, and in my view, productive experience. When the pencils were down, this test of my abilities left me proud of what I created and my leap forward towards my goal of being a game developer.<br />
<br />
This left me in a vulnerable position however. I didn't expect to win, but I did expect success in the form of mild popularity of my game. I tried to create a game that stood out from the pack. One that had character, humor, interesting premise, etc. Something that win or lose, people would be talking about. Something that would gain me and the game a few fans to help motivate me along to a commercial release. The vulnerability was exposed when none of that came to materialize.<br />
<br />
I felt like I had modest goals, and failed to reach them. This left me in such a dazed frame of mind, that I wasn't sure of how to continue forward. I wasn't sure if I even could at all. It felt like I tried my best and the world spoke "Your best isn't good enough! Give it up!".<br />
<br />
I questioned continuing forward, because in my mind, how could I? Mistakes happen. Poor performance happens. etc. These things you can learn from and try and do better next time. When you think you have done your best, what is there from that to learn from?<br />
<br />
After spending some time trying to reflect and figure myself out, I was finally coming up with some answers. Sure I still feel and believe that outside forces played the major part in my games performance, and if it wasn't for those my minimum expectations would have been met. But I need things to blame myself for. Things I can improve on. I needed to look at things for a different perspective as well.<br />
<br />
It was helpful to find a <a href="https://www.youtube.com/watch?v=Rnh6pM7nKgI">video on YouTube</a> that helped make me realize. I'm not alone. Other Indie developers go through very similar struggles. I'm coming up as a indie on the outside, alone. I have to predict and learn things myself. So it's easy to feel like no one else can identify with me. Finding evidence to the contrary is very encouraging. And it helps me build up the armor that I need to shrug off failures like this. That's why I'm writing this post now. In hope that others will some day relate to it.<br />
<br />
In the end, I've been able to think more clearly about my recent game. What I've realized is, it wasn't the right choice for a game jam. I'd put it like that it was "to rich" of an idea for a game jam. It was to complex for me to conceive, fully prototype to find what works best, and build into something that's award winning. All in the span of just 8 weeks with a $0 budget. I selected this idea for the jam because I thought it was complex enough to be interesting, but simple enough to do with all those limits. But I was mistaken.<br />
<br />
I also have to reflect on what the games that beat me had that mine did not. On the surface, most look like rehashes of decades old game ideas for a new platform (VR), mixed with pre-made purchased art and scripting assets that don't reflect the jam game developers skill at all. That's what I see when I look at them. It's the negative view though, even if it may be correct. I need the positive view to understand how maybe I could have done things differently.<br />
<br />
The positive view is. The developers were less burdened in all respects. They didn't have to divide their time between designing the games mechanics and doing art/scripting. By adopting older game ideas as something new to VR, while not creative, they had a solid game play base to work with to add in their own minor unique details. They started with a solid idea for mechanics, even if derivative, while I just had a basic premise.<br />
<br />
I found my answers. I didn't want or need another harsh "learning experience" instead of a prize from a game jam. But I'm happy I now found even that. It was discouraging to feel like I wasted 2 months with zilch to show for it. Not even mistakes to learn from.<br />
<br />
If your wondering, what I personally learned was. I need to focus more on a unique mechanic as the base for a VR game like this. Not a unique premise that isn't necessarily a VR thing. Jams call this "VR Innovation", and score highly for it. I didn't really innovate anything for VR specifically.<br />
<br />
As mentioned, I learned I need to dial in my scope of what is a Jam viable game project better. If I'm going to be doing everything myself, no budget, and in a limited amount of time. Well, now I have a better idea of what kind of project is to much. Companies like MSI/Oculus don't care about previous definitions of what a "Jam" is. They will redefine it to suit them. And with that, any notions of whats "fair" based on previous definitions is irrelevant. A short demo made entirely in 2 months by a single person splitting his time between mechanics, code, art, etc, that may get fair attention and criticism in more traditional jams. But not ones like these. A game like that just cant compete with games developed by several people who are talented in different areas, budgets to spend on store assets, and many months to years of development/polish. They're worlds apart. It sucks, but that's just how it is.<br />
<br />
I need to remove some of my limits to compete in such jams. Like my ideals about not using previous work outside of prototypes. I need to work on and refine ideas on my own time, before I even know of a jam. Maybe expand my idea of whats a prototype to cover what I'd otherwise consider an alpha.<br />
<br />
I need to not go into the jam with something to prove, and a want to do everything myself so my game is a 100% reflection of myself. If only 10% of a game is reflection of myself, but I think its more likely to win, then that's what I need to do. I need to find any budget I can to buy attractive store assets.<br />
<br />
I also learned that I shouldn't give up on my game just yet. Since it was a mistake to try and build it for a jam, it didn't get the proper prototyping phase that it should have. I still feel like there's a diamond in the rough there, and proper prototyping would help reveal it. I need to move on for now, but I should revisit it later.<br />
<br />
For now I'm going to focus on prototyping ideas for innovative VR mechanics. I already have a new game in mind, but first I'm working on some scripts to both help realize those mechanics, and also release as my next VR asset for the unity asset store!DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-37029531412499258112016-12-10T08:00:00.000-08:002016-12-23T20:42:40.249-08:00AdFighter: VR Jam Trailer<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX_rNZLHe-IisiZwZTi5PEjUvyxzm_rv3fvPslz85pG8H9F2cV_p7l0xdYSeD5PmS3a3C0kQtGKS1F9-b8RGySEKm3Mv8-woVqU2gVNvpnkKiH4A39-NImvPibI021Y2XfvKBeOpjRHO3G/s1600/AdFighterLogo.png" width="640" /><br />
<br />
Today was the deadline for Stage 3 of a VR Jam. So what does that mean? Trailer video!<br />
<br />
It's been a busy couple of weeks since AdFighter's announcement and screenshot deadline. The game has seen some shifts in direction, refinement of game play mechanics, and a bit more polish as the end goal grows closer.<br />
<br />
I now know just how many developers I'm competing against! And while I'm less confident I'll win against such a large pool, a pool with entrants developing their games for up to a couple years ahead of this Jam, I'm still extremely happy with and proud of my game and what I've been able to do in 6 weeks! So maybe I do still have a shot!<br />
<br />
When I was thinking about making the trailer I wasn't sure what to do at first. I've never made a trailer before. I'm not much of a video creation/editing type. After thinking about it though, it seemed kind of clear for this game. To the point that now that I'm done making it, to me the outcome now seems very appropriate and fitting.<br />
<br />
Without further ado, here's the trailer. I hope you like it, and it gets you appropriately hyped and interested! And if not anything else, maybe it can entice you to vote for it for the community choice prize when the time comes!<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/IZ47gay7HW0/0.jpg" frameborder="0" height="360" src="https://www.youtube.com/embed/IZ47gay7HW0?feature=player_embedded" width="640"></iframe></div>
DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-88378206141798409032016-11-19T15:41:00.001-08:002016-12-23T20:43:48.928-08:00Announcement: AdFighter<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX_rNZLHe-IisiZwZTi5PEjUvyxzm_rv3fvPslz85pG8H9F2cV_p7l0xdYSeD5PmS3a3C0kQtGKS1F9-b8RGySEKm3Mv8-woVqU2gVNvpnkKiH4A39-NImvPibI021Y2XfvKBeOpjRHO3G/s1600/AdFighterLogo.png" width="640" /><br />
<br />
After several long years, I'm happy to announce my next project! My first <b>real</b> game. AdFighter!<br />
<br />
I'm announcing this now because I have it entered into a VR Jam. There is a hefty prize pool on the line, but regardless, as soon as the Jam stuff is over I will be continuing this game in hopes of giving it a full commercial release.<br />
<br />
This VR game will be targeting Oculus w/Touch, and probably Vive later. The Jam entry will have almost everything done by me. Including scripting, models, textures, shaders, gameplay design, story/premise, etc. It's been a great way to learn exactly where my skills are in all areas, and should also serve well for that reason, in my developer portfolio!<br />
<br />
Here's a description of the game.<br />
<blockquote class="tr_bq">
Set in an abstract 80's-90's vision of VR Cyberspace, you assume the role of someone who is fed up! Sick of greedy corporations increasingly encroaching on the Metaverse with Advertisements. Armed with just your 2 fists, your goal is to destroy as many Ads as you can! Help save the Virtual Realm and keep it fun and clean for everyone!<br />
<br />
This game is designed to have a fun Arcade feel. You earn score points from the Ads that you punch. If you earn enough you can move onto the next level! You try to achieve a higher score by punching Ads based on their color and the color of your fists, which changes color every punch. Ads come at you in waves of patterns. Punch them all and plan a few seconds ahead to optimize your score!</blockquote>
<br />
I conceived of this idea a few years ago, but put it on the shelf soon after. I recently reconsidered it and picked it back up as just something to practice Touch development with. I soon realized there was something more to this, and I could make it into a full game. And the timing was perfect! I could enter it into a VR Jam!<br />
<br />
The Jam entry will have a handful of levels. Enough to have fun, and hopefully convince some judges. But I have much more I would like to implement for a future commercial release. I am only one man, and this is only my second Jam. So I have my limits for what I can do solo in 6 weeks, little to no money, and my limited skills and experience.<br />
<br />
Still, I'm confident in my game. I feel it should have a real shot at winning one of the top 3 prizes. Or maybe the community choice prize? I'm much more proud of what I've accomplished with it in just the first 2 weeks of prototyping alone, than what I accomplished in my last VR Jam in 4 weeks total! As of this post, I'm blown away at how far my game has progressed. I never REALLY felt like I could call myself a game/VR developer before. But that's changing!<br />
<br />
I hope you all play and enjoy my game. Please vote for me for the community choice award. And of course, support the eventual commercial release! =)<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij7cK0UKNjVJMRgWz0sXbStU2Vjbtefv_pTfqO9Sx8qjGEz2dFeBUMF0LNB3wb_s_gg9Y9nPL4b4VJnEN85hobzaGBnx_2qFveELvzmISpeAYps2hWHiNhcSDANAvHAikxpn4xdVi08_Vt/s1600/AdFighter-SS4.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij7cK0UKNjVJMRgWz0sXbStU2Vjbtefv_pTfqO9Sx8qjGEz2dFeBUMF0LNB3wb_s_gg9Y9nPL4b4VJnEN85hobzaGBnx_2qFveELvzmISpeAYps2hWHiNhcSDANAvHAikxpn4xdVi08_Vt/s320/AdFighter-SS4.png" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx0kAAIJij7otE7hj-1q9EvGd8Fa9rifnmriyV6dP_N69y-qkr-VxJGpolT2YEISvgPtgQ2pqE8xdhyg5qIGEsWrFWHgUlf9Kc7lXM9JYhBLPVLnWE0ZKhq5TFxcdZ-8vBsHP13N8VgpxO/s1600/AdFighter-SS3.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx0kAAIJij7otE7hj-1q9EvGd8Fa9rifnmriyV6dP_N69y-qkr-VxJGpolT2YEISvgPtgQ2pqE8xdhyg5qIGEsWrFWHgUlf9Kc7lXM9JYhBLPVLnWE0ZKhq5TFxcdZ-8vBsHP13N8VgpxO/s320/AdFighter-SS3.png" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEincy3Oo4lmxw3JuaicwJxs7WP3UGopsz8qWFgB-rQ4nh-5eD-A1P7N73O56mo9AmC7QbbUOMW2Vhn8vytzE6MjkTL083QrqsaiEGqb1vy5u-ElI9Csj2MwgCzBIFAZ1oVYSswcBZfcgDHn/s1600/AdFighter-SS2.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEincy3Oo4lmxw3JuaicwJxs7WP3UGopsz8qWFgB-rQ4nh-5eD-A1P7N73O56mo9AmC7QbbUOMW2Vhn8vytzE6MjkTL083QrqsaiEGqb1vy5u-ElI9Csj2MwgCzBIFAZ1oVYSswcBZfcgDHn/s320/AdFighter-SS2.png" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFjIhqwy07ZVmuNVKROTENHn5acqweMAfiaUfpPrKhKQvkeVMUvg9OTVj92Zs-o4apfdDAI4xxUKvfNInZPxjrLSAPDjljSLQQmkwTPGXM1EpWA50vOFb8nmyHNtY42LwgWPYmyozC08Xv/s1600/AdFighter-SS1.png" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFjIhqwy07ZVmuNVKROTENHn5acqweMAfiaUfpPrKhKQvkeVMUvg9OTVj92Zs-o4apfdDAI4xxUKvfNInZPxjrLSAPDjljSLQQmkwTPGXM1EpWA50vOFb8nmyHNtY42LwgWPYmyozC08Xv/s320/AdFighter-SS1.png" width="320" /></a>DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-52232200155671193192016-10-08T09:09:00.000-07:002020-01-22T10:17:25.247-08:00Introduction<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFGlPJY39kj7a-npIdankg4r-OpulQLrpD7DltABanFD_mV_JsgTdmQDpR5hwoyFd0zUKP_Ze_jCf-dFZmpIuvyMG01-C-MnB082L_qIPQjF7q7kWK0kXQihq3Jc_JfhM0wDrlyiSnGcqw/s1600/post-image-2.png" width="640" /><br />
<br />
Hello! Welcome to my website! <br />
<br />
In the past I've used a personal blog for all my content, but this website will now serve my professional side. Here you will find my commercial products, portfolio, freelance services, games, and maybe even a few articles here and there. <br />
<br />
I'm an aspiring game developer. Computer programming has been my main hobby for many years. As the Virtual Reality revolution started I branched that hobby out into learning game development. Ever since then I've wanted to make that my career. Along the way I've picked up some experience with 3D modeling, texture creation, and general scene composition in my game engine of choice, Unity.<br />
<br />
My path thus far has been winding. I've made nostalgic demos, Social VR content, challenged myself in month long game jams, and published content on the Unity Asset Store. My immediate goals are to continue creating content for the Unity Asset Store to fund the development of my own games.<br />
<br />
I primarily deal in VR at the moment, but my plans don't restrict me to just that. I will probably make some non-VR assets, and at times I've decided to continue my goal to make a game, whether if it's for VR or not.<br />
<br />
The type of games I'm interested in most are RPGs, Puzzlers, or something with a rich story with a High Fantasy setting/elements. That's what I like to play, and what I would like to create. But I have entertained idea's for other content like scripted shows, simulators, Social VR experiences, and more.<br />
<br />
I prefer to go by DarkAkuma on-line rather than my real name. I'm quiet and reserved, but do often have opinions all my own. I do this game development stuff because I find it fun. I enjoy the freedom of, if at anytime I'm in a situation were I'm finding that I'm not having fun, I can just walk away. Be it a project, social situation, etc.<br />
<br />
I'm open to freelance work and collaboration. But it depends on the project, people, time considerations, etc. Mainly I'm just focused on my own pursuits. But I'm willing to listen to and consider proposals for outside work.<br />
<br />
I come from Las Vegas, Nevada. United States. English is my primary language.<br />
<br />
I'm always willing to make new friends and contacts. Discuss gaming, VR, media, etc.<br />
<br />
And I guess that's all! Please enjoy what I have to offer!<br />
<br />
-- Jason Peterson (DarkAkuma) DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.comtag:blogger.com,1999:blog-7360088479897681434.post-48457222381919331542016-10-04T06:00:00.000-07:002016-10-13T12:48:33.098-07:00Update: VR3DImageViewer 1.3<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfEboidaEPI3jGHoI-KrT7nTrNyQ3Tw0u1BhaOmv-nMCP-yUq-03AdbtWn5vqceiXcp31qYPFNqLP9lmwfkW-p_pD1ywRq9mUfFoz0Iq6vnSAvR29VcYcMz4_ygSHmF8-vEn_DFYzuUZra/s1600/VR3DImageViewer-site.png" width="640" />
<br />
<br />
VR3DImageViewer has been updated to v1.3!<br />
<br />
It now officially supports both *Stereoscopic 3D Video and Stereoscopic 360 Panoramic media! <br />
<br />
Until now the asset "technically" supported both, but was not designed to be specifically intended for either. To help, 2 new demo scenes have been provided as examples on how to use both types of media with the asset.<br />
<br />
Additionally, the asset has been update to work with the latest Unity (v5.4) and major VR SDKs.<br />
<br />
<span style="font-size: x-small;">*A special note about Video support. Due to the nature of the
interlaced, checkerboard and analglyph formats, the asset does not
support Video of those formats. This <i>may</i> be changed in the future.</span> <br />
<blockquote class="tr_bq" style="margin-right: 2em;">
<b>Change Log:</b><br />
<br />
1.3:
<br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;">Updated setup steps in the readme for SteamVR and OVR SDKs to be compatible with Unity 5.4.</li>
<li style="margin: 10px 0;">Replaced the Google Cardboard setup steps with GoogleVR/Daydream steps.</li>
<li style="margin: 10px 0;">Fixed tooltips for good now!</li>
<li style="margin: 10px 0;">Added a Demo example for showing how to use this asset for Stereoscopic 360 Panorama images, since they are popular with VR.</li>
<li style="margin: 10px 0;">There are probably various ways of achieving this, and probably a few variations on formatting for 360 images. This just shows a common one.</li>
<li style="margin: 10px 0;">Added a Demo showing how to use this asset for Stereoscopic 3D video playback. This demo is just an example using Unitys MovieTexture format. Other forms of media playback in Unity, like through asset store assets, may and probably will work too.</li>
<li style="margin: 10px 0;">Added a check every frame to ensure that any changes made to the Material (sourceMaterial) used by the VR3DImageViewer script, are visible. This applies to selected texture, tiling and offset. This was done to address issues with this assets compatibility with several Video assets I tested it with.</li>
</ul>
</blockquote>
<br />
<center>
<a class="btn btn-link" href="https://www.assetstore.unity3d.com/en/#!/content/60002" target="_blank">Available now on the Unity Asset Store!</a>
</center>
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-80742974074450359702016-08-09T06:00:00.000-07:002016-10-13T12:48:48.550-07:00Update: TransformEx 1.1<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4fHHSQJ0_3g9CmQG1LAd3TZ8laHxg3sEWa3T-Jr6nT57AMGiTuteU6_h4pEeojp9Devy-nRll76s1QpQPK6Nza_4bfe_pYbZV23R1IhPkpKfYDlcUnsM9aIh8UARopcrNNV-1s3iH38hA/s1600/TransformEx-logo-site.png" width="640" />
<br />
<br />
TransformEx has been updated to v1.1!<br />
<br />
This update mainly tunes up the asset with some tweaks to make it more aesthetically modest in the Editor UI, and more refined on how you access if from other scripts.<br />
<blockquote class="tr_bq" style="margin-right: 2em;">
<b>Change Log:</b><br />
<br />
1.1:
<br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;">The Mesh Size fields are now encased in a foldout like the position fields.</li>
<li style="margin: 10px 0;">The RGB boundaries lines will now only show in the scene view when the new above mentioned fold out is expanded.</li>
<li style="margin: 10px 0;">The open/close status of both fold outs will now be remembered and used between all transforms in the scene.</li>
<li style="margin: 10px 0;">Condensed the SizeEx() and PositionEx() extension methods into a single new TransformEx() method.</li>
<li style="margin: 10px 0;">Replaced the old GetAs****() and SetFrom****() functions with more proper Get/Set accessors. You now access them like variables.</li>
<ul style="margin: 10px;">
<li style="margin: 10px 0;">I.E.:</li>
<ul style="margin: 10px;">
<li style="margin: 10px 0;">positionIn****</li>
<li style="margin: 10px 0;">sizeIn****</li>
</ul>
</ul>
</ul>
</blockquote>
<br />
<center>
<a class="btn btn-link" href="https://www.assetstore.unity3d.com/en/#!/content/61422" target="_blank">Available now on the Unity Asset Store!</a>
</center>
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-52861428940348362782016-06-27T06:00:00.000-07:002016-10-13T12:49:07.448-07:00Update: VR3DImageViewer 1.2<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfEboidaEPI3jGHoI-KrT7nTrNyQ3Tw0u1BhaOmv-nMCP-yUq-03AdbtWn5vqceiXcp31qYPFNqLP9lmwfkW-p_pD1ywRq9mUfFoz0Iq6vnSAvR29VcYcMz4_ygSHmF8-vEn_DFYzuUZra/s1600/VR3DImageViewer-site.png" width="640" />
<br />
<br />
VR3DImageViewer has been updated to v1.2!<br />
<br />
The major new changes are a new option to change at which depth the image focuses. This is particularly useful when dealing with images that are difficult to focus on, perhaps because the contents of the image around the sides appears to be in front of the image frame. It can also be used to help viewers better focus on a image when they're camera rig is nearer to it.<br />
<br />
Various functions of this script have now been exposed to be accessed via your own scripts, to change setting at run time.<br />
<br />
Several new Stereoscopic 3D formats have had now been added as supported, include 2 images, Vertical/Horizontal Interlaced, Checkerboard, and Anaglyph (Red/Cyan).<br />
<br />
Check the change log for further details.<br />
<blockquote class="tr_bq" style="margin-right: 2em;">
<b>Change Log:</b><br />
<br />
1.2:
<br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;">Merged the 2 scripts into one. Now there's an option called "Render Method" in the inspector. RenderSwap is the original method meant for Single Cameras/NativeVR. Layered is the method for cases in which RenderSwap doesn't work.</li>
<li style="margin: 10px 0;">Updated setup steps for SteamVR.</li>
<li style="margin: 10px 0;">Fixed an issue with the Layered method that created infinite copies of the image object.</li>
<li style="margin: 10px 0;">Fixed tooltips not displaying.</li>
<li style="margin: 10px 0;">Fixed the bonus screenshot script to render a SBS image instead of cross-eyed.</li>
<li style="margin: 10px 0;">Added a new feature to control a convergence offset to help make images focus at different depths. Explanation as follows:</li>
<ul style="margin: 10px;">
<li style="margin: 10px 0;">To use the convergence, you need to set a max range. Doing so crops the visible area of the image pair, by 2 pixels per unit. One on each side of the displayed image.</li>
<li style="margin: 10px 0;">The max range is meant to be set by the developer ahead of time, not at runtime. Though for the sake of changing images at runtime you can.</li>
<li style="margin: 10px 0;">The convergence value shifts the images horizontally for each eye by units of pixels.</li>
<li style="margin: 10px 0;">The convergence value can be set at all times. Though to see it have an effect it needs to be at runtime.</li>
<li style="margin: 10px 0;">Setting the convergence to a negative value draws the the focus areas of the stereo image closer to the viewer. Naturally then, a positive value draws it further away.</li>
<li style="margin: 10px 0;">You can use this feature to fix hard to focus stereo images that weren't made properly.</li>
<li style="margin: 10px 0;">You can also use it to dynamically adjust a good image at runtime for different reasons that you may have. Like making a image easier to focus on as the camera rig gets nearer to the image.</li>
<li style="margin: 10px 0;">Dimensions of the image are provided in the editor to help you adjust your mesh scaling as needed, as the cropping causes a loss of any pre-existing viewed aspect ratio. So generally you will want to scale your meshes GameObject in horizontally to compensate for any loss.</li>
<li style="margin: 10px 0;">If you're using the included bonus script to acquire your stereo pictures, you can try bumping up the width of the screenshot before you capture it, to compensate for the pixels you will lose due to cropping. Just remember that you lose twice the pixels of the maxConvergence value.</li>
</ul>
<li style="margin: 10px 0;">Newly added instances of the script will now try to use RenderMethod settings from pre-existing instances of the script in a scene, as defaults.</li>
<li style="margin: 10px 0;">Added support and public methods for changing textures and image properties at runtime. The following is a full list of methods and variables meant to be accessed via code:</li>
<ul style="margin: 10px;">
<li style="margin: 10px 0;"> Pubic Methods:</li>
<ul style="margin: 10px;">
<li style="margin: 10px 0;"> SetTexture(texture1, texture2, ImageFormat); Texture2 is only needed if using Two Images. ImageFormat is optional but recommended in most cases.</li>
<li style="margin: 10px 0;"> Set3DImageFormat(ImageFormat); Pass the new image format as "ImageFormat.SideBySide" for example.</li>
</ul>
<li style="margin: 10px 0;"> Public Variables:</li>
<ul style="margin: 10px;">
<li style="margin: 10px 0;"> swapLeftRight = bool; True = Swap the Left and Right images. False = Don't.</li>
<li style="margin: 10px 0;"> stereo = bool; True = Show the displayed image in Stereoscopic 3D. False = Show the same image to each eye. (Left is
used for both, unless swapLeftRight is true, then right is used for both)</li>
<li style="margin: 10px 0;"> convergence = int; A pos/neg value to offset the textures each eye sees by 2 pixels per unit.</li>
<li style="margin: 10px 0;"> maxConvergence = int; A maximum value for the above. The max for this is 1/4 the pixel width of each eyes texture.</li>
</ul>
</ul>
<li style="margin: 10px 0;"> Added support for 2 source images, one for each eye, to be used.</li>
<li style="margin: 10px 0;"> Added support for several new image format types. These formats are less common, and not recommended that you ever create stereo 3D images in these formats. But since such format images exist, this asset might as well support them.</li>
<ul style="margin: 10px;">
<li style="margin: 10px 0;"> Due to the way these formats are, they require a behind the scenes conversion. And because of that they will not work with animated Textures like video. Animated textures should be created in a formats like SBS, TB, and Two Images.</li>
<li style="margin: 10px 0;"> These new formats are:</li>
<ul style="margin: 10px;">
<li style="margin: 10px 0;"> Horizontal Interlaced</li>
<li style="margin: 10px 0;"> Vertical Interlaced</li>
<li style="margin: 10px 0;"> Checkerboard</li>
<li style="margin: 10px 0;"> Anaglyph (Red/Cyan only for now)</li>
</ul>
<li style="margin: 10px 0;"> Anaglyph support is done in a way similar to using colored glasses in real life, except the world around the picture remains un-tinted. Due to each eye seeing a significantly different color, some people may experience discomfort after extended use just like with the colored glasses.</li>
</ul>
</ul>
</blockquote>
<br />
<center>
<a class="btn btn-link" href="https://www.assetstore.unity3d.com/en/#!/content/60002" target="_blank">Available now on the Unity Asset Store!</a>
</center>
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0tag:blogger.com,1999:blog-7360088479897681434.post-86265486480563155722016-05-17T10:17:00.000-07:002016-10-13T12:49:24.698-07:00Update: VR3DImageViewer 1.1<img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfEboidaEPI3jGHoI-KrT7nTrNyQ3Tw0u1BhaOmv-nMCP-yUq-03AdbtWn5vqceiXcp31qYPFNqLP9lmwfkW-p_pD1ywRq9mUfFoz0Iq6vnSAvR29VcYcMz4_ygSHmF8-vEn_DFYzuUZra/s1600/VR3DImageViewer-site.png" width="640" />
<br />
<br />
VR3DImageViewer has been updated to v1.1!<br />
<br />
Added an optional script for Rendering 3D images.<br />
<br />
Added a new demo scene with a fake VR camera rig that helps clearly show that each eyes camera sees a different image, on a 2D monitor.<br />
<blockquote class="tr_bq" style="margin-right: 2em;">
<b>Change Log:</b><br />
<br />
1.1:
<br />
<ul style="margin: 10px;">
<li style="margin: 10px 0;">Removed scripts/code to check for native Unity VR support. They were only used to assume that native VR was the only case in which a device/SDK would be using a single camera.</li>
<li style="margin: 10px 0;">Now when using a single camera, like with native Unity VR, you have to select the camera as either left or right. If none is selected, it will attempt to search for MainCamera and use that if found.</li>
<li style="margin: 10px 0;">Added a second demo scene with a fake example stereoscopic VR camera and a texture to clearly show that a different image is going to each eye.</li>
<li style="margin: 10px 0;">Fixed the ToggleMonoStereo() method. Not sure what I was thinking back when I made it, by having it display the default double imaged texture when set to Mono, but now it displays the left eye texture to both eyes when set to Mono.</li>
<li style="margin: 10px 0;">Added in a optional alternative script for viewing 3D images. It uses a method involving layers that I made and discarded last year, thinking it was now obsolete. Pre-Unity v5.4 SteamVR support proved otherwise. So in an effort to make this asset cover as many devices and SDKs as possible, I added it in too. Basically it relies on using Layers for each eyes camera to only not render objects of the other eye. I added another demo scene as an example of how to use it. Refer to the "Pre-Unity 5.4 SteamVR" section for how to use it.</li>
<li style="margin: 10px 0;">Cleaned up some code and comments.</li>
<li style="margin: 10px 0;">Reorganized the folder structure.</li>
</ul>
</blockquote>
<br />
<center>
<a class="btn btn-link" href="https://www.assetstore.unity3d.com/en/#!/content/60002" target="_blank">Available now on the Unity Asset Store!</a>
</center>
<br />DarkAkumahttp://www.blogger.com/profile/16858381277343827806noreply@blogger.com0