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jolo309

Premium Member
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Everything posted by jolo309

  1. 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
  2. Thanks, I'll try
  3. 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
  4. 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
  5. Hello everyone! I'm working on a dodgeball game, but it is still WIP(Work in Progress) There has been edits to the character code in v0.09, so you might have to delete the Saves folder to make it work 100%. It is in the directory where the exe is Standalone Version: v0.07, v0.08, v0.09 WebGL Version: v0.08 (The WebGL version has some issues. It only saves the character temporarily, and the main menu background is all pink, but it disappears when you start a level and quit it or the match is over. So to get the best experience, the standalone version is the best) AI's are pretty stupid sometimes (Don't know a lot about making AI) Controls Hold Left Mouse Button = Charge throw. Space = Jump. WASD = Walk Around. Mouse = Look Around. Left Shift = Sprint. To pick up the ball, just walk through it. Changelogs 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 ... Plans for v0.11 Shop - Spend in-game cash on new colors and other items for your character (I'll probably not make this, because you can't see yourself except for in the Character Creator/Selector. I guess it is kinda waste of time to make then) ... If you find a bug or if you have any ideas, please post them v0.08 Main Menu screenshot:
  6. 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
  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. Thanks, never encountered it but it should be fixed now :-D Uploaded new build with fix
  14. 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
  15. This is the biggest update so far, hope you'll like it I will upload a video later today or tomorrow Download v1.4 Changelog(1.4): [ADDED] Refill turret ammo by holding 'H' next to it(A 3D HUD above the turret will pop up if it can be refilled). [ADDED] New enemy types, fast, and tank. [ADDED] New weapon type - Projectile shooter [ADDED] New weapon type - Shotgun [ADDED] New weapon - Grenade-Z | Grenade Launcher [ADDED] New weapon - Z-Destroyer | Shotgun [ADDED] New explosive barrel model [ADDED] More settings added to the wave generator. [ADDED] Alerts - a text fade in that will show for a few seconds and then fade out [ADDED] New model for normal type. Now there's 2 monsters as the normal type [ADDED] Monsters can drop ammo, and medkits. Only tank monsters can drop grenades [ADDED] When in build mode, you can go through the items you have placed [FIXED] Some bug when scene has been reloaded and wave started, it gave a error and HUD didn't refresh. It fixed itself somehow, and it might have been a Unity glitch because I couldn't find any reason for it to give that error. So I will enable the retry, and main menu btn in the You Died screen again [FIXED] Pivot on the small turret was a bit off. Now it is centered [FIXED] The price for ammo didn't show after buying a weapon [FIXED] Buy button was still interactive even if max active build object was reached. So now it is fixed, and the button greys out so you can't spend money on something you can't use [FIXED] Turrets tried to shoot the monsters through the walls [FIXED] You could shoot while reloading [TWEAK] The SMG "Meta 92'2" is now a secondary weapon [CHANGED] Now when you throw a grenade, it will land at where your mouse was when you threw it [UI] Added a grenade in the bottom left corner, so now you can see how many grenades you have, and how much you're charging the throw [UI] The Wave Generator layout has been changed a bit [UI] Shop re-designed and some more...
  16. Hello, I'm working on a dodgeball game, but I have always wanted to make a topdown wave survival game, so this is a little side project Here's what features will be in the game Build system - a simple build system, so you can place walls and other stuff to defend yourself Shops - weapons, and build shop Weapon system - You can buy weapons from the shop and equip them, but you can only equip 2 at a time Procedural generated waves - Generates a wave based on the difficulty, or settings you set, and the more waves you survive the harder it gets(hopefully) In the video there is not Infinite waves, it was just a quick simple wave system I made, but there will be infinite waves soon Here is a little video of how the it looked when I started making it: EDIT: Current features: Procedural generated waves (You can configure settings yourself or choose a preset) Build shop Weapon shop Temperature (Stay near campfires to stay warm) Changelogs Controls: WSAD - Move B - Open build shop N - Open weapon shop F - Toggle flashlight Z - To ready up for next wave G - Throw grenades R - Rotates object in build mode / Reloads gun H - Hold H next to a turret to refill its ammo 1-9 - Selects a slot in the build menu in the top left corner when there's no wave in progress Next update(1.5): [TWEAK] The weapon damage will now be affected by distance [ADDED] Spawn rate in wave generator functionality More to come... Future update(2.0): This will be a online co-op update. In this update I will focus mainly on making the online co-op Anyway I hope you guys like it, and please tell me if you have any suggestions Downloads Standalone builds: v1.0, v1.1, v1.2, v1.3, v1.4 (LATEST) VIDEOS (v1.0)
  17. Next update will be released either today or tomorrow This is currently the biggest update for the game so far This is going to be in next update: [ADDED] Refill turret ammo by holding 'H' next to it(A 3D HUD above the turret will pop up if it can be refilled). [ADDED] New enemy types, fast, and tank. [ADDED] New weapon type - Projectile shooter [ADDED] New weapon type - Shotgun [ADDED] New weapon - Grenade-Z | Grenade Launcher [ADDED] New weapon - Z-Destroyer | Shotgun [ADDED] New explosive barrel model [ADDED] More settings added to the wave generator. [ADDED] Alerts - a text fade in that will show for a few seconds and then fade out [ADDED] New model for normal type. Now there's 2 monsters as the normal type [ADDED] Monsters can drop ammo, and health. They don't drop it very often though [ADDED] When in build mode, you can go through the items you have placed [FIXED] Some bug when scene has been reloaded and wave started, it gave a error and HUD didn't refresh. It fixed itself somehow, and it might have been a Unity glitch because I couldn't find any reason for it to give that error. So I will enable the retry, and main menu btn in the You Died screen again [FIXED] Buy button was still interactive even if max active build object was reached. So now it is fixed, and the button greys out so you can't spend money on something you can't use [FIXED] Pivot on the small turret was a bit off. Now it is centered [FIXED] You could shoot while reloading [TWEAK] The SMG "Meta 92'2" is now a secondary weapon [CHANGED] Now you can charge the grenade throw [UI] Added a grenade in the bottom left corner, so now you can see how many grenades you have, and how much you're charging the throw [UI] The Wave Generator layout has been changed a bit EDIT: Change of plans, discovered some bugs and some important things that has to be added before I release the next build
  18. Anyone that got some nice ideas I can add into the game?
  19. Just released a quick few fixes, so if you have downloaded the previous 1.3 version, please redownload it Download v1.3 Changelog(v1.3a): [FIXED] When cold it made a bunch floating texts [FIXED] When monster died, it didn't show last floating text
  20. New version has a few additions and fixes Download v1.3 Changelog(v1.3): [ADDED] New taller turret, can shoot over barricades [ADDED] Floating text above player head when being hurt [ADDED] When wave is over it turns day, and when wave is started it turns night [FIXED] Boss zombie not playing animations [FIXED] After purchasing an item in the build shop it didn't refresh how much you had stored [TWEAK] Limited active turrets to only 2, so you can have 2 of each turret [TWEAK] Reduced how much money the monsters dropped | Monster: 40 per kill | Boss: 120 per kill [CHANGED] Monster health bar is now a circular health bar around the monster [CHANGED] HUD Battery has been made smaller [CHANGED] Recolered the main menu
  21. Skype: jolo309
  22. https://www.assetstore.unity3d.com/en/#!/content/58134 It's that one. Not sure if it is Mecanim compatible but I suppose it is, because when I press configure in the model settings then it all is green, and when I test the muscles it all acts normal
  23. Yeah the zombie that doesn't have animations, I can't seem to get the mecanim animations work on it and it is mecanim ready so I don't really understand why it won't work About the movement setup, yes, I like this more because it is easier to control in my opinion
  24. Hello, would online co-op be a cool feature to add to the game? Just wondering, because if I do it early it will be easier to make everything work over network
  25. Haha :-D I will limit active turrets to 5 or something, and a new but taller turret(Will cost a bit more) in next update Thanks for the suggestions