Unity3D TATE test

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n0rtygames
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Unity3D TATE test

Post by n0rtygames »

So er... basically - I had a theory a while back.

It worked.

http://www.n0rty.com/tatetest.zip

WSAD to scale viewport, TGFH to move it, 1,2,3 to flip rotation.

Have fun, there's not much game to it. You just reset if you get hit. There's no optimisation - so it'll probably run like something horrible on lower end machines. I have no idea. I basically just wanted to do tate hacks in Unity3D because I was bored.
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BPzeBanshee
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Re: Unity3D TATE test

Post by BPzeBanshee »

Nice! It's good to know it's even possible with Unity. Will put your unoptimised crap to the test. :P

EDIT: No kidding about unoptimised. I'm running an i3 and it slowed down a second in. What kind of Unity crap makes things THAT slow I wonder?
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n0rtygames
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Re: Unity3D TATE test

Post by n0rtygames »

http://www.youtube.com/watch?v=815LIIrfU9c

A video to go with it :0)

hax!
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n0rtygames
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Re: Unity3D TATE test

Post by n0rtygames »

Took a break from the patch which was pretty much making me go potty.

So did this instead.

http://www.youtube.com/watch?v=28w07NPsxVU

Read vid description..:-)
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nasty_wolverine
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Re: Unity3D TATE test

Post by nasty_wolverine »

Tate. Because you just should
you know what, I thought of writing a guide on how to tate just because so many of my friends freak seeing my monitor sideways...
And so many reviews complaining that why should have to turn your monitor side ways...
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emphatic
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Re: Unity3D TATE test

Post by emphatic »

n0rtygames wrote:Took a break from the patch which was pretty much making me go potty.

So did this instead.

http://www.youtube.com/watch?v=28w07NPsxVU

Read vid description..:-)
Nice work, man!
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mystran
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Re: Unity3D TATE test

Post by mystran »

Since it looks so freaking confusing in the videos... couldn't you just set the camera to render into a render target that has the size of the actual gameplay area, then run a post process shader that reads the render target texture and side-bar graphics and draws the actual screen? Or simply draw each as a large sprite-quad? Or is Unity post-processing super-limited?

That way tate would be a matter of rotating/scaling the sprite, and maybe increasing the RT size (if you want to draw at higher res in tate).
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n0rtygames
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Re: Unity3D TATE test

Post by n0rtygames »

mystran wrote:Since it looks so freaking confusing in the videos... couldn't you just set the camera to render into a render target that has the size of the actual gameplay area, then run a post process shader that reads the render target texture and side-bar graphics and draws the actual screen? Or simply draw each as a large sprite-quad? Or is Unity post-processing super-limited?

That way tate would be a matter of rotating/scaling the sprite, and maybe increasing the RT size (if you want to draw at higher res in tate).
I could do that, but that requires dicking about with view frustrum ratios and I actually use multiple cameras - perspective cameras mixed in with orthographic ones. They are being rendered to a render target.

This actually would have been simpler, but... not as ridiculously over-engineered and cool.

*hides in shame*
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mystran
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Re: Unity3D TATE test

Post by mystran »

OT, but have you considered a PC port of Chronoblast? I'd like to try it, but don't want to buy x360 just for XBLA and modern console games just don't interest me the slightest bit.
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Re: Unity3D TATE test

Post by n0rtygames »

mystran wrote:Since it looks so freaking confusing in the videos... couldn't you just set the camera to render into a render target that has the size of the actual gameplay area, then run a post process shader that reads the render target texture and side-bar graphics and draws the actual screen? Or simply draw each as a large sprite-quad? Or is Unity post-processing super-limited?

That way tate would be a matter of rotating/scaling the sprite, and maybe increasing the RT size (if you want to draw at higher res in tate).
So, it turns out that actually - I can layer multiple depth based cameras on top of each other and have them project to the same render target. I basically thought Unity was a bit spastic in this regard and it turns out my assumption was incorrect.

Now doing this in a far less convoluted fashion...:-)

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Udderdude
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Re: Unity3D TATE test

Post by Udderdude »

This is your game on Unity. D:
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