joecarrot

LD25

Points added, guns now properly look at the mouse, and PARTICLES

Screen Shot 2012-12-15 at 4.09.16 PM

http://dl.dropbox.com/u/96086/ld25/ld25_v_0.0.html

I can never get particles to not look junky :(

 

Via this handy little script I sort of figured out:

#pragma strict

 

function Update () {

var gunPlane : Plane = new Plane(Vector3.up, transform.position);

var hitdist : float = 0.0;

 

var ray = Camera.main.ScreenPointToRay(Input.mousePosition);

 

if(gunPlane.Raycast(ray, hitdist))

{

var targetPosition : Vector3 = ray.GetPoint(hitdist);

transform.LookAt(targetPosition);

}

}

LD27

ld27_2

 

Comments

DaleP
24. Aug 2013 · 06:13 UTC
I think you have to set the image to original size when uploading for it to animate.
joecarrot
24. Aug 2013 · 07:13 UTC
Well look at that. Kudos to you DaleP.

Probably going to have to quit

My greatest nemesis has proven impossible to beat again: making a character double jump in Unity while using character controller (not a rigidbody).

I don’t think it makes sense for me to completely rework the game just because I can’t get a feature to work, I guess not having a double jump upgrade is not going to make the game NO FUN, but when you are talking about metroidvanias, it’s kind of a dick move to not have a double jump.

Oh well, maybe I’ll try again in the morning. I’m too aggravated to do any good work.

Screen Shot 2013-08-24 at 10.45.46 PM

Comments

25. Aug 2013 · 01:50 UTC
Wait, what’s the problem?
Brian Stegmann
25. Aug 2013 · 01:52 UTC
You could always just fall back to a high jump upgrade 😛
Broxxar
25. Aug 2013 · 01:58 UTC
Hmm, I have double jumping while using a character controller in my game. If that’s really the only issue you could certainly find help and move forward.
Vasileiadis
25. Aug 2013 · 02:47 UTC
Don’t know if you’ve fixed this already but it’d be a shame if you didn’t complete a project due to it cause it’s relatively simple to fix.

LD29

I’m In, plus some art

Using Unity 4.3, 2D Toolkit, Pixen, and Ableton Live
Here’s a jump blend tree!
jumping

And here’s a half-done tileset: 

Industrial 1

How a ladder could work.

Okay, writing this here to get down some thoughts for later (after a shower), and also in case it might help someone else down the line.

A ladder is a bit more complex a scenario than I originally anticipated. It’s not enough to just say so and so object is ‘nearLadder’ and allow them to float around on the Y axis. There are a few different scenarios that happen when a player gets near a ladder, which all need their own behaviors.

1: Player walks next to bottom of ladder

ladder_walk_over

In this most basic scenario, the player could have some kind of variable set that it is over a ladder and can climb. Being able to climb should allow the player to modify their Y location via input. The basic climbing stuff.

2. Player climbs ladder

player_climb_ladder

For this scenario, some basic climbing animation could play. In my case, I am setting the gravity scale for the player to 0, but that has it’s own issues.

3. Player walks next to top of ladder

player_top_ladder_float

And here is the issue. If you set the gravity scale to 0 when near a ladder, coming from the top makes the character float! Instead, I think a variable isClimbing could get set if the player presses up or down while over a ladder, otherwise, the player falls as normal.

4. Player climbs partially up ladder then jumps

This should set isClimbing to false, and since I’m using grounded checks to allow climbing, ladders should ground the player the whole way.

 

So a state machine would be something like:

Screen Shot 2014-04-26 at 1.41.22 PM

 

Well that’s a start anyway.

 

 

Comments

CaveDweller
26. Apr 2014 · 17:00 UTC
I would personally set it up such that there are regular map tiles and interactive tiles, which each hold their own sort of “status effect” or some similar system. Maybe something as simple as handling input differently- in this case, that would switch over whatever you’re normally using to “ladder mode” where, for example, W increases the player’s Y and S decreases it.