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Homebrew Games and Tools If you've created a trainer, texture editor, or a full-blown fangame we'd like to see it here. Show off your mad programming skills.

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  #61  
Old 4th November 2014, 06:08 AM
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Coolboyman Coolboyman is offline 1 Highscore
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I'm going to start up a dev blog in a couple of weeks. Polishing everything and making sure annoying stuff doesn't happen (Like Sticky walls that are slightly slanted) really takes a lot of your time.

I improved the camera collision a bit, tweaked the controls and tested them around imported BK models to check if the "feel" was all right. I even added a mode where if you hold a certain button, the camera always stays behind the player. Fixed camera now have some rubber band variables to them, meaning that the fixed cameras can only follow you up to a certain distance from its original position.

My next big milestone is a quality scripting system, that way I can make NPC interactions extremely easy to implement. For example, if I made Chimpy, his class would be like this:

Keep in mind this is bare bones at the moment. In order for the script to run correctly I would need the actual functions to be functional and do a couple of coroutines.

using UnityEngine;
using System.Collections;

Code:
public class Chimpy : NPC 
{
    public Node m_orangeNode; // Where Banjo throws the Orange
    private bool m_interact; //Does Banjo interact with Chimpy?
    private bool m_communicateWithPlayer = false; //Is Chimpy able to interact with Banjo?
    private bool m_introduced = false;
    public Node m_runNodes;
    public ChimpyStump m_stump;

    void Start () //What the GameObject does when the scene starts
    {
	
    }

    void FixedUpdate () //The update function of the NPC. Runs regardless if you're close enough or not. Nothing to do here for Chimpy
    {
        
    }

    void CloseUpdate() //This update function is only called if you are in Chimpy's trigger.
    {
         if (!m_introduced)
        {
            ChimpyWantsOrange();
            m_introduced = true;
        }

        if (Globals.Inventory.Oranges >= 1)
        {
            Globals.Player.ThrowItemTo(m_orangeNode); //Item Banjo's holding is tossed to the Orange Node
            Globals.Inventory.Oranges--; //Removing the Orange
            Globals.SFX.PlaySound("Victory"); //Play Sound effect
            Globals.Scripts.DisplayText("Chimpy", "Oh...Chimpy like Conga's orange, Chimpy help fat bear and bird!"); //Brings up a text string that halts the game until its completed. First is the string ID of Chimpy's icon.
            ChangeAnimation("Running"); //Changes the animation of Chimpy
            ChimpyStump.Raise(); //Another NPC Object.  The ChimpyStump class is responsible for raising itself and then spawning the Jiggy after it's done
            MoveTo(m_orangeNode, 0.1f); //Move to a node on the scene. Halts script until NPC moved to node;
            
            foreach (Transform t in m_runNodes)
            {
                MoveTo(t, 0.1f); //Moving to all the nodes on the list.  Chimpy in BK runs to 5 or so different nodes before dissapeering.
            }

            Hide(); //He reached the final node.  Get rid of Chimpy and detatches this script from Chimpy's GameObject.
        }
     }

    private void ChimpyWantsOrange()
    {
        Globals.Scripts.DisplayText("Chimpy", "Chimpy hungry. Wants orange now. Feed Chimpy!"); //Brings up a text string that halts the game until its completed. First is the string ID of Chimpy's icon.
    }

    public void Interact() //Player presses B.
    {
        ChimpyWantsOrange();
    }

    void OnTriggerEnter(Collider c) //Enter's Chimpy's Trigger collider
    {
        Globals.Player.SetNPCInteract(this); //Passed into the player as a delegate. If the player presses B, InteractButton is called.
        if (Globals.Inventory.Oranges >= 1)
        {
            Globals.Player.PullOutItem(Globals.Items.Orange); //Banjo pulls out the item from his bag
        }
        m_communicateWithPlayer = true;
    }

    void OnTriggerExit(Collider c) //Leaves's Chimpy's Trigger collider
    {
        Globals.Player.SetNPCInteract(null);
        Globals.Player.PutAwayItem();
        m_communicateWithPlayer = false;
    }
}

Last edited by Coolboyman; 5th November 2014 at 05:11 PM.
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  #62  
Old 3rd December 2014, 12:02 PM
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Coolboyman Coolboyman is offline 1 Highscore
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Been a month,

Still hard at work on the core engine. Implemented better physics, better camera collision. Most Unity games that I've seen that use Camera Collision, when the camera is behind the player and there's a wall in between, the camera will allign to the wall behind the player. My camera basically checks whether it's inside something or not, and if it is, then it will allign the camera, but if it isn't (A wall dividing the camera and the player and the camera's not inside anything), the camera will function normally.

I've better fleshed out what the world is going to be, the two main characters and a couple of the side character so far. I'm trying to make the character personalities believable while being fun and cartoonish.

A very talented artist have volunteered to produce the concept art and models for the game, so I'm very excited for that. I'll show off his concept art when I receive them. I've also decided that I'm going to use voice actors. I know a couple of people in mind that I want on board.

Just chuggin' along.

Last edited by Coolboyman; 3rd December 2014 at 12:11 PM.
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  #63  
Old 3rd December 2014, 05:19 PM
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Andre Andre is offline
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Quote:
Originally Posted by Coolboyman View Post
A very talented artist have volunteered to produce the concept art and models for the game, so I'm very excited for that. I'll show off his concept art when I receive them. I've also decided that I'm going to use voice actors. I know a couple of people in mind that I want on board.
Hey, if you ever need free voice labor, remember how close we live to each other. Look forward to seeing the concept art when it's ready.
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  #64  
Old 10th December 2014, 11:50 AM
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MisterEightySix MisterEightySix is offline
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TEACH ME YOUR WAYS, GREAT ONE

I'm serious. I can offer you naught but my willingness to learn, sadly. Well, that and my surprisingly good voice talent.
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Last edited by MisterEightySix; 10th December 2014 at 11:58 AM.
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  #65  
Old 10th December 2014, 02:44 PM
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  #66  
Old 13th December 2014, 10:47 PM
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I got accepted as a developer nearly 3 months ago. I'm still early in the concept stage of what I'm doing but I'm really glad to have recently put stuff into motion.
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  #67  
Old 19th January 2015, 08:55 PM
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Coolboyman Coolboyman is offline 1 Highscore
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First piece of rough concept art. They're likely to change overtime.

Bonus points if you can guess who the artist is.

http://i.imgur.com/OordAln.jpg

Last edited by Coolboyman; 19th January 2015 at 08:59 PM.
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  #68  
Old 20th January 2015, 05:24 PM
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  #69  
Old 30th January 2015, 05:42 AM
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Coolboyman Coolboyman is offline 1 Highscore
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Talking

Quote:
Originally Posted by Angry Ancestor View Post
Lerako lanche
Actually it's this guy:

http://www.mindchamber.net/about-2/

I'm going to present a demo of the engine on Saturday at an all day game dev meetup. I'll get some feedback from the professionals that'll tell me if I'm on the right track or not.

Last edited by Coolboyman; 30th January 2015 at 05:47 AM.
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