This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.

jolo309

Premium Member
  • Content count

    191
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by jolo309

  1. Yeah it shouldn't give any errors, so the scripts should still work
  2. 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.
  3. Glad my script could help you that time I will, thanks
  4. 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
  5. 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:
  6. 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 Here is a little video of what the game looked like 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 Download Standalone build: v1.0 (OLD) [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 I hope you guys like it, and tell me if you have any suggestions VIDEOS (v1.0)
  7. 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
  8. 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
  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. Thanks, I'll try
  11. 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
  12. 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:
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. A little preview of some of the new stuff. New background stuff, and some of the skill system
  19. 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
  20. What else should I try and make?
  21. 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
  22. Thanks, never encountered it but it should be fixed now :-D Uploaded new build with fix
  23. This is the biggest update so far 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...
  24. 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
  25. Anyone that got some nice ideas I can add into the game?