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jolo309

Premium Member
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Everything posted by jolo309

  1. Yeah I haven't played half of the games in my library :-D I usually just buy games on sale, especially when the summer sales is here, thinking I'm going to play them but there's a lot of them I haven't even played I have 298 games in my library
  2. Hello everyone, I want to make something else, and I have so many dead projects just lying on my HDD that I want to check out and see if I can do something interresting with if it is a project I would like to work on. So I'm just going finish the update I'm working on now over the next few days, and then release it. There will be more updates, but it will mostly be small updates like, bug fixes, tweaks, and new items. I might make new bigger updates later on, but after the update I'm working on now, it will just be smaller updates until I feel like working on bigger updates for this game I might still make a non GameJolt version of the game, if a lot of people wants that. EDIT: To be honest I didn't have much motivation, it comes and goes. I have written a lot of new ideas down, and planned a few more updates.
  3. Hello, I have always wanted to make a topdown wave survival game, so here I am making one Here is some of the planned features that 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 only equip 2 at a time, a primary and a secondary(Small weapons such as, SMGs, and pistols) Procedural generated waves - Generates a wave based on the difficulty, or settings you set. EDIT: VIDEOS Current features(v1.4): Procedural generated waves (You can configure settings yourself if wanted) Build shop Weapon shop Power system (build powered defenses such as turrets, or if you just want to put up some lights, then you can set up lights) Temperature (Stay near campfires to stay warm) Plans for version 1.5 Make the wave settings UI more user friendly An easier, more user friendly way to select difficulty Add new turret types such as missile launcher, flamethrower, and laser. New weapon, flamethrower A new mode where you choose how many waves to survive to win. Add some fog Be able to purchase the selected item in the hotbar, without having to go in the shop and find it everytime. Hide the fuel ui of the objects that consumes fuel. It will automatically be shown again when the fuel is low, or if you hover over the object Make the stat upgrader window appear only after every 5th wave. Changes to the UI. Be able to assign build objects to the hotbar. Indicate when an item that is required to have power is not connected to a power source Bug fixes and tweaks There's going to be more in the changelog Plans for version 1.6 New monster Boomba(explodes on death) Melee weapons Timed mode(You will be able to set a timer for how long to survive. This mode will be a bit different, as in the waves will spawn faster, and the next wave will spawn even if a wave is already in progress) A wave creator for non endless mode (Players will be able to make their own waves, like how many monsters spawn, which monsters to spawn, and which ones to spawn first. Players will also be able to save and share what they have made, so other players can play them. It is kinda hard to explain, it will be easier to show when it has been made). Here's a concept of it Plans for future updates: Local co-op Online co-op AI Improvements Localization - Danish, English, and more Harder boss battles - Special abilities(like summon minions, big AoE attacks, charge, stomp, and more), and more. Pickup placed objects - incase you misplaced something More modes (Timed, non endless) More monsters And more... If you got any suggestions, please tell Changelogs Download Standalone build: v1.0 (VERY OLD), v1.4 (The latest version before GameJolt release) [March/10/2017] 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 [July/5/2017] Removed the game on GameJolt for now. I'm probably going to release it again on GameJolt when I have made more progress on the game, so I have more interresting stuff to show
  4. Both should work
  5. Hi there! I am making a little fun game and i made a simple shoot and reload script for the game, so i wanted to share the script INSTRUCTIONS: 1). Create a C# script and call it PlayerShoot. 2). Remove everything in the script, and copy one of the scripts below(There's a Rigidbody and Raycast version) and paste it in the C# script you made. 3). Attach the script to the player. Rigidbody Version: Raycast Version: I have tested it, and it works fine You can attach the PlayerShoot script to the player. Remember the projectile has to have a rigidbody component or else it will throw a error(This is only if you use the Rigidbody version). If you have questions then ask EDIT1: I made some improvements. Added support for shoot and reload animation. Added a GUI label to show the ammo on the top left corner. Now you can't shoot while reloading. I think there's more but i can't remember. And you don't have to use animations, it's okay if you just leave it empty, btw the GameObject variable named "weapon" is only for the animations. So if you want to use animations you have to attach the GameObject that has the shoot and reload animation to the weapon variable ^^ Hope you enjoy, and you can always come with suggestions, like on what i could add more. EDIT2: Added a raycast version now Rigidbody Version Damage: 1). Make a seperate script and attach it to the projectile. 2). Open the script and do a OnCollisionEnter and check if the collision is the enemy or something and if it is then substract they health or anything else. Raycast Version Damage: 1). Find the DoDamage method(function) in script. 2). Replace what's in the DoDamage to what you like.
  6. Thanks
  7. I haven't updated the game for some time, but I am working on a new update. I have thought about making a non GameJolt version, which uses a MySQL database for user data, and stuff like achievements when I have finished making the game. Anyway, I have added some stuff, and a lot of changes, and fixed a lot of bugs. Here is some of the things that is finished: Added Fog Added a Missile Launcher turret Added a Minigun turret Added bloom Added model for medkit Removed Small turret Removed Tall turret Removed the monster hud Reduced the shininess of the ground Changed slots UI Changed the way the stat upgrade window works. (The window pops up every 5th wave, so now you can't just open it whenever you want) Changed some of the UI in the main menu, and login Optimized the ragdoll initializer significantly And a lot of other internal stuff. Screenshots FOG: Main Menu/Login: Now here is what more I need to finish before releasing the update: New monster: Boomba New build mode feature: Assign items from the build shop to the slots New build mode feature: Buy the item you have selected. (Example: If you have the first slot selected and wooden barricade is assigned to that slot, you can just press the same slot key again and it will automatically purchase one) A few fixes Options will be made in the next update after this one, so you can disable post-process effects, and other graphical settings to increase performance if needed.
  8. Yeah it shouldn't give any errors, so the scripts should still work
  9. Glad my script could help you that time I will, thanks
  10. 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
  11. 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:
  12. 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
  13. 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
  14. 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
  15. Thanks, I'll try
  16. 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
  17. 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:
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. A little preview of some of the new stuff. New background stuff, and some of the skill system
  24. 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
  25. What else should I try and make?