Archives for Boss

BOSS IT DEV DIARY 00011 – PROLOGUE | COMENTARY | AUDACITY WOES, SCALING TMP PRO UI | DEMO AT END

Please Note, not all Work was recorded

So much stuff was done. I spent way too much time on videos
What do you guys wana see?
Thanks for the support. Means heaps 🙂

BOSS IT DEV DIARY 00010 – LAYER ISSUES | FLY Fly in from behind Camera | 3D Sound | Fixed some UI

Please Note, not all Work was recorded

Setting different Pitch Variables as Public for more fly customization
Fixed Overlapping fly onclick issue*
Fixed Stamina not working*
Cleaned up some messy scripts
Re-did the Pause Menu so elements aren’t in players way
Added an Onclick Tally for later Accuracy calculations with Score
AudioListener moved to spider and setup to 3D fly sound effects – cool
Flys now Fly into the Scene from behind camera
Fixed some UI issues and bugs

//TODO: * potentially issue in FlyPool with Onclicking for already used pooled Flys, I cant remember if I’m even using one, might need to if I’m not. Stamina issue is a strange one, I need to reference it in script as SpiderStamina.GetComponent(Whatever)() Requires further investigation
Pause Menu still has issues
Use Flystate to represent a intro or not playgame fly and when Entering gamefield eg // FlyState.Entr

————— BONUS FOR NEXT VIDEO ——————
We worked on a Design of a Boss Style Catepillar Enemy Stay Tuned
Created a Dialogue and Story Line and Voice Acting with a Friend.

Started work on a Prologue / Tutorial Scene
Anything you want to see? Ideas? Let me know. Want to Contribute?

BOSS IT DEV DIARY 00009 – TMPPRO | UI | ANIMATIONS SCORING | Not using UI Tools in this project.

Spent most of the day Animating Scores, making it work with the UI and Layers. I did install UI Tools way back during remaking Webster, but my game code relies heavily on layers and already working with Unity UI elements as is, so i decided not to use UI Tools at this stage.

The Leaching mechanic for Stamina was fixed and visually represented. Fly Freak Mode also more obvious and score doubles. UI and elements and game objects are all all layered correctly.

I didn’t record all my work today. Half my work was cut from the video due to time contraints and i was just on a mission to get it done.

//TODO: Feed Small Stamina to player on Fly Traped also, so player has no excuse not to have stamina.
//TODO: Repeat this process for Health possibly unify Script for UI handling

I’ve put a lot of time and effort into making videos. If you’re enjoying what you see, please consider liking and subscribing. Your support makes a huge difference and gives me the motivation to keep creating. With more subscribers, I can dedicate even more time and energy to bring you the best content possible!

BOSS IT DEV DIARY 00008 – How I made music for my Game in FLSTUDIO & import to Unity – Workflow Hack

My process for making not fantastic music in less than 1hr

I’ve put a lot of time and effort into making videos. If you’re enjoying what you see, please consider liking and subscribing. Your support makes a huge difference and gives me the motivation to keep creating. With more subscribers, I can dedicate even more time and energy to bring you the best content possible!

BOSS IT DEV DIARY 00007 – How I Create 2D Enemies using AI and Gimp with Unity3D – Workflow Hack

My process for making 2D Characters that requires NO Art skills.

I’ve put a lot of time and effort into making videos. If you’re enjoying what you see, please consider liking and subscribing. Your support makes a huge difference and gives me the motivation to keep creating. With more subscribers, I can dedicate even more time and energy to bring you the best content possible!

BOSS IT DEV DIARY 00006 – GUI/Ambient Audio | FLStudio | StaminaBar | GetComponents | Commit to Git

I Let Youtube remove music and it made a mess of the audio.
Worked on AudioManager for GUI and Created Ambience Mixer
Created Score Points Tone in FLStudio
Got Stamina Bar working, Feeds player when Fly killed and drains when player runs
Troubleshooted UI issues for Points and Scoring, trying to find where audioclip is being played from. was on the Fly. (Not ideal)
Fix GetComponents on legs getting more than leg animators
Adjusted Fangs animations
Commit to GitHub
Created a Build that works well.

Our Shift to Unreal Engine 5: MoboNode’s Experience Beyond Unity3D

MoboNode is a passion project where players take on the role of Dr. Boss, a computer scientist shrunk down inside an old PC whilst investigating AI Ethics at CERN. As he navigates a hazardous environment, he will battle digital threats and demonic entites, repair malfunctioning components and maintain the PC. The game is structured around linear missions involving fixing components, defeating enemies, and uncovering the fate of other scientists.

VIDEO PREVIEW OF IN DEV

 

Core gameplay revolves around base building and combat. Players can craft tools as weapons—like screwdrivers and EMF bombs—to combat rats, roaches, demonic entities, viruses and rogue updates (anything you expect to find inside a PC case). A base of operations exists inside the Power Supply Unit (PSU) serves as a safe zone for crafting and resting, creating a balance between exploration(combat) and strategy. The visual style leans into a retro aesthetic reminiscent of classic FPS games, while character design reflects a blend of human and machine elements. Key locations feature distinct environments, from the chaotic motherboard to the safe haven of the PSU.

After years of building MoboNode in Unity3D, we faced a pivotal decision: stick with what we knew or embrace the cutting-edge features of Unreal Engine 5. This was over a year ago! While the transition has presented its challenges, we firmly believe it’s the right move for our project.

We want MoboNode to stand out visually, and Unreal Engine 5’s advanced rendering capabilities, like Nanite and Lumen, promised to bring our vibrant world to life in ways Unity simply could not. Nanite allows for incredibly detailed assets without the usual performance trade-offs, while Lumen offers dynamic global illumination, creating realistic lighting that adapts in real time. This leap in visual fidelity has opened up exciting possibilities for MoboNode’s aesthetic, allowing us to create a more immersive experience for players.

However, switching game engines is no small feat, and we quickly realized the journey would not be without its struggles. Here are some key challenges we faced:

Unreal Engine 5’s Blueprints system feels like learning a new language. It offers a robust visual scripting environment that, while powerful, can be overwhelming compared to Unity’s simpler interface. As someone who prefers coding in C#, embracing Blueprints has become a necessity to fully leverage the engine’s capabilities. This shift required us to adapt our thinking and workflow significantly.

Migrating assets from Unity to Unreal was another hurdle. While some assets could be converted, others needed to be reworked or recreated to fit Unreal’s framework. This process was time-consuming but ultimately rewarding, allowing us to revisit and enhance our art and design.

Despite these challenges, the decision to switch to Unreal Engine 5 has begun to pay off, enhancing the overall vision for MoboNode.

Keep up-to-date on Development or contact us to get involved –> https://www.bossit.net.au/welcome-to-boss-it/programming/mobonode/

We’re still here and going strong!

Hey everyone! We hope you’re all doing well. Just a quick update to let you know that we’re still here and going strong! We’ve been pretty busy lately, which is why we haven’t been as active on social media. We believe in being hands-on and efficient, which is why we handle our social media in-house rather than outsourcing it. At the moment, we haven’t found a compelling reason to post aside from letting you know we’re still around. However, we’re open to suggestions! If you have any questions or ideas for interesting content, feel free to share them with us. Your feedback means a lot to us. Thanks for your continued support!

The PC that runs on an Angle

Welcome to BOSS IT, where we tackle tech troubles with a dose of humor! In our latest video, we share a side-splittingly funny ‘bandaid’ fix for a noisy PSU fan. Forget disassembling – join us for a good laugh and discover our clever workaround that’s more about comedy than a practical solution. Don’t miss out on the fun – subscribe for more hilarious tech antics and DIY shenanigans!

Boss IT Solutions – Fixing a Ricoh That Spawns HTML Pages

https://youtu.be/Gche4QZVLJc

Meet Boss IT Solutions, your go-to experts for unravelling tech mysteries, including fixing a Ricoh printer spawning HTML pages. We’re here to tackle the evolving challenges of the IT landscape with precision and expertise.