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Booniverse: Platformer WIP: TODO List
http://booncotter.blogspot.com/2011/06/unity-new-todo-woohoo.html
Monday, June 6, 2011. Platformer WIP: TODO List. Recent changes in green. An (attempted, and somewhat laggy) updated ToDo list:. Custom editor gizmos for invisible nodes such as locators, spawnpoints, etc. (done). 2D platformer-style character movement (done). Smooth follow-camera movement (done). Portals that teleport the player to a new location (done). Portals that can be activated via contact, or by the player pushing up/down (done). Simple camera effects such as fading to black (done). The ability t...
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Booniverse: Unity: Simple GUI
http://booncotter.blogspot.com/2011/06/unity-simple-gui.html
Tuesday, June 14, 2011. Well, aren't I just feeling productive today? Anyone else feel like a spam sandwich? A basic GUI is in and working. I've created a separate GUI camera and layer group, incase I want to render 3D GUI elements over the gameplay. For now though, I'm simply using the OnGUI() method to draw a heart texture to the screen, one for each hitpoint the player currently has. However, that TODO list is getting quite short! Excuse me while I crawl under my desk and sob uncontrollably. Platforme...
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Booniverse: Unity: Sticking to Platforms (Fixed)
http://booncotter.blogspot.com/2011/06/unity-player-hovering-fixed.html
Tuesday, June 7, 2011. Unity: Sticking to Platforms (Fixed). So, thanks to an awesome guy named James Podesta and the wonders of social networking, the player no longer sticks to the platforms. There are some excellent fringe benefits to befriending genius programmers on Facebook! He played the demo, and immediately identified the problem: When headbutting a platform, I was setting the player's velocity.y to zero. What I should. Have been doing was setting the player's velocity.y to zero only. Programmer...
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Booniverse: Platformer WIP: Playable Demo
http://booncotter.blogspot.com/2011/06/unity-work-in-progress-game-demo.html
Friday, June 3, 2011. Platformer WIP: Playable Demo. This post will be updated with the most current demo of the game. LEFT and RIGHT arrows to move. Push UP to enter a door, and DOWN to leave through the same door. Subscribe to: Post Comments (Atom). Transience, Adventureland, Australia. Lighting specialist, wannabe indie game maker, sometimes photographer in a broad sense of the word, and expert procrastinator. View my complete profile. Blog Entries by Label. 80s Cartoons and a Video Game Daydream.
booncotter.blogspot.com
Booniverse: Unity: Moving Platforms
http://booncotter.blogspot.com/2011/06/unity-moving-platforms.html
Friday, June 3, 2011. However I'm adding to the list of features (and fixes):. Fix air control to smooth direction changes. Improve air control acceleration (noticeable when jumping while standing still). Can double jump through the moving platform. not good! Jumping against a low ceiling causes the player to 'hover'. CLICK HERE TO PLAY THE DEMO. Subscribe to: Post Comments (Atom). Transience, Adventureland, Australia. View my complete profile. Blog Entries by Label. 80s Cartoons and a Video Game Daydream.
booncotter.blogspot.com
Booniverse: Unity: Zone Boundaries
http://booncotter.blogspot.com/2011/06/unity-zone-boundaries.html
Monday, June 13, 2011. Just a short update: Zone boundaries work well. And in the spirit of honesty, I also need to track down my high school math teacher and apologise for telling him I will never have a use for the shit I now desperately wish I had been more attentive to. Rochelle, if you're reading this, I'm just going to blame YOU for that! Subscribe to: Post Comments (Atom). Transience, Adventureland, Australia. View my complete profile. Blog Entries by Label. 80s Cartoons and a Video Game Daydream.
booncotter.blogspot.com
Booniverse: Unity: Player Movement
http://booncotter.blogspot.com/2011/06/unity-player-movement.html
Friday, June 3, 2011. So I was playing around with code to (subjectively) improve the feel of the player's movement. I began to think about the variety in 2D platformer physics, and just how much difference to the feel of a game tweaking a single value can make, to the point of defining an entire franchise. I've listed the variables that come to mind below:. Speed - What is the player's movement speed? Friction - Does the player continue moving when releasing the controls? How fast do they fall? That's h...
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Booniverse: 80's Cartoons and a Video Game Daydream
http://booncotter.blogspot.com/2011/06/80s-cartoons-and-video-game-daydream.html
Wednesday, June 15, 2011. 80's Cartoons and a Video Game Daydream. I have this recurring waking fantasy that I've completed my indie opus:. A video game series in the format of an 80's epic adventure cartoon. Think, Mysterious Cities of Gold. Spartakus and the Sun Beneath the Sea. Nostalgia so bad it makes my eyes water. Episodic games certainly aren't a new concept. Alan Wake. Team 17 took advantage of Xbox Live Arcade's short-order expectations by releasing the remakesequelthing Alien Breed. Subscribe ...
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Booniverse: Unity: Inter-Level Portals
http://booncotter.blogspot.com/2011/06/unity-inter-level-portals.html
Monday, June 6, 2011. Okay, that was far less painful than I expected. To fix the problem of multiple instances of singletons, I simply had each object check that no instance existed in it's Awake() method, and then destroy itself if necessary. This is much easier than trying to write a manager object clever enough to only instantiate the right things at the right time, and. It means I can throw a player/camera/etc. into any scene I'm currently working on without fear of destroying the universe. Transien...