Monday, November 17, 2014

Lights are up and running!

November 18, 2014

Lights are up and running just fine now. When I get real assets I'll work on some other stuff. I'll put some other objects on different levels tomorrow, I'm just really tired. I played a lot of video games when I should have been working......... But I've been playing on a site called Flight Rising and I have really been thinking about their really basic mechanics while I've been playing. Their website presentation needs some work though.


Saturday, November 1, 2014

I'm now addicted to Limbo

November 1, 2014

So Limbo is an incredibly beautiful game that I have really come to love over the past 3-4 hours of playing it (and dying continuously). I think it would be nice to do a really pretty game like this for our Christmas card, and I get why people were suggesting a game like this. But it makes me worry about universal appeal. I can't tell if this is for the people who are on the board of directors or if it's for people who may potentially apply to this school but as pretty as this game is, I think we need something a little more universal. I think we need to make something.... I don't know a little more commercial? I think that it's still possible to make a beautiful 2D game that can really appeal to the masses, whether they're 60 year old men on any board of directors, or whether it's a 17 year old girl who's entire life is all about the color pink. I think that we can figure out a way to make it really universal and appealing but I'm not sure this kind of game is the way to go.

I really liked the ideas Anthony and Vicki were talking about because I feel like it could get a laugh from the school and be something that everyone would be interested in. Like a point and click game doesn't really require skill. That was one of the frustrating things about Limbo. If you haven't played a lot of video games in your life, you'll get frustrated from all the dying and probably give up. I had to watch some gameplay videos to figure out what I was doing wrong.

So I think we really need to think about mixing the beauty of the game with playability. I think that more playability means more appeal in my opinion. (But I still really love Limbo and I'm going to keep trying to beat it).

Sunday, October 26, 2014

I did it!!

October 26, 2014

So I can now use a key to help me get from level to level and I got the jump to work again by getting a slightly older file from Hardie and putting my new scripts into it. I'm really happy and I think tonight after dinner I'm going to start reskinning it as an 8 bit looking game, which I'm really excited about. I might throw something in that's a little extra, just for fun, to see how well I know my coding as well. I'm super proud that I made it work and I was frustrated that now I feel so rewarded. So I'm going to start with the character sheets probably and then move onto all of the background stuff, make the game look like a demo for now. I'm really happy with my progress today and look forward to reskinning what I've learned. Everything has it's own script for the most part so it's all up to me moving stuff around if you want me to put them on a more manageable file like the door one, just let me know and I'm on it. I'm very proud :)

Anyways, I'll post some artwork on here when I get some done. I'm hoping that someone figured out the problems with the sprite sheets because I want to get that going as soon as possible. Maybe even put in a start up menu, I don't have much to do on Tuesday. (Other than figure out my stupid particle emitter, but I think I need to talk to Brandon about that. C4D is being a pain. But anyways, I'm excited!

Shelby out.

Tuesday, October 21, 2014

2 steps forward, one step back

October 22, 2014

So I got everything to work but for some reason now the jump isn't working and I'm too tired to go into it right now so I'm going to try again tomorrow after my classes end at 3. I'm sure it's something easy so I'm just going to make it easy on myself tomorrow and take the older version of the game and then apply all the new scripts again. And then hopefully it will all work again and the jump won't be messed up for no reason. But I will let you know how that goes tomorrow, I made lots of progress tonight. Once that is fixed I will be working on the reskin, along with making the damn particle emitter to work for A + IM Projects. I might try it in another file for that too because it is not doing what I want it to do. Oh the joys of working with computers. Yet I still love it anyways for some reason.

Shelby out for the night.

using UnityEngine;
using System.Collections;

public class KeyPickup : MonoBehaviour
{
    public AudioClip keyGrab;                       // Audioclip to play when the key is picked up.
   
   
    private GameObject player;                      // Reference to the player.
    private PlayerInventory playerInventory;        // Reference to the player's inventory.
   
   
    void Awake ()
    {
        // Setting up the references.
        player = GameObject.FindGameObjectWithTag(Tags.player);
        playerInventory = player.GetComponent<PlayerInventory>();
    }
   
   
    void OnTriggerEnter (Collider other)
    {
        // If the colliding gameobject is the player...
        if(other.gameObject == player)
        {
            // ... play the clip at the position of the key...
            AudioSource.PlayClipAtPoint(keyGrab, transform.position);
           
            // ... the player has a key ...
            playerInventory.hasKey = true;
           
            // ... and destroy this gameobject.
            Destroy(gameObject);
        }
    }
}

So Unity doesn't like the line I highlighted in the code and I'm not really sure why. I'm trying to figure out why it doesn't like it but I got three different error messages. I'm going to look at the stuff you sent me to see if it's different. (I should have looked at what you sent first but I wanted to see where the tutorial was going to go with it.) But I am working on it and am thinking about it a lot. As soon as I get this down so that I can share it with everyone I will work on my reskin because I'm really excited about doing 8-bit artwork for this. But I'll look at what you sent me and I'll make another post in half an hour or so.

Making a key and a door

October 21, 2014

So I'm going to watch that tutorial about the key and the door and try to implement it into my game, along with keeping the score from level to level. I think I'm just going to keep it two levels for now and make a ton of pixel art. I also want there to be like a start menu so I'm going to look into how to do that, just because it will be easier to package at my end of semester review since I'm prepared to deal with lots of assholes again. (Sorry last semester made me want to quit school altogether after that review but now I'm back onto wanting my master's degree). Anyways, I also want something that looks really finished, so I'm going to try and grind out the coding as soon as possible so that I can work on the artwork for the game, which I want to be a lot like Mario but lesbian addition because I love warrior Princess' saving their lovers I think it's adorable. And it's all pixels so it will look like a really old arcade game which makes me happy.

I'm going to make lots of stuff for it but I might make it like a demo game and have the background say the level name in the pixels and then have that parallax scroll behind the rest of the background. Which will be lots of fun coding for me! And hopefully someone will figure out what's up with the sprite sheets since that's what I'm doing last and I want it to be really pixelated.


Anyways I'm super excited about this project and it's hard to split up my time between this project and Mark's but I'm making it work! And next semester I think I want to make a game just like this one for my project in Mark's class so this is great practice for figuring everything out. Also I'm super excited for that indie game meet up and I am going to be on the prowl for an internship. So wish me luck with that!

Shelby out!

Friday, October 17, 2014

I did it!!

October 17, 2014

My game allows me to use an object as like a key object in order to get to the next level. I can't figure out how to make the count stay in the next level rather than it starting over because I want the points from the coins to carry over. Once I figure out how to do that I'm going to start the reskin, but I'm super excited/frustrated because I got one thing to work and now this new thing won't work. Unity tells me that DontDestroyOnLoad is the way to go but it just gives me a bunch of errors so I'm thinking there has to be some other way around it. Anyway if you want to take a look at the game with two levels I'm going to post it on here. To get to the next incredibly basic level you need to go back to get the beach ball thing.

https://drive.google.com/file/d/0Bz8VOk04wykpdWZDRTdrSzd6cEk/view?usp=sharing

So there's the HTML file so if you want to look at it it's an easy download. But I'm going to look at the count for tomorrow again. I'm so frustrated with it but I know it's probably something easy. But I'm going to start my reskin as soon as I figure it out, hopefully tomorrow. I'm going to browse the forums some more.