Stone Legion

by Chris at 10:40 AM
(1,794 Views / 2 Likes)
One more little code snipped. Today I spent some time trying to figure out how to programatically set a texture as a sprite in C# with Unity 4.3 Sprite Renderer. It seems like it would be simple but since Sprite Renderer is brand new, there is very little documentation available. Previously we were using tk2d, however, now with 2D support built right into Unity 4.3, we plan to utilize this feature instead. I went from trying to use the TextureImporter, AssetImporter, then finally came across buried in the UnityEditor docs that there is actually a Sprite.Create function. Hopefully this helps anyone in search of something similar, maybe a stranger coming across our site from Google or anyone here that might use Unity 4.3 in the future.

*Note* You have to use IEnumerator Start() and cannot use void Start() when using WWW class.
    using UnityEngine;
    using UnityEditor;
    public Material defaultMaterial; //prefab material set already
    public string url = "";

    IEnumerator Start()
       //can be used to load textures from url OR from local computer/device
       WWW www = new WWW(url);
       yield return www; 

       SpriteRenderer renderer = gameObject.GetComponent();
       Sprite sprite = new Sprite();
       Rect rect = new Rect(0, 0, www.texture.width, www.texture.height);
       sprite = Sprite.Create(www.texture, rect,vector2,100.0f);
       renderer.sprite = sprite; 
       renderer.material = mat;
by Chris at 10:27 AM
(1,143 Views / 2 Likes)
Just a quick post with some code for anyone that uses Unity 4.3 and stumbles across our site. I've noticed a few people on the Unity support forum are stuck with trying to get particles to display. The problem is that the particleSystem in Unity 4.3 2D mode by default seems to go behind every other layer in front of the camera, making them impossible to see. What is more, setting the Layer in the Unity Editor does not work. The only way to fix this is to programatically change the layer.

To fix this, create a C# Script and call it "SetParticleSortLayerScript" or what ever you please, just make sure it's on the Particle System Game Object. If you already have a script attached, add it to the Start() method as follows:

        public string sortLayerName;
	void Start ()
		particleSystem.renderer.sortingLayerName = sortingLayerName;
You can set sortLayerName to the layer you want your particles to display on. If you don't know what a layer is, it is essentially what the camera renders based on how it's sorted. So if you have a foreground and background layer, the foreground layer will be rendered by the camera in front of the background. More about layers here if you're interested to learn more.
by Chris at 5:50 AM
(603 Views / 4 Likes)
With the recent release of Unity 4.3, something we've been waiting for over the past two months, we're excited to take Project Legion up a notch.

Kane and I were debating between creating a 3d space type mining/pirate/space shooter game versus a fun feature packed 2d mmo game. We began working on a 2d game using Unity close to my first dev post on here, however, given my interest in space and exploration, I took a few days to see what I could make with a space type game. We ended up moving and that unfortunately took a large chunk of time out this past month leaving the project with little advancement. After some serious consideration and discussion with a few people on whether Project Legion should continue on as a Space type game vs a 2D mmo (we have two competing visions for the project and two different road maps depending on the route we took), we've decided to continue on with the 2D game given the popularity of 2D (such as Terraria). I'm not saying our game will be like Terarria, however, there seems to be a larger audience and a greater hunger for these types of games. Likewise, we have a ton of ideas we'd like to implement into a 2D game that are not in other games right now. I personally love space/space exploration, however, this is more of a specific audience. Given I also love 2D, taking the project in this direction will prove to be a fun and exciting route to travel. I do plan to continue and develop a space-age game, but that will have to wait until later on.

Now with the release of Unity 4.3, an array of 2D game development features has been loaded right into the editor - making things a lot easier. I've been playing around with it for the past couple of days. I'll have to redo a lot of animations and redesign a few items from what I had developed in Unity 4.2, nonetheless, it is worth it given the power of Unity 4.3. To date, for our 2D game we have client server interaction, basic multiplayer, basic map loading, and multiplayer interaction. We plan to release a very alpha version of the client in the next week with hopefully some forum integration so that users can log into the game with their Stone Legion account info. Please keep in mind this will be extremely alpha with almost no features but it will give an opportunity for player feed back and those who wish to join us in our journey can do so from the earliest stages. Yes it will cost a minimal amount, but no more than a meal at McDonalds, which gives you access from Alpha version onward and includes a full Release copy when the game is completed.

For now, here are a few screen shots of the 3D space game that I was talking about (and have put on hold). Keep in mind that the models are basic. Just wanted to show something. In this game it had gotten to a point where you could mine asteroids, several different minerals and irons were available, basic inventory, thrust, fuel, and shields. I intended for players to utilize an extensive list of space minerals into materials and build from there. The inventory system I started working on in this game can be moved to the 2D game no problem. Our 2D game will be even greater with more features, skills, trading, an extensive player economy, website integration, focus on social abilities, really cool and fun bosses, mobs, npc's, crafting, player buildings and houses, and more! We hope to make it very interactive, fun, and an ever changing world that evolves with players. We'll tell you more about our vision in coming posts, little bits at a time not to spoil too much. ;)

1.png 2.png 3.png 4.png
by Burns1200 at 9:40 PM
(1,183 Views / 0 Likes)
This week's Snapshot brings an exciting new feature: the ability to live-stream your game on with one click! How does it work?

Before you can start streaming, you will need to visit your Mojang account settings and link a Twitch account to your Mojang account. Then, while in the game, you may check the quality settings in Options -> Broadcast Options, or just go ahead and start broadcasting at any time by hitting F6. This key can be configured in the Controls options.

Currently, the livestreaming feature is only supported on Windows (XP and higher) and Mac OS X Lion (10.7) and higher. If you cannot start broadcasting in-game, go to the options screen and it should say why it isn't working.

To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.

This is a really awesome feature, and I will be demonstrating it on my Twitch page throughout the day*! Feel free to drop by, see how it works, and ask questions.


Click here!

[–]Lord of the villagersredstonehelper 59 points

5 hours

Warning: This release is for experienced users only! It may corrupt your world or mess up things badly otherwise. Only download and use this if you know what to do with the files that come with the download!

If you find any bugs, submit them to the Minecraft bug tracker!

Previous changelog. Download today's snapshot in the new launcher: Windows/OS X/Linux, server here: jar, exe.
Complete changelog:

More music from C418's new album - Already released

A very community oriented feature which is not gameplay related

Fixed some bugs

If you find any bugs, submit them to the Minecraft bug tracker!
Also, check out this post to see what else is planned for future versions.

Video of how to make the streaming work:
by Kane Hart at 3:18 AM
(634 Views / 0 Likes)
Things are progressing nicely towards our first development build of CraftBukkit for Minecraft 1.7.2. Although this update did not provide or add as much feature-wise as previous Minecraft updates have, this is probably one of the more complicated and larger updates we've had to work with from a mod development standpoint. With "almost all of [the code in Minecraft] having been changed - be it little or big" (according to Mojang), there has been significant shifting around of code and logic - to the estimated tune of ~220k lines changed - within Minecraft, resulting in our slowest and most involved update yet.

Managing expectations - information about our initial CraftBukkit 1.7.2 builds
Five days ago (on November 10th) I sent out a tweet trying to describe what our initial findings were regarding the impact this Minecraft update has on the project but it's frustratingly very difficult to communicate everything I want or need to in 140 characters. Nonetheless, sending out tweets is still our best form of communication that doesn't push other important topics out of view (like the potential structure loss PSA).

The tweet was meant to explain that while we will definitely have development builds, our analysis and evaluation of the update (through reading the code and following Minecraft feedback/bug reports from the community) has revealed that there are issues in Minecraft that may prevent us from getting anything stable or reliable out. This was purely meant to assist us with managing expectations as to the quality, stability and reliability of any builds we're able to give out.

As for the 'issues we cannot fix' aspect of the tweet, this is due to the nature and policies of the Bukkit project: it is not so much that we are unable to fix the issues ourselves (though this can sometimes be the case), but rather that the issues present are not the project's responsibility to fix and, instead, would be better addressed by Mojang. While we do sometimes make exceptions if we have a really good reason to do so (like to fix a security issue), we try and avoid altering the way Minecraft itself behaves and functions.

To be clear:
  • There WILL be development builds; we're still working towards getting our first one out.
  • Due to significant changes in how Minecraft works, it will take us a while to get our Bukkit API updated. Hence, it is highly unlikely that all the plugins you are using will work on our initial development builds.
  • There will MOST LIKELY be promoted builds, but they'll be lower quality than you could usually expect from us due to issues we can't address.
What does updating CraftBukkit involve?
To give you an idea as to why this update is taking longer than usual, I need to briefly touch on what our update process involves. Every time a Minecraft update is released, we have to go through a repetitive, time consuming and dry multi-step process.

A simple breakdown of the process is as follows: decompile the server -> learn the new names (they change with every update) -> figure out how they apply to Bukkit's naming system -> learn what changed/what's new in the update -> update the changes we make to the server to support Bukkit -> get the code to compile -> fix issues that come up.

Since we're working with a code base that is unfamiliar to us, we can sometimes find ourselves having to jump back to a previous step. For example: we may come across a piece of code that we're not familiar with and once we're able to figure out what it does, we realise that we've named something incorrectly which we then have to go back and fix. It is this fluid and unpredictable aspect of the update process that makes it difficult to come up with a communicable ETA or any progress/status updates.

Though this process may seem inefficient or ineffective, this is the same process that we've used and improved upon to get all of our updates out (even our fastest ones) over the 3 years the project has existed. Bear in mind, the overview provided here barely touches the surface of our update process and is intended to give you a remote idea as to what we have to deal with for every update. This brief and simplified breakdown of our 'steps' does little to explain the varying level of difficulty or complexity of each step, for example.

How can I help?
The best way to help us out is to get involved.

If you're a server admin: once we have our first development build out, we'd appreciate any testing you could perform and any issues you can report. Please bear in mind that development builds are unsupported and should not be run on production servers.

If you're a plugin developer: once we have our first development build out with proper API support, we'd appreciate if you could test the build out and report any missing or broken API to our bug tracker.

If you're looking to help us out with the update, you'll have to work towards that goal by getting involved in other aspects of the project first. Due to the sensitive and extremely team oriented nature of the update process, we require that you build a relationship and demonstrate your commitment to the project before getting involved with updating will benefit the process. As the update process is incredibly repetitive and mundane, intense commitment is a key requirement for the team.

We know this update is taking longer than usual but I assure you we are working our hardest to get it done. Thanks for your patience and continued support, it makes a huge difference and really helps us push onward!

by Chris at 4:15 AM
(759 Views / 3 Likes)
Hey everyone, it's been too long since I've posted an update on here. As some of you may be aware based on speaking with Kane, we've been in the process of moving - hence minimal activity on my part. Now that we've officially moved, we will be in better shape to start working on Project Legion again.

In the past month I've been working on the item inventory system as well as learning how to model in Blender. One of the cool features about Unity is that you can essentially save a blender file right into your Unity asset folder where you want to store your models and they will automatically import into Unity without hassle. This makes it a lot easier to transfer models from Blender into the Unity editor.

Unfortunately things havent been so easy when it comes to server programming. It seems the Unity headless server which I mentioned a few posts back is truly headless, meaning, you cannot do anything with it in command line other than start it up, stop it, and print debug logs. This is problematic when trying to issue server commands given that Unity has no way of accepting command line arguments after starting up the headless server mode short of writing your own container - which is more hassle. I posted on the Unity support forum and their devs could not even provide a solution to issuing commands to the headless server - it seems there isnt any documentation available right now on how to use it and no one seems to want to share. :angry:

Anyway, in the spirit of mining and minecraft, two weeks ago I mined my first asteroid after programming in some nice blue beam mining lasers and adding them to my Project Legion space ship. :) More to come about the game as we develop and release more news! Next time I may show some footage or screen shots, although bare in mind we do not have a lot of models created yet.

I'm off to bed after 35 hours of being awake. My apologies if this post was not coherent, after being awake for so long writing is no longer my strong point. NN!

Project Legion is an MMO in early stages of development. To see past Dev Logs, please visit here. Project Legion is only a working title until the official game title is released.
by Kane Hart at 7:27 AM
(891 Views / 0 Likes)
Here is a update to the modded server. Now back to unpacking :)

Updated Mods:
  • BuildCraft to 4.1.2
  • Extrautils to 0.3.4
  • Forestry to
  • Gregtech 4.04m
  • IndustrialCraft 281
  • Steves Carts133
by Kane Hart at 7:34 PM
(2,095 Views / 0 Likes)
Hello boys and girls, We now have our Vanilla 1.7.2 Server up and running till we launch our official 1.7.2 bukkit server hopefully in the next month or so once everything becomes available. It's a whitelisted server, so as long you filled an application on Stone Legion before, then you should be just fine!

Please make sure you take screenshots and share your experiences with us and have fun!