Devain
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« Reply #330 on: May 11, 2011, 10:38:34 AM » |
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jotapeh: I'm looking for some kind of sample code that could send me in the right direction. How to set up the turn count, latency scaling, etc. Not low-level -- more like pseudocode.
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AJ
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« Reply #331 on: June 19, 2011, 07:31:28 AM » |
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Hey guys!
I'm completely new to coding but I've begun experimenting with Unity and some 3D-modelling. I'd really like to sink my teeth into javascripting but I only seem to get stuck at silly Unity tutorials which require packages that are not available for download (because they've expired I guess?). I'm mostly interested in making 2D games.
My question is where do I find and learn javascript which I can have good use for in Unity?
Thankful for any help!
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biomechanic
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« Reply #332 on: June 19, 2011, 10:15:22 AM » |
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If you're working with Unity, I'd reccomend C# instead of JS. The "JavaScript" used in Unity is not a standard implementation of the language but their own dialect called UnityScript. As such any books or tutorials on "real" JS would be of little help to you and you will be stuck with "silly Unity tutorials". C# on the other hand is the same you'd use with .NET or Mono, so you'll have more materials for learning the language. If you choose to go with C#, grab a pdf of Rob Miles CSharp Yellow Book 2010 from http://www.csharpcourse.com/ - it's a great introduction into the language. Then go to http://forum.unity3d.com/threads/76346-3D-Buzz-Tutorials and enjoy hours upon hours of video tutorials :}. Simple Game walks you through making a simple 2D shmup using some C#; Fundamentals doesn't touch code at all, but gives a great overview of all (or most) Unity features, watch it even if you go with UnityScript; Custom 3rd-Person Character and Camera System is code-oriented and will help you familiarize yourself with both C# in general as well as Unity specific classes; 3rd-Person Platformer shows you how to make a more complex game utilising what you've learned from Fundamentals and Custom Controller. Start with Simple Game just for the fun of being able to make a game right away, and the continue in the order specified above.
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AJ
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« Reply #333 on: June 19, 2011, 10:42:46 AM » |
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Thanks a bunch!
Now I see why I always ended up confused when I started reading Javascript courses. They always seemed to have little to do with what I was learning from Unity. But then again I'm a big newbzor.
Anyhow I'll give C# my hardest try!
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BattleBeard
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« Reply #334 on: July 08, 2011, 09:48:46 AM » |
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Any good Code::Blocks SFML tutorials?
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NandoSoft
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« Reply #335 on: July 10, 2011, 04:09:49 PM » |
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Im looking for a simple no bs rigid body collision tutorial WITHOUT ALL THE MATH just code
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Angelbait
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« Reply #336 on: July 10, 2011, 11:19:43 PM » |
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Man, I have been searching everywhere for a Pixel Tileset creation tutorial and all I can ever find is the art focus and not the program, replication/tilable assets in a sprite creating program! I must be an idiot for being the only one that does not know how to do this already/ not be able to find a tutorial  Help? :D Thanks!
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pixhead
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« Reply #337 on: July 13, 2011, 07:44:00 PM » |
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Man, I have been searching everywhere for a Pixel Tileset creation tutorial and all I can ever find is the art focus and not the program, replication/tilable assets in a sprite creating program! I must be an idiot for being the only one that does not know how to do this already/ not be able to find a tutorial  Help? :D Thanks! Not too sure what you mean but does this help: http://teknopants.com/pixothello/It shows you how to use the program to make tilesets.
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"Games are made by artists, so to not consider them art is an insult to the artists who work on them." - Some guy on IGN.
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Angelbait
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« Reply #338 on: July 17, 2011, 12:17:46 AM » |
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Man, I have been searching everywhere for a Pixel Tileset creation tutorial and all I can ever find is the art focus and not the program, replication/tilable assets in a sprite creating program! I must be an idiot for being the only one that does not know how to do this already/ not be able to find a tutorial  Help? :D Thanks! Not too sure what you mean but does this help: http://teknopants.com/pixothello/It shows you how to use the program to make tilesets. Yeah thats really close to what Im looking for. Something more in depth about how to use the program more directly in order to create the tileset. Its damn hard to describe  I am also using Graphics Gale at the moment if that helps. Thanks for the help mate! EDIT: I also mean as in to blend the edge of a grass tile together, I'm getting burned out trying to find out 
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« Last Edit: July 17, 2011, 05:17:32 AM by Angelbait »
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Nugsy
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« Reply #339 on: July 18, 2011, 08:17:24 AM » |
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I found an excellent tutorial on making tiles look natural a while back, i'll try and find it again now. Edit: Here we go!There are 11 parts, all covering different areas. But the first few should cover what you are looking for. Edit 2: Hmm, i think there might have been another one somewhere that specifically explained how to make tiles look less tiled. I'll have to have another look. Edit 3: There's another good tutorial here, unfortunately i can't find the one i was looking for. 
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« Last Edit: July 18, 2011, 08:33:23 AM by Nugsy »
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Ness Kain
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« Reply #340 on: July 19, 2011, 03:36:06 PM » |
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Adam Saltsman has a basic, but pretty good article that just explains the concept without the actual implementation, so it would work for whatever you're using, as long as you know your way around it well enough to duplicate what he's describing. When I first read it, I wasn't proficient enough in GM to do what he did exactly, but it did help... Now, with enough effort and research, I could probably do something much better than any of my previous attempts... but I don't have the time to play with it. Anyway, my point is that it's a good method and you should see if it works for you.
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Zack Bell
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« Reply #341 on: July 19, 2011, 03:45:02 PM » |
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Yeah, I read that one earlier today. I've implemented something that's pretty good, but it is not to where I want it. It would probably work for a top-down game or an underwater game, but probably not a platformer or a metroidvania (which is what I'm looking for).
The problem is that there are areas that the player can't jump to.
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Ness Kain
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« Reply #342 on: July 19, 2011, 05:29:52 PM » |
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Right; basically, you have two solutions to that problem:
1. Severely limit the scale of the terrain so that everything can be accessed through basic jumping. I don't know of any decent platformer with procedurally generated terrain that does this, because it's hard to get the limits down to a point where it's really impossible to get stuck or be cut off from an area, and at that point, the game will be pretty boring. Traversing the terrain won't be very enjoyable. I did this myself once; I made a landscape with random height levels, but it was possible to jump even from the lowest possible point of elevation to the highest possible point of elevation. Navigating across the landscape was quite dull because of this... The game was meant to be a little monotonous (it was kind of an experimental "art game" type of project), so I was actually successful in a way, but it was nonetheless not very fun to play. This isn't really an acceptable solution; I'm just listing it because it does, in fact, exist.
2. Give the player a means of getting around on a more dramatic scale. You could give her/him a jetpack or wings or something of the sort to extend jump height. Alternatively, you could allow the player to climb in some way; ropes, ladders, etc. Once, when I was experimenting with procedural terrain, I set it up so the character could climb up any wall; alternatively (but similarly), you could implement wall-jumping, which, assuming the environment was packed tightly enough, would allow access to pretty much any place. This solution is what nearly everything I've seen uses. Spelunky, you will recall, includes ropes. There's also a game called Muon that gives you extra jumps, and more are scattered about the level as collectable items. In the devlogs section of this forum, there's a game called Red Rogue that puts ladders as a natural part of the environment, so everything is accessible. The character can't jump, though, so it's not very traditional as far as platformers go. Remember, though, you have to still preserve a certain level of challenge; there should be limitations of some sort on the player's movement, otherwise you'll fall back into the boredom problems prevalent in the inadequate "solution #1".
To summarize the main point: You need to work through those kinds of problems by altering your core game mechanics, not just the systems that generate the terrain.
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Player Ʒ
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« Reply #343 on: July 19, 2011, 07:07:57 PM » |
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Requesting a tutorial for CRT display emulation with Adobe Pixel Bender.
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Angelbait
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« Reply #344 on: July 19, 2011, 08:57:11 PM » |
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I found an excellent tutorial on making tiles look natural a while back, i'll try and find it again now. Edit: Here we go!There are 11 parts, all covering different areas. But the first few should cover what you are looking for. Edit 2: Hmm, i think there might have been another one somewhere that specifically explained how to make tiles look less tiled. I'll have to have another look. Edit 3: There's another good tutorial here, unfortunately i can't find the one i was looking for.  We're getting SO close to what exactly I'm having troubles with! These have all been amazing learning material that I have saved, alas they are miniscule steps away from what I'm stuck on  Think less theoretical art pricipals and the actual functioning of the program to allow your "brush" to leave the right side of the tile, and enter the left side in order to create seamless tiles. I'm just so lost on this  Thanks again for all the SUPER help!
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