Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - RegalPrime

Pages: 1 2 [3]
31
Engines / Re: Unity Fangame Engine - 8-29-2014 - Dynamic objects script
« on: August 29, 2014, 05:32:15 PM »
I spent this entire week creating a script that allows for creation of dynamic objects / effects
Initially this was meant to ease the creation of a avoidance type situations (like a boss) but many of the functions can be used to create other basic effects without the need to dig up the complicated code each time you create a new script.

Most of the functions in the script are below (if your into what is actually in the script)
(click to show/hide)

Using the new script, these are the commands I used in creation of the avoidance screen (I attached this script to 2 empty objects on the scene).
The variable TEST is just a location in the scene. The first variable in each call is the time delay of the action.
Its pretty simple to see what is supposed to happen at each step. This is the point of this weeks script.
(click to show/hide)

32
Feedback on how the guys controls feel after this update would be greatly appreciated.
Also, I need ideas of other things I can add to the engine. My list of "things to do" is shrinking and its not always fun to program one thing for an extended period of time.

-- TestGuy UnityEngine 1.03 --
- Rewrote most of the 2D controller, solved the problem, and according to initial data, the controls are now pixel perfect.
- Time / Water / Climbing fixed due to changes in 2D controller
- Music / Sound Effects volume can be changed in the main screen and are saved to "GameSettings.dat" (located in base game directory)
- Audio routed through the AudioController is effected by users preferences (hopefully all effects were changed)
- Added various script functions that will hopefully be useful later
- A bug fix relating to rapidchanging of songs
+1 Scene - Simple spike room to test the guys new controls.

Seems Unity is going to release a GUI editor in their next update. Wont have to code GUI objects anymore (they were kinda a pain).
Will be pretty easy to make a good looking save / load screen.

33
Engines / Re: TestGuy - Unity Fangame Engine - 8-15-2014 Update
« on: August 19, 2014, 02:05:56 AM »
After last weeks update I decided to work on making the guy move more properly. I started by emulating the way gamemaker does it and needless to say there was a few major issues in doing this in a physics based engine. On sunday I finally scrapped that thought process and went back to physics based movements. After rewriting some of the code I finally came to the realization on why I was having problems before. I believe I have emulated pixel perfect movements. Tonight I ran some data to make sure things are actually coming out as expected.

Luckily, Unity allows for frame by frame diagnosis.

This data was taken from a part of a jump cycle.
The first column is the position of the character in Unity Units.
The second column is the vertical velocity calculated from the first column
- The data is multiplied by 100 because in unity when you import sprites the default conversion is 1 Unit = 100 Pixels
The third column is the gravity force calculated on the 2nd column

As you can see it hits the standard of 0.4 pixels per frame
(click to show/hide)


Data taken from a high fall
Same format as above
As you can see fall velocity is limited at the correct fall speed
(click to show/hide)


Staggered block data
This data is proving pixel alignment
A stair of blocks was created and each block was humped by the guy.
Second column is the X value position of the guy when he hit that blocks side
Third column is the number of pixels he traversed between the blocks (of course it should be 32 but just made sure)

After humping each of the blocks I moved as close to the 0 X-axis as I could
Bottom part first column is as close as I could get to 0 in Unity units
2nd column is converted to pixels.
(click to show/hide)

34
Engines / Re: TestGuy - Unity Fangame Engine
« on: August 08, 2014, 02:53:33 PM »
New update today - Guy took off his skates and put on his climbing shoes :p
- Guy is more controllable now and slower (not even trying for 100% replication yet, just slowly getting it close). I modified the controller a bit but it still needs complete rewriting.
- Added Jumpthrough Platforms - Able to fall through via down arrow if prefab variable is set (platform room updated)
- Added Climbable Objects - Anything with tag "climbable" is ummm climbable. Vines / Ladders are prefabbed (spinny things lol have fun /spin)
- Added climbing animations and updated the animator (hopefully I got the logic correct)
- Basic camera functions added (just the basics, no fancy stuff atm)
- Recreated level building prefabs and redid all the maps so they look better and consistant
- Trap trigger script enhanced (added start delay + delay between individual objects)
- Various other scripting

First post is updated with new download link.

35
Engines / Re: TestGuy - Unity Fangame Engine
« on: August 03, 2014, 05:08:48 PM »
Maybe  I was a bit overzealous calling GM not a real programming language, but when you learn to program in certain languages and you goto GM and dont have all of those tools, it gets frustrating.

Just to reiterate, the physics on the guy are literally just that. I am using forces to move the guy and not pixel based moments atm.
I created the guy prefab near the beginning of my experience with unity and compared to items I recently put in, the guy prefab needs to be rewritten (only been a few weeks into this project and Im learning stuff everyday).

13lueWolf - are you using ingame unity 2D physics for the guy or did you take the route that GM does and have the object create its own gravity (ie you calculate your own gravity every fixed update)? Fiddling around with the GM values that are standard (yuuutuu) and converting them to unity values offers weird results (maybe I have some drag or other things activated that are messing with the physics as well i dunno).

You got me thinking about it and I might go ahead and rework my guy prefab from scratch and get that to be legit.
Overall this is a pretty fun project.

36
Engines / Re: TestGuy - Unity Fangame Engine
« on: August 02, 2014, 04:38:10 PM »
Actually I just came to Unity because I hated how gamemaker language works and decided to use a real programming language.
Using C# (c++ and java are my cores but its not like c# is much different). I think yours was the metroidvania type game which for general guy engine purposes wont help the "average" guy gamemaker make a game in unity. Hopefully trying to make this as noob friendly as possible (which kinda takes more code than I would like :p). Drag and drop, drag and drop, thats what they like right?? lol Unity is good for that.

Overall, the unresponsiveness is not an oversight its just not important at the moment. I got the values somewhat close and left it at that. I feel that after I put in vine climbing and stuff (and tie said animations in), I will need to add to the playercontroller anyways and at that point will clean up and rewrite some of the code (pretty messy atm). Some of my functions really need to be swaped out for coroutines too.

Solid platforms, ya, on my list of things todo.

My music controller is a singleton that only holds 1 clip / source. It has all of the function / coroutines for fade effects / loading / unloading and stuff. Putting / triggering another music controller will trigger reference checks and compare songs. Puts a new song on the controller and deletes the duplicate controller (fade effects and timing are public stuff on the prefab). Not having access to singletons and coroutines in gamemaker just makes my head spin lol. So at this point, no more than 1 song is in memory at a time.
Not sure if in the future I might need a different coroutines that uses effects and 2 songs (which in case I will have to put another clip on the controller), but I will deal with that when something requires it (step by step, no use putting in stuff that isnt needed atm)

Took a break from really adding to the controllers atm (it just not fun because you dont see your game grow) and adding well built prefabs. Vines / jump through platforms / wall vine things will prob be next. I think I made these few screens in a few minutes (prefabs too OP).

Its been a couple of weeks that I've been working on this project and I figured it was time to post here and get some basic feedback.
I figure people might get more interested in it when they see a project grow and more stuff is added.

37
Engines / RegalPrime-UnityEngine v1.4.1 - 8-18-15
« on: August 02, 2014, 02:53:13 AM »
Patch notes for this version
https://www.iwannacommunity.com/forum/index.php?topic=1150.msg13017#msg13017


RegalPrime - UnityEngine v1.4.1 - 8-18-15 - Created in Unity 5.1.2f1 Personal
https://www.mediafire.com/download/kj9lknrls7pl86w/RegalPrime+-+UnityEngine+v1.4.1.zip


This engine includes the entire cat game and avoidance boss for reference on how things work (in the scenes folder)
The download is the entire project zipped up. This is so the editor / build settings would remain intact
The prefabs are all segmented into folders and are pretty much drag and drop (certain variables might have to be set on the object to make it work how you want it to)
Most of the scripts are commented on and have a small description on what they do (some are a bit weak in this regard though)

Basic video tutorial for this engine
(click to show/hide)

Questions and whatnot can be posted here or you can PM me.

https://unity3d.com/ - Download unity3d from here
https://unity3d.com/learn/tutorials/modules - Tutorials are here (if your not familiar with the editor and whatnot)

- GAME DOWNLOAD - I Wanna Help the Cat v1.3 - 1-23-15
https://www.mediafire.com/download/9na2q7cc6ig8ycq/I+Wanna+Help+the+Cat+v1.3+-+Pixel.zip
https://www.mediafire.com/download/g26agm2t1pzx0rc/I+Wanna+Help+the+Cat+v1.3+-+Physics.zip

The pixel version moves the guy via transforms and has a small collider buffer.
The physics version moves the guy via physics and has a fatter collider buffer.

- AVOIDANCE DOWNLOAD - Avoidance+Testing.zip - 3-11-15
https://www.mediafire.com/download/rl5wavilolbx6n7/Avoidance+Testing.zip
Release of the avoidance boss I was working on.
Pretty much was created to test out the remake of an old script dealing with creation / manipulation / timing of GameObjects

Old Engine Versions
(click to show/hide)

Pages: 1 2 [3]