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Wasting some time.

I’ve had some downtime lately, finally back to 1 job though it’s financially straining to say the least. So I took a short period of time today to learn the basics of Love2d. Love2d is a 2d game engine that uses lua, and let me tell you, lua is strange stuff coming from c++, java, and javascript.

First off, to output a string with any sort of variable, in C++ you’d say cout<<”The number is: ” + x;

To output a string with a variable in Lua you say print(“The number is” .. x, xcoords, ycoords)

I might just be an amateur programmer with no experience in lua, but if you ask me .. is an odd way to do that. Oh, and if you want to have an if statement with two comparisons? You have to use the word ‘and’ instead of &&. Granted, that makes sense, but it’s just not the way most things do it.

In short, I don’t know LUA and I don’t know what I’m talking about. I’m going to try something different now. But while I’m here you can have a link to my abortion of a program:

http://filevo.com/k7eurigrzx5h.html (I can’t be bothered to install an FTP client right now to upload it to my web server)

You need to install love from their site and then just execute the .love file.

edit: also, I’d like to say that this was mostly a tutorial that someone else did, can’t find the link (dangit) but I added in things like window size, window bounds, and the debug text.

Posted in Uncategorized.


Project status.

OK, so I failed. I’m a faily faily failure and couldn’t finish an alpha sidescroller during lent. Stuff got really busy, still is, and it’s probably postponed indefinitely as I now work 14 hours a day and am far too tired to do anything by the time I get home.

But you know, shit happens. Roll with the punches. I’ll probably still try to do what I can with it. Until then I leave you with where I stopped.

click for latest build.

 

Things that could have been done / I wanted to do, but haven’t yet:

  • Add actual jump physics based on movement
  • Add actual movement speed modifiers and such
  • Add enemies
  • Moving Platforms

Maybe some other stuff too, but those would have been the basics that I would have been happy with.

 

So to sum it up, Justin being able to complete even the simplest of projects in a set amount of time: myth busted. I’ll try to keep working on it, but to be honest I don’t know when.

Posted in lent challenge, Unity Demos.


“Slow progress is still progress”

Anyway, like the title says, slow progress. That’s a little frustrating, but I’m the only one I can blame. Mostly. I’d love to have a separate device on which I could do things, as opposed to hogging the tv with my only working computer, but as is I share and waste what time I do take on the computer watching assorted media online.

But I rise like a phoenix from the ashes of MY LIFE to bring you what I have so far completed of GAME PROJECT ZERO ZERO ALPHA. Working Title.

Click here for DEMO.

 

As you can see the basics are there. Walking, turning, jumping, colliding, animating. All relatively from scratch in code that I can read and I can understand, rather than using the built-in Unity3d 2d platformer prefab. But why give myself a fish when I can teach myself to fish. Fast progress that way would have been equivalent to no progress so I’m proud of what little junk I’ve got here.

Next up will likely be adding health, and making the guy die. DIE LITTLE MAN, DIE.

Also of note, the new url for this site is www.fatkitties.com instead of jdeuel.fatkitties.net – minor change, but whatev.

 

*All art assets used are from the wonderful Frogames Protopack

Posted in lent challenge, Unity Demos.


From here to there.

Today I started playing around with some more Unity for a side scrolled I’ve been meaning to do for a while now. I’ve gotta get past these distractions, get past the excuses, sit down and make a damn game. Therefor I’ll make this a little challenge for myself.

I’m not religious in any sense of the word, but I think I know what I’ll do for lent. I will give up not making games. Double negative, sure, but Jesus never specified grammar involved in passover.

So that means I’ve got 40 39 38 days starting tomorrow. I got a few of the basics just running around in unity right now using all Unity code, but I’m going to go back to the drawing board on that junk and remake it in my own image. (So much religious imagery in this post!) If there’s a concept I don’t understand, I’ll remake it in retard-code so that I can read and understand it. No matter how inefficient it might be. Easy as that.

 

This kind of distraction has got to go!

So yeah, gotta stop dilly dallying.

 

I think I’ll shoot for a weekly playable build to you guys, and 3x as many blog posts.

Posted in lent challenge.


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You can thank India and all the spambots they have. You suck, India!

Posted in Unity Progress.


Chapter 9: Game Complete.

Well, just the end of the book. Hopefully I can muster up enough motivation to keep up my Unity education and build something worth a damn.

So it’s been a week, busy week, since the last post about menus. Well, they pretty much wrapped the game up. From there it was just tweaking and optimization. We added a fog and a draw clipping plane (nothing too far out will be drawn, and instead you’ll see fog) as well as a throwing trail for the coconuts. The volcano now smokes and emits a rumbling sound that increases as you get near to it. We finally put in the instruction screen and made a win message that’ll hurl you back to the main menu.

I guess there’s not a lot to explain about it. Here’s the full game!

Click for the final version!

Posted in Unity Demos, Unity Progress.


Chapter 8 (Part 2 of 2)

Ladies and gentlemen we’re only one chapter from the soft ending of the book. Chapter 9 pretty much tidies everything up and then 10 and 11 are extra info about how to build (which I’ve been doing since chapter 1) and where to go from there.

So here’s chapter 8′s other menu system. I suppose this one is preferred for most applications but it’s just a little harder to achieve the same graphical representation as the first demo. This one lets you do so much more though, and keeps everything nicely styled!

Here’s what it looks like I guess, it’s nothing majorly different from the other demo except for some behind the scenes stuff.

Click here for the Alternative menu.

Posted in Unity Demos, Unity Progress.


Chapter 8: Menus (Part 1 of 2)

There are 2 ways to do menus, it seems. One by basically clicking pretty pictures (I like this way!) and one by using a lot of script (Uh ohhh). Obviously the one with all the script pays off better in the end due to reusability. We make a new scene (‘level’ in laymans terms) and eliminate anything we don’t want on the main menu. Out with the FPS controller, out with the shack, and out with everything but the island.

From there we add a bunch of GUITextures for our buttons and add some incredibly simple scripting to check if we are hovering over the buttons, clicking down on the buttons, or releasing the click over the button. These are all achieved using built-in Unity functions.

There’s really not much more than that to it. We have a quit button that obviously won’t work in the webplayer, so I built a TEST BUILD standalone version which lets you change graphics settings and everything. It’s 10mb, try it out.

Or: the web player version.

Click here for Main Menu, version 1.

NOTE: The Instruction button has not been implemented yet.

Posted in Unity Demos, Unity Progress.


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See title.

Posted in Unity Progress.


Chapter 7: Particle Systems.

This chapter was pretty light compared to the last one. Most of it took place in the actual Unity editor rather than in notepad++. I was tasked with making a firepit, then starting it on fire. Then making that fire smoke.

Here’s what it takes to make a particle emitter in Unity:

Sure, there are a lot of numbers there. But it’s all super simple stuff! Min/Max Size, how big the particles should be. Velocities are how fast they should travel and in what direction. It’s all mostly common sense. Even if it wasn’t the Unity Editor handily shows you a live preview of your particle emitter so you always know what you’re doing.

So we basically went through and tweaked up both of our particle emitters to emulate the look of fire (for the pit) and smoke (for the fire!)

How is the player going to start that fire? Well he needs to get some matches which now reside inside of the house. Get the batteries (I added another one so you don’t have to play the target game if you don’t want to, also speeds up testing for me) and open the door. When you pick up the matches I call a GUI with a little Match icon on it. When you’ve got the matches you just run up to the fire. We check if the player collider is hitting the fire collider, if it is, destroy the GUI, trigger the emitters and sound, and boom. You’re done.

Here’s the demo:

Click here for Demo!

Posted in Unity Demos, Unity Progress.