jmorris142 — Oculus
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jmorris142

jmorris142

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jmorris142
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  • (Quote) 
I have the same issue as Ian, after about 4 hours of trying I have to go back to 8.0 to continue working. DK2 is not recognized for me with the latest 1.3.0 OVRPlugin and Utilities and runtine 1.3, oculus home store works fine, just…
  • It's really a shame, I would avoid buying a game that is not made for VR from the ground up. Get a refund through steam if you can.
  • This looks amazing!. Is it easy to implement into a project (Unity), for example are there example files I could reskin with a new mesh for different hands and create my own animations for etc? Looking forward to experiment with this.
  • Hey uswin, thanks for taking the time to get back to me with your thoughts, really great to hear and helpful. I love the way you described what happened and how you got to the battle arena area hah, and that you got your hands on the pistol, glad yo…
  • I won't be working on TekRok for a few months while I finish up something else, so try this out, if you like. Needs latest 8.0 runtime and DK2 Tip with "Slub" for max damage, step left, swing and then step right, aim for the neck. [Edit…
  • This looks awesome, great setting, great name also. Look forward to playing this!
  • Hey Great news, glad that worked:) 45 mins woah thats a lot of play time, maybe you should change the cycle to 5 to 10 mins so people will really notice it. Just an idea. Let me know if you want a hand with the feathers on the bird I can do that. Se…
  • Hey, this looks great! How long is your day night cycle? if you know exactly, you could fix your problem with the white clouds by animating the colour and/or opacity over time to react in just the way you would like. I am guessing they are not a par…
  • Also here are a few of the weapons, these are now textured and working in game. I'm sure there will be plenty of VR games with realistic weapons, so I really want to do something different with the weapons. It's actually pretty tricky trying to deve…
  • (Quote) Hi uswin, The scale did seem off agreed, thanks for the feedback on that, all of that in that older demo version on share is gone, so I could make the full story mode, I kept a few level ideas and the helmet weapon will return but hopefull…
  • (Quote) Hi Wildt, Yes it works with runtime 0.8, I just checked it again now and all runs fine. Are you unable to get it working?.
  • (Quote) Hi uswin, wow thats awesome!:)< thanks so much for letting me know you liked it, it's very motivational to know you felt immersed in the world, thats exactly what I want to keep pushing forward with. Yes I think you would have played an …
  • (Quote) Thanks mknkt, glad you are liking it:), Should sound really good soon also, I've just pulled the whole game apart to add Sectr 3D audio to everything and rebuild from there, it's a huge difference with 3D sound for sure. Set me back a few w…
  • Hey small update, a play through test video of someone in the early levels of the story, using primitive weapons to escape your captors. You can see once you get the hang of the sword and what parts to strike at you can get past enemies quickly. You…
  • Just speculating but I think every game worth playing in VR needs to be built from the ground up for VR only, as it informs so many design, technical and art choices, and even though I have no idea if any of these are planned, I was thinking about c…
  • This is looking really good, great work.!
  • For the last few months I've been concentrating on up close melee combat and weapons. Here are a few images of progress. It took a lot of trail and error but once the melee sword and pistols have the right strategy and timing it feels great in VR to…
  • One more thing, if anyone is interested I am ready to start testing some of the weapons I've been putting together as well as parts of the story mode. If you would like to try out weapons, story mode, and give feedback, send me a PM:) Thanks
  • (Quote) Hi omvr, :) glad you like, i've been working on them more with different styles and variations for hair etc, will show some more video of that soon.
  • (Quote) Hi KevinLongtime, thanks I am glad you liked the current version. The next phase I'm working on is putting together the "real" version of full final game story and all weapons. The helmet in the current demo is just one of many wea…
  • Hey I had that same problem of crashing between levels for a while, only in a build and not in editor. Took forever to find out why. This might not be your issue but check your cameras and image effects on the cameras, make sure they are the same a…
  • Hey, this was really really good, what I enjoyed the most was all of the small touches you put in, in the room, the posters etc. The small bugs and moths flying around the TV that seemed to become more frequent over time were great my favorite. At o…
  • Hey Ryan, thanks for trying it out and taking the time to let me know what you think, really glad you like the environments and artwork etc:). You are totally right also about just shooting etc feels like it needs much more, I've been thinking the e…
  • (Quote) Hey Cyber, just letting you know that there is a bug with the share site update process when you update your app you cannot change the SDK version.
  • Hey I had this issue once also, I could not use just a normal unity camera by itself. Try using a fps prefab but turn off any of the control scripts. That worked for me. Maybe you just need a rigid body on the camera with gravity disabled.
  • OK new version uploaded ready to try. https://share.oculus.com/app/tekrok
  • This looks great, I could imagine it working really well with a camera that looks into your real lounge room and overlays all the characters into it also:), Don't know how you would handle collision in that case but could be a funny feature. The new…
  • Hi drash, thanks for trying it out:) glad you liked the first version, lots of work in progress and random ideas but slowly bringing ideas together into something, hope you will enjoy the next version. I really liked Titans of Space! Hi jejunus, El…
  • Glad you guys like the look of it tcla75 I am using unity 5.1.2
  • After trying many versions of a FPS control setup I found that using head movement for aiming and movement direction combined with controller movement direction actually resulted in zero motion sickness compared to other methods (once the framerate …
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