Awww, look at that cute little tank with a cute little sombrero; a tank that cute couldnt possibly be packing a MASSIVE SNIPER RIF... *BLAM* ... ARGH!
Hey guys we're tyring to come up with a name for something. What would you call upgrades for an item that has already been maxed out? Supercharge? PowerMod? Boost?
I like the concept of overclocking for something like this. Perhaps overclocked or some clever spin - overpower, overcook?
Advanced? Your Advanced Toilet Plunger is now ready for installation. Or maybe some some version of magnify. Yeah it was looking touch and go so I PowerMag-ed my toilet plunger and those guys were toast. Its a tricky one; Ill let you know if I get a flash of inspiration.
This is a very good idea as it describes the concept perfectly with a term that would be familiar to tech folks. Does need spinning. OverBoost? Thats a term relating to turbocharged car engines, typically performance cars, where the turbo provides more pressure than it would in general use.
Thanks MetaGonzo & Fish alan! Here is a list of all the suggestions so far... Boost Boosted Cataclysmic Cheating Chopped Colossal Hypergrade Jacked OverBoost OverCharge OverCook OverDrive OverKill OverPower OP Pimped PowerCharge PowerMod Supercharge Transcendent TurboCharged Upgrade+ Zooperdoop
The team rebuilt our tank rig so that the base of the tank bends and squashes using a shader. Now we can skin mesh to bones to do things like turn the front wheels of this truck but also bend and squash it. We're super excited to try it out with a bipedal mech tank
Awesome game! Wow, i really dig into this one. Ill follow you guys right now! I want to be the first one playing # Keep on the good work!
Subscribe to the TouchArcade YouTube channel While making Pico Tanks and we often create fun stuff that we want to share with the community. https://github.com/PandaArcade/SquashAndStretch I was thinking of using something like this for a goo cannon in Pico Tanks but it turned out to be overkill for what we needed. This repo is Unity 2018.10b12 project where I am experimenting with a squash and stretch shader. The shader is created with Amplify Shader Editor (ASE v1.5.2 dev 03) plugin but you don't need it to run the project, edit or use the shader. ASE will make understanding and editing the shader much easier. http://amplify.pt/unity/amplify-shader-editor What is in the project? A shader that squashes and stretches a mesh based on the given radius and squash values and a script to set those values. I have also included a version of the shader that uses partial derivation to generate the new normals for the deformed mesh. Thanks to ASE for the following example which I copied/referenced to recreate my normals. https://www.reddit.com/r/Unity3D/comments/75qurr/amplify_shader_editor_new_vertex_normal The shader achieves its translucent feel with a MatCap texture that is included in the repo. I hope someone appreciates the share Have fun!
Here's a taste of our Spud gun atop the Hovercraft! Hope you find it a-peeling! Subscribe to the TouchArcade YouTube channel
Love the shader and love the spud cannon! Perhaps the hovercraft needs a bit stronger particle effect where it touches the ground? Other than that, just beautiful. Love, love, love.
Thanks Fish alan Thanks for the feedback, yeah we still have some work to do on our effects system. We'll do a post when we've made some progress
Thanks gamefish We're working on a bunch of boring stuff like UI and balancing atm. We will have a mini-gun turret to show of soon though
Fog effect, spooky huh? A fog descends over Pico Tanks, where'd it come from? I haven't the foggiest # What other weather effects would you like to see in Pico Tanks? # We're experimenting with a mobile friendly height fog to add extra atmosphere to Pico Tanks # We're creating the effect using shaders so every shader in our game has to be fog enabled. To make this easy we create a fog function in Amplify Shader Editor and reuse it in each shader. The shader function in the video is calculating the effect in the fragment shader (calculated for every pixel). For the final effect we'll add a 'Vertex To Fragment' node so that the effect is only calculated for every vertex to improve performance. Subscribe to the TouchArcade YouTube channel