tylermaddren343-blog
tylermaddren343-blog
Tyler Maddren MDDN 343
59 posts
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tylermaddren343-blog · 7 years ago
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trying to replicate the low gravity ‘bounce’ feeling when the player jumps on a meteorite 
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tylermaddren343-blog · 7 years ago
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All the sounds collected, so far. Waiting to be implemented into the final build of the game
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tylermaddren343-blog · 7 years ago
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Collecting more sounds for background music and for the boot sprites
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tylermaddren343-blog · 7 years ago
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Sound
Due to the nature of the game, it is going to be very difficult to master the combat sounds, so we have decided to play background music instead. With the legs moving constantly the combat sound effects just weren't going to work. However we are still able to add sounds to the boots for added effects, we have been advised to look into classical music but are also exploring other alternatives 
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tylermaddren343-blog · 7 years ago
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exploring sounds!
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tylermaddren343-blog · 7 years ago
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Alternative script for platforms
using UnityEngine; using System.Collections;
public class PlatformMovement : MonoBehaviour { private Vector3 posA;
private Vector3 posB;
private Vector3 nexPos;
[SerializeField] private float speed;
[SerializeField] private Transform childTransform;
[SerializeField] private Transform transformB;
// Use this for initialization void Start () { posA = childTransform.localPosition; posB = transformB.localPosition; nexPos = posB; }
// Update is called once per frame void Update () {
Move (); } private void Move () { childTransform.localPosition = Vector3.MoveTowards (childTransform.localPosition, nexPos, speed * Time.deltaTime);
if (Vector3.Distance (childTransform.localPosition, nexPos) <= 0.1) { ChangeDestination (); } }
private void ChangeDestination() { nexPos = nexPos != posA ? posA : posB; }
private void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.tag == "Player") { other.gameObject.layer = 8; other.transform.SetParent (childTransform); } } private void OnCollisionExit2D(Collision2D other) { other.transform.SetParent(null); }
}
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tylermaddren343-blog · 7 years ago
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Trying to figure out how to make the player move with the platform 
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tylermaddren343-blog · 7 years ago
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Sound Ideas
SOUND EFFECTS:
Player Sounds:
Generative swoosh kick effect
On collision sound
Beach level:
Seagulls
Wave sound effects
Dojo level:
Japanese dojo/marital arts background music
Karate sound effects (player movements)
Godzilla level:
Helicopter sounds
Blimp motor
Hulk-ish sound effects for the player maybe?
LEVEL DESIGN:
Godzilla:
Moving blimp platforms | Repeat around scene | Turn around on boarders | Player dies when blimp leaves screen
Intractable helicopters?  
https://www.youtube.com/watch?v=PNdhBSm90mk
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tylermaddren343-blog · 7 years ago
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New platform movement script
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tylermaddren343-blog · 7 years ago
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Platforms
After some discussion we have decided to manually set spawn positions for the platforms rather than hard-coding it to save complications in the build, this technique seems to be a much more efficient process 
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tylermaddren343-blog · 7 years ago
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Final platform spawner/movement code which we didnt end up using
.150390625using System.Collections; using System.Collections.Generic; using UnityEngine; public class platformSpawner : MonoBehaviour { public GameObject platform; public float spawnTime = 2; public bool fromTop = false; public float z = -23.0f; public float yPos; private float initialY = 3.0f; private float startRange = 2.0f; private float endRange = 3.3f; void Start() { InvokeRepeating ("addPlatform", spawnTime, spawnTime); } // this will handle instantiating objects from the top or right void addPlatform() { Vector3 spawnPoint = new Vector3 (transform.position.x, transform.position.y, transform.position.z); if (fromTop) { float x1 = transform.position.x - GetComponent<Renderer> ().bounds.size.x / 2; float x2 = transform.position.x + GetComponent<Renderer> ().bounds.size.x / 2; // Randomly pick a x point within the spawn object spawnPoint.x = Random.Range (x1, x2); } else { if (yPos == 0 || spawnPoint.y > 12.0) { spawnPoint.y = initialY; }  else { spawnPoint.y = yPos + Random.Range(startRange, endRange); } //if y position now > top //y position = initial //float y1 = transform.position.y - GetComponent<Renderer> ().bounds.size.y / 2; //float y2 = transform.position.y + GetComponent<Renderer> ().bounds.size.y / 2; // Randomly pick a y point within the spawn object //spawnPoint.y = Random.Range (y1, y2); } spawnPoint.z = z; Debug.Log (yPos); yPos = spawnPoint.y; Instantiate (platform, spawnPoint, Quaternion.identity); } }
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tylermaddren343-blog · 7 years ago
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Decided to keep the platform spawner and platform movement seperate
.150390625using System.Collections; using System.Collections.Generic; using UnityEngine; public class platformSpawner : MonoBehaviour { public GameObject platformPrefab; public float spawnTime = 2; public float platformMoveDirection; void Start() { InvokeRepeating ("MakePlatform", spawnTime, spawnTime); } void MakePlatform() { var platform = Instantiate(platformPrefab, this.transform); platform.GetComponent<PlatformMovement>().direction = platformMoveDirection; } }
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tylermaddren343-blog · 7 years ago
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Platform Spawner with moving scripts. Trying to create a script where the platforms remain within a jumping range for the player
.150390625// this will handle instantiating objects from the top or right void addPlatform() { Vector3 spawnPoint = new Vector3 (transform.position.x, transform.position.y, transform.position.z); if (fromTop) { float x1 = transform.position.x - GetComponent<Renderer> ().bounds.size.x / 2; float x2 = transform.position.x + GetComponent<Renderer> ().bounds.size.x / 2; // Randomly pick a x point within the spawn object spawnPoint.x = Random.Range (x1, x2); } else { if (yPos == 0 || spawnPoint.y > 8.0) { spawnPoint.y = initialY; }  else { spawnPoint.y = yPos + Random.Range(startRange, endRange); } //if y position now > top //y position = initial //float y1 = transform.position.y - GetComponent<Renderer> ().bounds.size.y / 2; //float y2 = transform.position.y + GetComponent<Renderer> ().bounds.size.y / 2; // Randomly pick a y point within the spawn object //spawnPoint.y = Random.Range (y1, y2); } spawnPoint.z = z; Debug.Log (yPos); yPos = spawnPoint.y; Instantiate (platform, spawnPoint, Quaternion.identity); } void OnCollisionEnter (Collision col) { if(col.gameObject.name == "") { Destroy(col.gameObject); } }
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tylermaddren343-blog · 7 years ago
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Audio Script for the background sounds
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tylermaddren343-blog · 7 years ago
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Written Statement
So far I have been enjoying working on Legs, it seems we have a team where each individual has a strength in either art or physics/programming which is great. Looking forward, I have some more work to do in level design, moving platform scripts, sound effects/game music? still needs to be decided as well as developing low gravity meteorites for the moon level. 
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tylermaddren343-blog · 7 years ago
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Raycast collider tag - to fix the jumping on platform issue
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tylermaddren343-blog · 7 years ago
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From here on, my main goal is to create interactable elements and find the best system for platform positioning. Due to a slow start choosing the physics system I struggled to get started developing levels based on a physics system that could be completely change
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