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  1. #1
    Apocalypse Team DiabloVodkaShot's Avatar
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    Coding for Fun - MirUnity

    Hi Guys,

    So over the past god knows how long, myself and a friend have been playing around in unity, trying to port files over. Little knowledge and proffessional experience in coding, i would say we have come quite far.

    We have put together a video, to show the progress we made and thought we would share it with you guys, as there may be people interested in unity or not!

    Please note - it is far from perfect.

    Disclaimer: This will not be a server! Before anybody jumps on about it. It is simply going to be a little bit of fun, which we may release source to if its of any benefit to anybody.

    Main Perks of Unity: Cross Platform!

    Video:

    https://www.youtube.com/embed/HyJIF9Z6X0s

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  3.   Click here to go to the next staff post in this thread.   #2
    I am Ancient. daneo1989's Avatar
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    Re: Coding for Fun - MirUnity

    interesting project, keep it up

    [OO\Skyline/OO]

  4. #3
    LOMCN Member TheOnlyOne's Avatar
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    Re: Coding for Fun - MirUnity

    nice work keep good work mate

  5.   Click here to go to the next staff post in this thread.   #4
    Developer kyndigs's Avatar
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    Re: Coding for Fun - MirUnity

    Unity can be great, but I can see the frame lag in the movement, for unity you should convert the frames into an actual sprite sheet, are you still using a lib?

  6. #5
    Apocalypse Team DiabloVodkaShot's Avatar
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    Re: Coding for Fun - MirUnity

    Totally agree, we converted the character movements into a sprite sheet but kept items in a lib format.

    We are still looking into why its not as smooth, i suggest its something to-do with the way the maps are loading.

  7. #6
    LOMCN Rookie Vaytrex's Avatar
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    Re: Coding for Fun - MirUnity

    Nice try man!

    ---------- Post Merged at 07:01 PM ---------- Previous Post was at 06:57 PM ----------

    BTW I would suggest using godot instead of unity to do this project since godot is better for handling 2d game

    ---------- Post Merged at 07:01 PM ---------- Previous Post was at 07:01 PM ----------

    BTW I would suggest using godot instead of unity to do this project since godot is better for handling 2d game

  8. #7
    ZentaurX Dev Member zedina's Avatar
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    Re: Coding for Fun - MirUnity

    Nice project.

    Did you try java? i got a small built for java with slick2d
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  9. #8
    Apocalypse Team DiabloVodkaShot's Avatar
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    Re: Coding for Fun - MirUnity

    Quote Originally Posted by zedina View Post
    Nice project.

    Did you try java? i got a small built for java with slick2d
    ]We didn't go down the java route, but would be interesting to see what you came up with.

    I did make an attempt about 6 months ago, at a 3d version, but after finding that the maps alone took the piss and we couldn't achieve the same quality after completing BW i gave up.

    Few Pics i found on harddrive: https://www.dropbox.com/sh/ggjj0uiu6...QyNul94-a?dl=0
    Last edited by DiabloVodkaShot; 07-12-2017 at 12:54 PM.

  10.   This is the last staff post in this thread.   #9
    Developer kyndigs's Avatar
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    Re: Coding for Fun - MirUnity

    I have not messed with Unity much, but it looks like you are doing one draw for each sprite, instead of rendering to a surface then performing one draw, this is called surface or render target, how you achieve this in Unity i am not sure, perhaps there is some sorting groups, also for tiles you don't need to render every time, you only need to re-draw them when the map coordinates change, this has a huge overhead if you render it every draw.

  11. #10
    Apocalypse Team DiabloVodkaShot's Avatar
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    Re: Coding for Fun - MirUnity

    Quote Originally Posted by kyndigs View Post
    I have not messed with Unity much, but it looks like you are doing one draw for each sprite, instead of rendering to a surface then performing one draw, this is called surface or render target, how you achieve this in Unity i am not sure, perhaps there is some sorting groups, also for tiles you don't need to render every time, you only need to re-draw them when the map coordinates change, this has a huge overhead if you render it every draw.
    What i am finding from research is that you can't control drawing in unity.... there are no actual draw commands.But yeh obviously there are areas where performance can be increased

  12. #11
    Apocalypse Team DiabloVodkaShot's Avatar
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    Re: Coding for Fun - MirUnity

    its not a game just an example that is all.

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