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.

KrypTik_Sweller

Member
  • Content count

    63
  • Joined

  • Last visited

Community Reputation

12 Good

2 Followers

About KrypTik_Sweller

  • Rank
    Member
  • Birthday 12/29/1999

Profile Information

  • Gender
    Male
  • Location:
    USA

Recent Profile Visitors

448 profile views
  1. I'm glad you like it, thanks for the feedback! tell me what level you got to if you play it
  2. Thanks!
  3. This is a battleship defense game that is based on a tower defense style tutorial, not really for commercial use just something i was working on from a tut. the game currently has 9 levels, I hope to add in an infinite mode where you just survive as long as possible. The levels progressively change after each level, whether its adding in a new turret or a new enemy or taking off training wheels, it changes. later on the enemies actually start to shoot back at your ships so be warned. If you would like to see more information on each individual turret click on the index page on the main menu and read away. until i get a webpage up with the index, I suggest that you have 2 windowed windows of the game open so one can be the index and the other is the game itself so you can easily reference it. eventually ill add in a desc option in game. Video: here You can download the game for android or PC here: https://clayschrome.wixsite.com/apps
  4. Thanks for the feedback, Ill be using all the feedback I can to better the game
  5. if you are asking for it to be able to use 2 animations, one for normal and one if empty just goto where it activates the reload in the weapon script and copy everything then make an if-else statement, paste all that in the else and paste it again under the if, except change the animation it plays to the other animation you want. you could do like public class reload if (reloadTactical == true){ put script to reload tactical here } if (ammo = 0){ put script to play empty reload here } if (reloadTactical == false && Ammo > 0){ put normal reload script for playing the default animation here } btw thats just a concept, do not try actually copying and pasting that it will not work
  6. Sorry for Bad frame Rate, i'm using a laptop. Music is from the portal 2 OST: Portal2-02-Concentration_Enhancing_Menu_Initialiser Portal2-01-Science_is_Fun Portal2-04-The_Courtesy_Call Most of the assets are place holders, the game is mostly just a concept right now, just wanted some input from you guys. The game saves your health, inventory, location, level and XP. Which transfers through out the scenes. The game not even near a alpha, input would be appreciated. possible multiplayer similar to destiny style with the inventory system.
  7. Thanks, I did find a way, but it is not as efficient as this, Thanks everyone for helping
  8. I found it out i had to essentially just seperate everything more, use this https://unity3d.com/learn/tutorials/topics/scripting/getcomponent here is the new code: private var weaponIndex : WeaponIndex; private var Primary : int; weaponIndex = weaponsInUse[0].GetComponent("WeaponIndex"); Primary = weaponIndex.setWeapon; PlayerPrefs.SetInt("Primary", Primary);
  9. Thank you for submitting but sadly it did not work
  10. this is the Error I get: Assets/_Resources/Scripts/Player/WeaponManager.js(58,12): UCE0001: ';' expected. Insert a semicolon at the end. not saying thats what is actually wrong with this line but there.
  11. Set weapon is a int var inside of the WeaponIndex scritp
  12. var WManager = weaponManagers.GetComponent("WeaponManager"); Primary = WManager.weaponsInUse[0].GetComponent("WeaponIndex").SetWeapon; PlayerPrefs.SetInt("Primary", Primary); this only comes up with one error now and it is having issues getting the variable weaponsinuse from WManager, any thoughts on why it cant find it? error: Assets/_Resources/Scripts/LockCursor.js(60,36): BCE0019: 'weaponsInUse' is not a member of 'UnityEngine.Component'. weapons in use is a GameObject[] inside of WeaponManager script
  13. I am using oma's fps kit and i need some help saving the currently equipped weapons id's to 2 different player pref int's. after that im sure i can figure out how to load them. accessing it from a different script would it be something like this? var Primary : int; WeaponManager WManager = FindObjectOfType<WeaponManager>(); Primary = WManager.weaponsInUse[0].FindObjectOfType<WeaponIndex>.SetWeapon; PlayerPrefs.SetInt("Primary", Primary); This is just my concept and showing kinda what i hope to accomplish, it is not ment to actually work
  14. You too
  15. Thanks man, i legit had no idea these few years i have been doing this how the hell did i not know that.