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.
Sunday, October 26, 2014
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.
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!
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.
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.
Thursday, October 16, 2014
My homework for the weekend
October 16, 2014
So for my homework this weekend I'm going to be working on having some sort of key that will take the character to the next level and I'll be working on coding for that. I'm going to keep my coins for now and then I'm going to have a key to get to the next level. So this weekend I'm going to build a very basic second scene and then I will have the code call up the scene when the player collects the key. So that should be a fun and interesting for me since I love coding and figuring out how the actual mechanics work rather than drawing. I mean I would love to reskin this after I'm done figuring out what I want to do and I really like that old game pixel look so I'm going to go into the sheets and make some different art. I'm going to make some really simple pixel backgrounds and stuff, like platforms and coins but for this weekend I want to work on the coding of the actual game.
Ps. for A+IM projects 2 I want to make a 2D game I think instead of working in 3D. Because I love working on this stuff, I want to integrate a lot of code. I'm probably going to take web authoring 2 so I can frame my games all prettily on the internet.
So for my homework this weekend I'm going to be working on having some sort of key that will take the character to the next level and I'll be working on coding for that. I'm going to keep my coins for now and then I'm going to have a key to get to the next level. So this weekend I'm going to build a very basic second scene and then I will have the code call up the scene when the player collects the key. So that should be a fun and interesting for me since I love coding and figuring out how the actual mechanics work rather than drawing. I mean I would love to reskin this after I'm done figuring out what I want to do and I really like that old game pixel look so I'm going to go into the sheets and make some different art. I'm going to make some really simple pixel backgrounds and stuff, like platforms and coins but for this weekend I want to work on the coding of the actual game.
Ps. for A+IM projects 2 I want to make a 2D game I think instead of working in 3D. Because I love working on this stuff, I want to integrate a lot of code. I'm probably going to take web authoring 2 so I can frame my games all prettily on the internet.
Tuesday, October 14, 2014
I am a terrible exhausted human being
October 14, 2014
So I stupidly thought that since my boss isn't allowed to schedule me more than 30 hours a week legally that he couldn't schedule me that long on Columbus Day but I was wrong because apparently the law means nothing to him. So I didn't do any homework all weekend and just walked around in an exhausted existence. I really should have been working on things but I am so tired. Also I had trouble getting the parallax scrolling to work in the 2D game so I kind of gave up after a few minutes because I was so tired.
So I haven't even looked at the beam up cow and I haven't started the reskin because I haven't even finished the tutorial yet soooo.....
Yeah. Fun times in Market Basket life. I'm not working on Veteran's Day screw him.
So I stupidly thought that since my boss isn't allowed to schedule me more than 30 hours a week legally that he couldn't schedule me that long on Columbus Day but I was wrong because apparently the law means nothing to him. So I didn't do any homework all weekend and just walked around in an exhausted existence. I really should have been working on things but I am so tired. Also I had trouble getting the parallax scrolling to work in the 2D game so I kind of gave up after a few minutes because I was so tired.
So I haven't even looked at the beam up cow and I haven't started the reskin because I haven't even finished the tutorial yet soooo.....
Yeah. Fun times in Market Basket life. I'm not working on Veteran's Day screw him.
Monday, October 6, 2014
Good Game, Bad Game
October 6, 2014 3:54pm
Games I have chosen: Pokemon Y vs. Final Fantasy X
Final Fantasy X goes first!
Mechanics - The movement of the character is pretty straight forward as you move through the game as the main character Tidus. He is a human character, so you can only move in very basic human motions. You can't jump and you can only swim in the game when the story line demands it. Each character has a set of fighting moves, which as you level up you can learn new moves, but they are still a set amount of moves. The fighting set up is very basic with a limited interface, you essentially can pick between fighting moves, items, and sometimes running away.
Visual/Audio/Kinetics - The cut scene visuals are incredibly striking, like they were made for the movies. But the actual gameplay animations were so drastically under what the cut scenes would leave you to believe. The sound design is great. The interface is really clunky looking and doesn't really fit with the aesthetic of the game itself. The motion control is really slow for something that has such high graphic animations.
Design - The design overall is very beautiful. The actual storyline is incredibly beautiful and really complicated and keeps the player interested and engaged. The world itself is very fascinating because it is a completely destroyed world that is on the verge of total destruction. The level designs are very pretty, each area having a very different yet somber mood. But the creatures throughout the game are well designed, along with all of the main characters.
Writing- The writing is wonderful. The narrative is very complex. All of the cutscenes make the game, whereas the gameplay not so much. The world and the time of the game are very much believable and it's easy to get swept up into the world although the English translations feel a little stunted at times. But since it's the same exact story every time it loses some replay value.
The gameplay is the above however, very different from it's trailer and not nearly as exciting when it comes to the fighting interface.
Pokemon Y:
Mechanics- The mechanics of this game are different now that Pokemon has moved to the 3D game realm. The interface allows the player to walk in circles and diagonals, which is a new feature to the game series. The menu is fairly interactive now, allowing the player to access all of the usual game menus, like the classic main menu that allows the player to get to their pokemon, bag, pokemon badges, save, and options menu. But with the new game also being online, the player can trade and battle with other players. Another added feature is that there is a menu where you can play with your pokemon and there is another menu that allows super training of pokemon.
Visual/Audio/Kinetics - The visuals aren't all that striking. I think they did what was absolutely necessary to make the classic pokemon game but in 3D. The human characters are not high poly at all and their mouths don't move when they talk so it feels really static. The motion control of your actual character are finally move rooted in physics now though, which is a plus. The sound design seems fine although it is mostly music while you explore the game.
Design - The level designs are all about the same except the gyms which all have different challenges and varied difficulty. The actual gyms are very normal for pokemon level standards. They aren't incredibly beautiful but all of the new pokemon have great designs. And the features that allow you to customize your character make the design slightly more up to you the player.
Writing- The writing is awful. I don't know if it's the translators or what but all of the non-player characters are either incredibly stupid sounding or sounds really stunted. The storyline is the same as all pokemon games, where you go gym to gym until the elite four, defeating some kind of evil organization. The gem of the game is the after game side story, along with completing the pokedex.
Games I have chosen: Pokemon Y vs. Final Fantasy X
Final Fantasy X goes first!
Mechanics - The movement of the character is pretty straight forward as you move through the game as the main character Tidus. He is a human character, so you can only move in very basic human motions. You can't jump and you can only swim in the game when the story line demands it. Each character has a set of fighting moves, which as you level up you can learn new moves, but they are still a set amount of moves. The fighting set up is very basic with a limited interface, you essentially can pick between fighting moves, items, and sometimes running away.
Visual/Audio/Kinetics - The cut scene visuals are incredibly striking, like they were made for the movies. But the actual gameplay animations were so drastically under what the cut scenes would leave you to believe. The sound design is great. The interface is really clunky looking and doesn't really fit with the aesthetic of the game itself. The motion control is really slow for something that has such high graphic animations.
Design - The design overall is very beautiful. The actual storyline is incredibly beautiful and really complicated and keeps the player interested and engaged. The world itself is very fascinating because it is a completely destroyed world that is on the verge of total destruction. The level designs are very pretty, each area having a very different yet somber mood. But the creatures throughout the game are well designed, along with all of the main characters.
Writing- The writing is wonderful. The narrative is very complex. All of the cutscenes make the game, whereas the gameplay not so much. The world and the time of the game are very much believable and it's easy to get swept up into the world although the English translations feel a little stunted at times. But since it's the same exact story every time it loses some replay value.
The gameplay is the above however, very different from it's trailer and not nearly as exciting when it comes to the fighting interface.
Pokemon Y:
Mechanics- The mechanics of this game are different now that Pokemon has moved to the 3D game realm. The interface allows the player to walk in circles and diagonals, which is a new feature to the game series. The menu is fairly interactive now, allowing the player to access all of the usual game menus, like the classic main menu that allows the player to get to their pokemon, bag, pokemon badges, save, and options menu. But with the new game also being online, the player can trade and battle with other players. Another added feature is that there is a menu where you can play with your pokemon and there is another menu that allows super training of pokemon.
Visual/Audio/Kinetics - The visuals aren't all that striking. I think they did what was absolutely necessary to make the classic pokemon game but in 3D. The human characters are not high poly at all and their mouths don't move when they talk so it feels really static. The motion control of your actual character are finally move rooted in physics now though, which is a plus. The sound design seems fine although it is mostly music while you explore the game.
Design - The level designs are all about the same except the gyms which all have different challenges and varied difficulty. The actual gyms are very normal for pokemon level standards. They aren't incredibly beautiful but all of the new pokemon have great designs. And the features that allow you to customize your character make the design slightly more up to you the player.
Writing- The writing is awful. I don't know if it's the translators or what but all of the non-player characters are either incredibly stupid sounding or sounds really stunted. The storyline is the same as all pokemon games, where you go gym to gym until the elite four, defeating some kind of evil organization. The gem of the game is the after game side story, along with completing the pokedex.
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