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jolo309 last won the day on February 3

jolo309 had the most liked content!

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About jolo309

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  • Birthday 10/29/1997

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    C#, C++

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  1. Yeah it shouldn't give any errors, so the scripts should still work
  2. Glad my script could help you that time I will, thanks
  3. Hello everyone, long time ago I said I was working on a system with more features, and a weapon switching. Well, I stopped working on it, I guess I lost motivation to do it. Now I am starting from scratch because I'm planning on making an even better and advanced version of it. I will post updates of it when I've made some progress It will include a weapon switching script, so you can switch between weapons like, primary, secondary, and grenades. This is a big one, and will have lots of features so it might take some time to complete, and I will definitely learn something from this because there is some of the things that I haven't done before
  4. Hello, I made a custom editor window that you can use to easily create scriptable objects, without having to write any code Hope you can find a good use for it. I will try to optimize it as much as I can. Not sure how fast it is on big projects. If anyone is trying it on big projects, then please tell me how it ran. I really want to optimize it as well as I can If you find any bugs or have any suggestions, then please tell me PS. If you have any advice to make it better, please tell me. This is also my first time I created a custom editor window Download: SOC - Scriptable Object Creator.unitypackage Video: Screenshots:
  5. Just released the game on GameJolt for free 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
  6. 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
  7. Thanks, I'll try
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. A little preview of some of the new stuff. New background stuff, and some of the skill system
  15. 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