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jolo309

Premium Member
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jolo309 last won the day on February 3

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About jolo309

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    Premium
  • Birthday 10/29/1997

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  • Location:
    Denmark
  • Interests
    C#, C++

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    jolo309

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  1. Just released the game on GameJolt for free http://gamejolt.com/games/blizzard-of-nightmares/230071 I will work on bug fixes, changes, and new additions You won't need a GameJolt account, you can just play as guest. If you play as a guest there is a few restrictions, like you can't get trophies, you won't be posted on the leaderboard, and your stats isn't kept track of
  2. Hello! I say this a lot but I got a big motivation boost for this game lately, and I have been thinking about a lot of ideas I wanted to implement to the game. It has been some time since the last update, so here is a big one. As you may or may not have noticed, I have removed all download links for the game except v1.0, which was the first public release. The reason for removing nearly all links is because I this want this to be a devlog for the game instead Anyway, for some days I have been working on some new features, and a big GUI overhaul. I have also thought about sharing it on GameJolt Changes and new stuff: - Power system - Fuel - GameJolt leaderboard - GameJolt trophies (I made a few trophies to test, so the names is not final, and there will be more than just 3 of course :-D) - Big GUI overhaul - Cleaned up a few scripts - Fixed some bugs The campfire will extinguish if it has no fuel left and you will freeze to death if you don't light it up again. About the Power system You can place a power source(like a power generator), and then connect light, and turrets to it(yes they now require power to function). There will be more stuff that requires power, but for now there's only turrets, and lights you can connect to the power sources. Objects that requires power can only connect to a power source if it has enough power load You can also disconnect the power entities you have connected, if needed About the Fuel Power Generators requires fuel to work Lots of screenshots: Main menu Gameplay
  3. Thanks, I'll try
  4. I could, but then they wouldn't be able to reach the balls in the middle, and behind the other team. I would like to have them follow a path when they get hit. Like in the picture below The orange lines are when a red player gets hit, then it will follow the orange path till they are behind the other team. The green line is for the blue players when they get hit, they will follow one of those lines to get behind the other team. The yellow-light green dots are the balls
  5. Hello, I want to limit the AI to something like this How would I do something like that? I have no clue how to limit it like that. I want the red to only be able to move inside the painted red squares, and blue inside the painted blue squares Anyone have any idea how I would do this? If there's some important information I missed, please tell and I'll add more information
  6. Here's a few screenshots of a small Indoor level for the Classic Mode, it is still a work in progress. I'm not a great modeler, or good at texturing, so I'm not sure how good I can make it look if it is textured But I will of course try, and make it more detailed It looks pretty empty and dull, but I will try to add more detail
  7. It already works for Unity 5, as it uses the same GUI system as 4.6 You only need to attach the scripts to a gameobject and make the UI text, and then assign the UI texts to the scripts in the inspector
  8. I have only set it up with Unity's new GUI system from 4.6 But with a few small changes in the code, then you can use other GUI systems too
  9. That is actually the kind of playstyle I wanted to make when I started making the game, but I guess I kind of got away from it for some reason But I will definitely try my best to add a classic mode
  10. A little preview of some of the new stuff. New background stuff, and some of the skill system
  11. Okay, I have decided to make this my main project again I know I'm jumping between projects, and I hate that I can't just stay with 1 project at a time sometimes, but I'm trying my best to stay with this as a main project now I have made some changes to the plans for v0.10. I won't make multiplayer until there's an interest for it New plans for v0.10 [PARTIALLY DONE] Skill system - You can unlock skills by using points(the same points used for stats). You can only have 2 active skills at the same time. [NOT STARTED] Dodge improvements [DONE] Small visual improvements [DONE] Stat system rework [PARTIALLY DONE] AI rework - I want to make the AI work with different rules in each mode(normal, and classic), and now they will have a simple animation to show when they are about to throw. Then I can use it for future games I'm going to make, to make it easier to make complex AI's [PARTIALLY DONE] Classic mode - This is a new mode for those who love the good ol' classic Dodgeball To play classic mode you have to make a classic character. The classic character won't be able to buy or use skills, but you will still be able to increase stats ... I think the skill system might add some fun to the game, and I'm going to improve the visual, and dodging
  12. What else should I try and make?
  13. Hello, I quickly put together a hunger and thirst script, and I just wanted to share something with you all, and you can use it as you please HungerThirst.cs And here's an example on how you could use it HealthExample.cs
  14. Thanks, never encountered it but it should be fixed now :-D Uploaded new build with fix
  15. In these 3 - 4 days I've been making a small game I was inspired by the game Trials Evolution, because I have played it a lot and I really like that game. The game may not look like it was inspired by Trials, but I like the result The models are just made out of a cube and cylinders as wheels I don't have a car model, so I can't really add it I didn't use Wheel Colliders, so I used capsule colliders for the wheel collision, it does have some disadvantages but I can live with those for now. I used Configurable Joints to get the desired suspension effect, and AddForce on Rigidbody to move the car. The levels is short, and I don't know how to make good levels There are 3 levels, and 3 cars so far, and which cars you can select depends on the level. So one car may be available to use on level 1 but not on level 2. I use playerprefs to save data, and I have made a button to delete your save if you want Build: pre-alpha v1.0 I would suggest putting on some music or something while playing, or if you like silence then... well, enjoy The only sound in the game is explosions, but I will add sounds for the car some time Controls: WS - Drive forward/backwards AD - Tilt left/right R - Restart level C - Respawn at the most recent checkpoint you've been at | You can miss a checkpoint and still finish, so the checkpoints are used for respawning Here's some screenshots: And a video: A small 2.5D car game I've made PS. This is just a small project I wanted to make because I like Trials Evolution, and I thought it was interesting, and I've had the game for so many years and never thought about making a game similar. I will eventually make it a fully fledged out game, but that might take some time because I have so many projects I'm working on BUT, I will make some small changes now and then, and maybe a a few new levels and vehicles, and make them better. Maybe also a Track Editor like in Trials Evolution, so you can make levels and share them, but I have to figure out how to save that kind of stuff If you would like me to develop this game further, then please tell