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  1. Location
    Gliwice, Poland
    Posts
    316
    Hi again!

    This time I'm back from my fight with Lab 2 project. Princes is down, gone out with the dragon
    Here's the blog post: http://pirateshold.blogspot.com/2012...overboard.html

    Thank you for your great work! Moving now to Lab 3.


  2. Posts
    54
    Quite nice, will check it out tommorow


  3. Posts
    2
    Last edited by southheat92; 07-16-2012 at 08:39 PM.


  4. Location
    OKC, OK
    Posts
    50
    Actually, you're OK. The dark skin is just a 'pro' skin, the grid is just a setting that you'll learn about later, and the details on the cube appear when the cube is selected. Nothing is particularly broken from what you're describing.
    --
    TAZ


  5. Posts
    48
    Quote Originally Posted by Brainvibe View Post
    Hi guys, finally i finished my Lab 1!

    You can play it and visit my blog here :

    http://www.BrainvibeBlog.tk/

    And again thanks for the great tutorials you've created!

    Moving now to Lab 2 xD
    Hey looks great, out of interest, how did you do the animated planets? Are you basically adjusting the tiling offset of a texture that's applied to the primitives?


  6. Location
    Portugal
    Posts
    20
    Quote Originally Posted by Gnatty View Post
    Hey looks great, out of interest, how did you do the animated planets? Are you basically adjusting the tiling offset of a texture that's applied to the primitives?
    Hey Gnatty! Thanks.

    What i did was simple. I first created spheres(planets), added different textures to each of them, and then applied a different rotations to each planet using transform.rotate() and transform.rotatearound(). If you need more info just ask =)
    Follow me on my Blog: www.BrainvibeBlog.tk


  7. Posts
    2
    @zircher, thanks for the response!

    The videos have been great so far, but I have had trouble finding answers to several low level questions that have come up during my viewing. I like to make sure that whenever I see a difference between my screen and the video that I know why that difference is there. I'm currently working through the animation videos shortly before the first two exams and am having some trouble with the scripts. Specifically, my animation will not automatically play when I enter game mode like it does in Prof Walkers video. I have googled it but all the hits I have found have been dealing with problems way over my head at this point. I feel like this issue is a small difference in my settings, but I believe I'm too new with the software to be able to figure it out just yet.

    So in short: how does one get an animation to automatically play when entering game mode from the scene view?


  8. Location
    Portugal
    Posts
    20
    For those who have finished lab 2:

    I am almost finishing this lab, but there is something that i can' t make it work which is the pickup weapon feature and it's making me crazy!
    I know it's a lame question but.. how did you guys did this part of the project?

    I have 1 socketProjectile for normal shooting and then i want to activate socketProjectile 2 and 3 when the player picks up the weapon. But i can't figure out how i can make this happen.

    Everytime he picks the weapon he just shoots one time.

    Any ideas ?
    Follow me on my Blog: www.BrainvibeBlog.tk


  9. Location
    OKC, OK
    Posts
    50
    Quote Originally Posted by southheat92 View Post
    So in short: how does one get an animation to automatically play when entering game mode from the scene view?
    He's probably hitting the hot key for Play (ctrl+p).


  10. Posts
    48
    Quote Originally Posted by Brainvibe View Post
    Hey Gnatty! Thanks.

    What i did was simple. I first created spheres(planets), added different textures to each of them, and then applied a different rotations to each planet using transform.rotate() and transform.rotatearound(). If you need more info just ask =)
    Oh yeah, of course.
    /slaps own forehead/


  11. Location
    Portugal
    Posts
    20
    Follow me on my Blog: www.BrainvibeBlog.tk


  12. Location
    Portugal
    Posts
    20
    Quote Originally Posted by Brainvibe View Post
    For those who have finished lab 2:

    I am almost finishing this lab, but there is something that i can' t make it work which is the pickup weapon feature and it's making me crazy!
    I know it's a lame question but.. how did you guys did this part of the project?

    I have 1 socketProjectile for normal shooting and then i want to activate socketProjectile 2 and 3 when the player picks up the weapon. But i can't figure out how i can make this happen.

    Everytime he picks the weapon he just shoots one time while he's colliding the weapon upgrade box.

    Any ideas ?
    Anyone can help me here ? :P
    Follow me on my Blog: www.BrainvibeBlog.tk


  13. Posts
    16
    Quote Originally Posted by Brainvibe View Post
    Anyone can help me here ? :P
    if i remember from when i did it i did the following

    I set a variable called socketNumber which = 1 at the game start

    when the pickup is collected changed the socketNumber var to 2

    then when space is pressed to shoot just do an if statement to check what value socket number is at

    if socketNumber == 1 shoot from the first socket

    if socketNumber == 2, shoot from the second socket

    or you can do a switch statement on socketNumber if you know how they work

    hope this helps


  14. Location
    Portugal
    Posts
    20
    Quote Originally Posted by ChrisAllen View Post
    if i remember from when i did it i did the following

    I set a variable called socketNumber which = 1 at the game start

    when the pickup is collected changed the socketNumber var to 2

    then when space is pressed to shoot just do an if statement to check what value socket number is at

    if socketNumber == 1 shoot from the first socket

    if socketNumber == 2, shoot from the second socket

    or you can do a switch statement on socketNumber if you know how they work

    hope this helps

    I've done it! Thank you so much!!!

    i don't know why i didn't thought about that ! i was getting crazy already lol

    Thanks again my friend
    Follow me on my Blog: www.BrainvibeBlog.tk


  15. Posts
    61
    Where can I get the audio files for the projects? I'm on Lab 1 and no source is given...

    Thanks


  16. Posts
    16
    Quote Originally Posted by Android Matt View Post
    Where can I get the audio files for the projects? I'm on Lab 1 and no source is given...

    Thanks
    I think you just need to find somewhere to download some sounds from

    just have a look round on the net, there's loads of free game sounds available

    and if not download sfxr http://www.drpetter.se/project_sfxr.html and create your own (it's used in the next project as well)

    hope that helps


  17. Posts
    1
    I'm new to all this and seeking help with my setup of IDE.

    I have watched all the series 1 and 2 videos. When I did the java scripting videos I happened to already have notepad++ and used it instead of MonoDevelop.
    I wanna keep things the same as the videos and one I feel more comfortable with all the programs, then I will branch out and try the other programs.

    Now my problem is when setting up Unity Develop I am unsure if I am setting it up correctly(I don't think I am). Is Unity Develop the same as notepad++ with more bells and whistles? I am not even sure if im stating my problem well enough because I am so lost with Mono Develop, Unity Develop, and notepad++.


  18. Location
    Portugal
    Posts
    20
    Quote Originally Posted by weeseanator View Post
    I'm new to all this and seeking help with my setup of IDE.

    I have watched all the series 1 and 2 videos. When I did the java scripting videos I happened to already have notepad++ and used it instead of MonoDevelop.
    I wanna keep things the same as the videos and one I feel more comfortable with all the programs, then I will branch out and try the other programs.

    Now my problem is when setting up Unity Develop I am unsure if I am setting it up correctly(I don't think I am). Is Unity Develop the same as notepad++ with more bells and whistles? I am not even sure if im stating my problem well enough because I am so lost with Mono Develop, Unity Develop, and notepad++.
    I'm new as well using Unity, so far I've been using MonoDevelop and never had problems so far. I think you should use the one you're most confortable with.

    If you really want to use notepad ++ this link should help you :

    http://unifycommunity.com/wiki/index..._script_editor

    It has all the steps to setup your notepad++ to use with unity
    Follow me on my Blog: www.BrainvibeBlog.tk


  19. Posts
    61
    Quote Originally Posted by ChrisAllen View Post
    I think you just need to find somewhere to download some sounds from

    just have a look round on the net, there's loads of free game sounds available

    and if not download sfxr http://www.drpetter.se/project_sfxr.html and create your own (it's used in the next project as well)

    hope that helps
    Thanks!


  20. Posts
    87

    mario 2d tutorial: part 4.3 player properties

    Hi guys,

    Thanks for the tutorials been very helpful with Getting into Unity!

    My question is about the player properties. I have my .js file verbatim like the video. I'm able to switch the textures, BUT, after the texture switches, I can't move the character. I went over it twice & even went over part 4.2 to make sure I didn't miss anything but apparently I did.

    What am I missing that mario doesn't move/shoot when I call SetPlayerState()?

    Code:  
    1. enum PlayerState
    2. {
    3.     /*index of player states*/
    4.     MarioDead = 0,
    5.     MarioSmall = 1,
    6.     MarioLarge = 2,
    7.     MarioFire = 3
    8. }
    9.  
    10. var playerState = PlayerState.MarioSmall; /*set the display state of player as small in inspector*/
    11.  
    12. var lives : int = 3;
    13. var key   : int = 0;
    14. var coins : int = 0;
    15.  
    16. var projectileFire : GameObject;
    17.  
    18. var projectileSocketRight : Transform; //shoot facing right
    19. var projectileSocketLeft  : Transform; //shoot facing left
    20. var materialMarioStandard : Material;
    21. var materialMarioFire     : Material;
    22.  
    23. var changeMario : boolean = false;
    24. var hasFire     : boolean = false;
    25.  
    26. private var coinLife : int = 20;
    27. private var canShoot : boolean = false;
    28.  
    29. function Update()
    30. {
    31.     var playerControls = GetComponent("playerControls");
    32.    
    33.     if(changeMario)
    34.     /*checks to make sure this only gets called when necessary*/
    35.     {
    36.         SetPlayerState();
    37.     }
    38.     if(canShoot)
    39.     {
    40.         var clone;
    41.         if(Input.GetButtonDown("Fire1") && projectileFire && playerControls.moveDirection == 0)
    42.         {
    43.             clone = Instantiate(projectileFire, projectileSocketLeft.transform.position, transform.rotation);
    44.             clone.rigidBody.AddForce(-90, 0 ,0);
    45.         }
    46.         if(Input.GetButtonDown("Fire1") && projectileFire && playerControls.moveDirection == 1)
    47.         {
    48.             clone = Instantiate(projectileFire, projectileSocketRight.transform.position, transform.rotation);
    49.             clone.rigidBody.AddForce(90, 0 ,0);
    50.         }
    51.     }
    52.     else
    53.     return null;
    54. }
    55.  
    56. function AddKeys(numKey : int)
    57. {
    58.     key += numKey;
    59. }
    60.  
    61. function AddCoin(numCoin : int)
    62. {
    63.     coins += numCoin;
    64. }
    65.  
    66. function SetPlayerState()
    67. {
    68.     var playerControls = GetComponent("playerControls");
    69.     var charController = GetComponent(CharacterController);
    70.    
    71.     /*best way to call up eunmeration is thru switch*/
    72.     switch(playerState)
    73.     {
    74.         case PlayerState.MarioSmall :
    75.         print("small");
    76.         playerControls.gravity = 0.0;
    77.         transform.Translate(0, 0.1, 0);
    78.         transform.localScale = Vector3(1.0, 0.75, 1.0);
    79.         charController.height = 0.45;
    80.         transform.renderer.material = materialMarioStandard;
    81.         playerControls.gravity = 20.0;
    82.         canShoot = false;
    83.         changeMario = false;
    84.         break;
    85.        
    86.         case PlayerState.MarioLarge :
    87.         print("large");
    88.         playerControls.gravity = 0.0;
    89.         transform.Translate(0, 0.1, 0);
    90.         transform.localScale = Vector3(1.0, 1.0, 1.0);
    91.         charController.height = 0.5;
    92.         transform.renderer.material = materialMarioStandard;
    93.         playerControls.gravity = 20.0;
    94.         canShoot = false;
    95.         changeMario = false;
    96.         break;
    97.        
    98.         case PlayerState.MarioFire :
    99.         print("fire");
    100.         playerControls.gravity = 0.0;
    101.         transform.Translate(0, 0.1, 0);
    102.         charController.height = 0.5;
    103.         transform.localScale = Vector3(1.0, 1.0, 1.0);
    104.         transform.renderer.material = materialMarioFire;
    105.         playerControls.gravity = 20.0;
    106.         canShoot = true;
    107.         changeMario = false;
    108.         break;
    109.        
    110.         case PlayerState.MarioDead :
    111.         print("dead");
    112.         Destroy(gameObject);
    113.         changeMario = false;
    114.         break;
    115.        
    116.     }
    117.    
    118. }
    119.  
    120. @script AddComponentMenu("WalkerBoys/Actor/PlayerPropertiesScript")// asign this script to menu

    Thanks in advance...
    scr33ner
    Last edited by scr33ner; 07-22-2012 at 03:23 PM.

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