• Moving Hosts!

    October 5, 2018 Lysander Uncategorized

    Just a quick update that we’ll be changing hosts soon, moving from a shared hosting service (Arvixe) to be self-hosted on a far more serious, dedicated machine. Once that happens, WordPress will also be dropped, and we’ll be developing the site with ASP.NET Core, using microservices and our own custom CMS instead.

    We realize that we haven’t really been putting a lot of effort into the website and social media over the past few years. With only two employees, only one working full-time, and so much to do between us, we really had to pick our battles and narrow our focus as much as possible.

    That’s changing now though, and over the next few months you can expect a lot of updates here! I’ll be adding new sites for various projects we’re involved in, an authentication service that serves both the main site and any APIs we make, and finally the APIs themselves, for centralized services for game development through our Unity assets (for instance, keeping assets up-to-date with the latest releases when using them in Unity, among other things).

    In the meantime, expect the service here to be a little unstable as the transfer is handled behind-the-scenes and the DNS is updated. We apologize for any inconvenience this may cause.

    See you on the other side!

  • Rotational Menu System

    Version 1.21 of the Rotational Menu System is now available on the #Unity #AssetStore so definitely check it out!

    In this version, support for 4.6, 5.0, and 5.2 have been added explicitly, so you can be sure the asset will function exactly as advertised in those versions. In the future, this will just be 4.6 and 5.2 for simplicity and faster/easier updates (if you're using 5.0-5.1, then the 4.6 version will work absolutely fine). A few bug-fixes have been included as well, including one that kept the physical directions from being converted to logical directions properly, re-ordering the "transition ended" and "menu changed" events to be completely consistent across coroutines, and navigation arrows not being updated properly in very specific cases.

    The next update will be all about new transition types and ways to interact with the canvas manager, so look forward to it!

  • Asset Store

    April 12, 2016 Lysander Uncategorized

    The Rotational Menu System is now available for purchase on the #Unity #AssetStore !

  • Version 1.2 of the Rotational Menu System has now been submitted to the #Unity #AssetStore and is awaiting…

    Version 1.2 of the Rotational Menu System has now been submitted to the #Unity #AssetStore and is awaiting approval.

    While this may delay the asset being made available for purchase by a few days (as we were still awaiting approval on the initial release), the update has some bugfixes, and more importantly a lot of really huge changes and feature inclusions that weren't in the initial version (such as many new transition types, easing functions, far more efficient fit-to-screen and camera field of view calculations, perfect replication of ALL Canvas Scaler functionality for screen-space canvasses now applied to our world-space canvasses, navigational upgrades, organizational upgrades, etc…). We made this decision knowing that a delay may occur, but feeling that it's worth the wait to get to the good stuff a few days faster. Any further updates will have to wait until after the asset has been made available on the store.

    If you'd like to test out what the system can do, you can check out the quick demonstration program (made using v1.2) we've made available at http://parnassianstudios.com/RMS/WebDemo/ or checking out the several YouTube video demonstrations we've uploaded (made using v1.1, but still quite accurate).

  • The next two days are going to be dedicated entirely to #Sculptris and #ZBrush. I’ve been getting distracted…

    The next two days are going to be dedicated entirely to #Sculptris and #ZBrush. I've been getting distracted the past few weeks with illness (better now) and Fallout 4 (finished it last night) and being pulled in SO many directions in Unity that it's giving me migraines just thinking about it. Nothing I do seems to make a dent in the amount of work left to finish, because I haven't been able to focus on any one element and just grind it out- being a game developer is nothing compared to being the ONLY game developer, and the stress is making me lose hair- just look at my most recent pics!

    If I keep chipping away from every angle simultaneously like this, it'll take six more months just to get this tiny demo project done, which is unacceptable by any standard. Two days to try and learn these programs and get the primary enemies in Defenders modeled and painted, and then I'll sit down and decide on the next goal and just grind that out too.

  • New package coming to the #Unity #AssetStore in the next week or so. The Rotational Menu System is …

    New package coming to the #Unity #AssetStore in the next week or so.

    The Rotational Menu System is something we've been working on for a couple of weeks now- an easy way to organize your screen-space menus and navigate through them as world-space canvasses. This allows for physical transitions that aren't really possible when the canvas is simply an overlay, like rotating from one to the other as if they're different sides of the same box, flipping the menu around and seeing the next one on the back , etc… Includes an organization and navigation system to get from one menu to the next using swipes/drags or pressing on-screen arrows, GoToMenu navigation overrides, separately set transition styles for primary menus and sub-menus, etc…

    *Batteries and menus / UI components not included.

    You can view the quick silent demonstration here: www.youtube.com/watch?v=MV4imdCyTRY

    If you want more detail, you can also watch the full feature walkthrough for version 1.1 here: www.youtube.com/watch?v=3D3sLvHJQGKYo

    … or simply try the menu system out for yourself using our web demo here: http://parnassianstudios.com/RMS/WebDemo/

  • Version 1.2 of the Rotational Menu System has now been submitted to the #Unity #AssetStore and is awaiting…

    Version 1.2 of the Rotational Menu System has now been submitted to the #Unity #AssetStore and is awaiting approval.

    While this may delay the asset being made available for purchase by a few days (as we were still awaiting approval on the initial release), the update has some bugfixes, and more importantly a lot of really huge changes and feature inclusions that weren’t in the initial version (such as many new transition types, easing functions, far more efficient fit-to-screen and camera field of view calculations, perfect replication of ALL Canvas Scaler functionality for screen-space canvasses now applied to our world-space canvasses, navigational upgrades, organizational upgrades, etc…). We made this decision knowing that a delay may occur, but feeling that it’s worth the wait to get to the good stuff a few days faster. Any further updates will have to wait until after the asset has been made available on the store.

    If you’d like to test out what the system can do, you can check out the quick demonstration program (made using v1.2) we’ve made available at http://parnassianstudios.com/RMS/WebDemo/ or checking out the several YouTube video demonstrations we’ve uploaded (made using v1.1, but still quite accurate).

  • The next two days are going to be dedicated entirely to #Sculptris and #ZBrush. I’ve been getting distracted…

    The next two days are going to be dedicated entirely to #Sculptris and #ZBrush. I’ve been getting distracted the past few weeks with illness (better now) and Fallout 4 (finished it last night) and being pulled in SO many directions in Unity that it’s giving me migraines just thinking about it. Nothing I do seems to make a dent in the amount of work left to finish, because I haven’t been able to focus on any one element and just grind it out- being a game developer is nothing compared to being the ONLY game developer, and the stress is making me lose hair- just look at my most recent pics!

    If I keep chipping away from every angle simultaneously like this, it’ll take six more months just to get this tiny demo project done, which is unacceptable by any standard. Two days to try and learn these programs and get the primary enemies in Defenders modeled and painted, and then I’ll sit down and decide on the next goal and just grind that out too.

  • New package coming to the #Unity #AssetStore in the next week or so. The Rotational Menu System is …

    New package coming to the #Unity #AssetStore in the next week or so.

    The Rotational Menu System is something we’ve been working on for a couple of weeks now- an easy way to organize your screen-space menus and navigate through them as world-space canvasses. This allows for physical transitions that aren’t really possible when the canvas is simply an overlay, like rotating from one to the other as if they’re different sides of the same box, flipping the menu around and seeing the next one on the back , etc… Includes an organization and navigation system to get from one menu to the next using swipes/drags or pressing on-screen arrows, GoToMenu navigation overrides, separately set transition styles for primary menus and sub-menus, etc…

    *Batteries and menus / UI components not included.

    You can view the quick silent demonstration here: www.youtube.com/watch?v=MV4imdCyTRY

    If you want more detail, you can also watch the full feature walkthrough for version 1.1 here: www.youtube.com/watch?v=3D3sLvHJQGKYo

    … or simply try the menu system out for yourself using our web demo here: http://parnassianstudios.com/RMS/WebDemo/

  • Really loving the Gaia asset for Unity. As we all know, Unity has no really great built-in terrain …

    December 11, 2015 Lysander Uncategorized

    Really loving the Gaia asset for Unity.

    As we all know, Unity has no really great built-in terrain tools- just the basic brushes to raise, lower, and smooth terrain, etc… Those work fine for detail work, but would take forever to make a large realistic terrain, especially if you want the terrain attributes to be a little randomized.

    A couple of weeks ago I bought the World Machine program, intending to use it to create a detailed height-map which could then be imported and used to generate a terrain in Unity. World Machine gives a fantastic level of control, and I'm quite fond of it overall, but the process requires a level of effort and trial-and-error that's a little off-putting. It's complicated, it's finicky, some of the controls are awkward- it feels like a fantastic program with design problems that could easily be top-tier with a better UI. It also takes a heavily mathematical and procedural approach to terrain generation and manipulation, like forming a planet using nothing but equations stacked on equations.

    Yesterday I bought Gaia on the AssetStore, and I'm totally blown away. It's still a little rough, but it takes a very fluid and organic approach to terrain creation. Using various terrain type examples as "stamps" along with a few modifiers and adjustments, you can create any configuration of features quickly and easily, right there in Unity, and it even helps to handle textures and detail asset placement like grass, trees, rocks, and bushes. I'm a bit sorry that I bought World Machine now, despite it being a great program, because I just know that as long as I keep working in Unity I'm never going to use it again.