Playmaker Forum

Playmaker News => Work In Progress... => Topic started by: Lane on May 30, 2013, 07:19:21 AM

Title: [Community] Example Scene Requests Thread
Post by: Lane on May 30, 2013, 07:19:21 AM
Quote
I thought it would be nice to have a thread to request example scenes of how particular things work and have them located in a thread that can work as a library. Personally I've learned a lot by answering questions around here because I didn't know the answer either but digging in and figuring out how to make it work and making someone an example scene has actually taught me a lot so I'd like to expand on that.

I've noticed that some people seem to be hesitant about asking for help as if it would be an inconvenience for someone to help them, it's really not. Often times I find it easier to just make an example scene rather than explain how it might best work.

So, if you need to know if something can work, how it can be accomplished in Playmaker, wonder if it can even be done or are just struggling with a certain mechanic in your project just post a request for it here and I'll take a whack at building it. A few things I can't fulfill though - those being Networking, Mecanim or Pathfinding as I don't intend to use any of them in the next year.

Also, some time in the next week or so I'm going to start adding examples in here on various things that I want to experiment with and you'll be able to download them. They could be anything from character controllers, flight mechanics, puzzle logic systems, AI, trigger arrangements or something else. Before I implement anything in a project I usually make a blank scene and prototype it out to see how it works and go from there so I want to just offer those up here for the community.

Angry Ships (Top Down Shooter)
Web Player (http://dl.dropboxusercontent.com/u/38606641/AngryShips/WebPlayer/AngryShips.html) and Download (http://dl.dropboxusercontent.com/u/38606641/AngryShips/AngryShips.unitypackage)
Current version: v0.1

Oomph (Space Sim, Combat & Customization Sys)
Webplayer (http://dl.dropboxusercontent.com/u/38606641/Oomph/Desktop.html) and Release Thread (http://hutonggames.com/playmakerforum/index.php?topic=5343.0)
Current version: v1.0
Matchup (Memory Match Two)
Webplayer (http://dl.dropboxusercontent.com/u/38606641/Matchup/Desktop.html) and Download (http://hutonggames.com/playmakerforum/index.php?topic=4025.msg24656#msg24656)
Current version: v1.0
Moose Squad (Side Scroller)
Removed, since it was made kind of pointless since the 4.3 update to unity has a new 2D system.

Smaller Packages & Usage Examples
Child Waypoint System Example (http://hutonggames.com/playmakerforum/index.php?topic=1873.msg15470#msg15470)
Selecting Objects with Mouse Click (http://hutonggames.com/playmakerforum/index.php?topic=3414.msg15637#msg15637)
Using Boolean actions to "lock" doors (http://hutonggames.com/playmakerforum/index.php?topic=3836.msg17723#msg17723)
Hover GUI buttons over game objects (http://hutonggames.com/playmakerforum/index.php?topic=4988.msg23620#msg23620)
Title: Re: [Community] Example Scene Requests Thread
Post by: jeanfabre on May 30, 2013, 11:24:14 PM
Hi,

 Way to go! It could be good to host these in the wiki, it's not really convenient within a forum to start listing stuff. What do you say? Simply Contact Alex to get a wiki user account.


bye,

 Jean
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on June 02, 2013, 09:17:40 AM
Yeah that could be easier, I think it would be best to wait until there is some more content before putting it on the Wiki, so maybe soon when there is some polished stuff if Alex allows it.

Here's the first pass at a Side Scroller game template. (attached)

{update}
I've canned this little project, check out Jean's port of the new 2D system
{/update}

Got a bunch of kinks to work out and other features to add, but its a nifty start. Would someone mind testing? These will require the latest version of Unity.
Title: Re: [Community] Example Scene Requests Thread
Post by: Flying Robot on June 02, 2013, 10:40:50 AM
Cool. Will test this tomorrow!

I'd suggest you put up a webplayer with these versions.
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on June 02, 2013, 02:09:02 PM
Here's a webplayer for it, its just a controller in a small room right now.

http://dl.dropboxusercontent.com/u/38606641/SideScroller/SideScroller.html
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on June 05, 2013, 12:14:50 PM
Update to v0.2, see update notes if interested.
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on June 12, 2013, 12:50:36 PM
Added Angry Ships (Top Down Shooter) v0.1

This was one of my first projects. For convenience I used an insane amount of global variables which probably wasnt the best idea. I've gone back and stripped out all of them, cleaned up the FSM's and removed all of the art I haven't created myself. Converting everything to local variables posed some major changes and made things faster, but also a few bugs presented themselves, like the firing system being sticky.

Since there doesn't seem to be much interest in developing the Side Scroller I'll move along with this and progress it if there is some interest.

If you need explanations on the FSM's just post up. Some of them can be confusing and I did not go in and add comments to clarify the more complicated ones.

Please test! =)

Currently you can move around, aim, get in range of the store, activate it, purchase various wing types, exit the store and fire projectiles.
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on June 12, 2013, 06:25:07 PM
Title: Re: [Community] Example Scene Requests Thread
Post by: Flying Robot on June 12, 2013, 07:33:35 PM
These are awesome projects. Especially to learn. Thanks a lot for sharing them.

I was looking forward to see some more development in the side scroller though. Some super meat boy kinda mechanics?
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on June 13, 2013, 05:07:36 AM
These are awesome projects. Especially to learn. Thanks a lot for sharing them.

I was looking forward to see some more development in the side scroller though. Some super meat boy kinda mechanics?

Thanks =)

I'll look into an interesting hook for the Side Scroller.
Title: Re: [Community] Example Scene Requests Thread
Post by: krimson0 on June 19, 2013, 11:56:41 AM
Great job, especially for a beginner like me, these are invaluable for learning. Thanks for these.

Just one issue, I can't seem to download the Side Scroller v.2. Clicking the link takes me to an error page. Could you double check on that?

Anyways thanks again, and I can't wait for updates.
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on June 19, 2013, 12:28:56 PM
Great job, especially for a beginner like me, these are invaluable for learning. Thanks for these.

Just one issue, I can't seem to download the Side Scroller v.2. Clicking the link takes me to an error page. Could you double check on that?

Anyways thanks again, and I can't wait for updates.

Glad they help!

I fixed the link.
Title: Re: [Community] Example Scene Requests Thread
Post by: sebaslive on July 11, 2013, 05:08:35 PM
These are going to be so much help for everyone, I would like to be able to contribute to a scene if possible as well when I have stuff worth sharing.
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on July 11, 2013, 05:40:23 PM
Absolutely! You should!

I want to get them into a more developed state and then host them on the wiki, I think it would be really cool if people contributed something of their own along these lines - I know I've learned a lot making them =)

Sorry I haven't updated them recently, been super swamped with life stuff the last few weeks.
Title: Re: [Community] Example Scene Requests Thread
Post by: sebaslive on August 17, 2013, 02:57:22 AM
whew, finally added an entry here!!o I've been working on a 2D game and here is a bit of that here.

2D setup for a player and enemy Ai. This is badseedgames (red) video series but for 2D with a health system and effects.

------
Update it or change anything let me know! :D

https://dl.dropboxusercontent.com/u/43466779/2DPlayerAi.unitypackage (https://dl.dropboxusercontent.com/u/43466779/2DPlayerAi.unitypackage)
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on August 19, 2013, 06:52:11 PM
Working on some physics based flight stuff!

http://dl.dropboxusercontent.com/u/38606641/Oomph/Desktop.html
Title: Re: [Community] Example Scene Requests Thread
Post by: sebaslive on August 20, 2013, 08:13:14 PM
that is real nice! The roll was fun to play around with and thrusters for the pitch and yaw are a nice touch.
Title: Re: [Community] Example Scene Requests Thread
Post by: Dev_Sebas on August 21, 2013, 07:54:08 AM
Hi Lane
Nice job.
Can you just give me a idea.
For roll, pitch and yaw movements did you use add torque or rotate action?
They work like the same but one can be more expensive than other (physics) and one can be more realistic than other.
Cheers
Seb
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on August 21, 2013, 08:14:09 AM
Hi Lane
Nice job.
Can you just give me a idea.
For roll, pitch and yaw movements did you use add torque or rotate action?
They work like the same but one can be more expensive than other (physics) and one can be more realistic than other.
Cheers
Seb

I'm using physics and avoiding direct rotate controls for the moment, I hope I can maintain that but might add a few for convenience if it doesn't impact the feel. I want to keep it as 'real' as I can.

What I originally wanted to do was build a brain for a hovercraft that managed height from the ground and your rotation levels with physics inputs while the player just aimed where he wanted to go and controlled throttle. This was very difficult and taking too long to polish but basically, was working, but taking too long to iron out.

So I switched to a zero gravity scenario and its much easier to develop because there is no drag and still used many of the same principle FSM arrangements as the hovercraft system. I have not really looked in depth at the performance implications but I do not expect it to be unmanageable.

Yesterday I decided to make this a 6DoF (http://en.wikipedia.org/wiki/Six_degrees_of_freedom) system with strafing, so I'm revamping the controls to accommodate that and making them link to the preferences so a player can re-map if they want. This will make it delivered as a Project, rather than a Package.
Title: Re: [Community] Example Scene Requests Thread
Post by: Dev_Sebas on August 21, 2013, 11:00:59 AM
Thanks
Nice! Good work.
Cheers
Seb
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on August 21, 2013, 06:16:35 PM
I updated the webplayer.
( http://dl.dropboxusercontent.com/u/38606641/Oomph/Desktop.html )

There is full control of the ship and firing has been added, you can now perform strafing maneuvers by clutching the engine. By default the engine is engaged and pushing you forward, you can press X to operate the clutch and drift on your current heading. This allows you to spin around anyway you want while still drifting in the other direction, you can then release X and reengage the engine and start pushing forward again.

Lemme know how it feels.
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on August 26, 2013, 08:33:50 AM
Oomph
Space Flight System
Coming soon
Physics based flight system for zero gravity applications.

Includes:


I've made some headway on it and roadmapped what I want to do with the project and now that I have time again I can hopefully be more active around here and continue developing these.

Oomph is the next system in the lineup to explain how to do space sim style flight with the actual physics inputs available in unity/playmaker. Due to the nature of space flight there will be some exceptions made to the 'trueness' of the physics system in order to make it actually fun to play and simple enough to understand.

Everything will be commented out to help explain how things work, as usual, as much as I can clearly explain stuff.

A lot of this is already working, I'm working on making some models for the new ship and the interchangeable parts you can put on it, after I get a couple of variations I'll move on to scripting the Hangar and making it swap parts and then move on to the HUD system. Most of you don't have RS, I assume, so I'll just use super simple stuff for the HUD for now and add more advanced kits later.

It should be available in the next 2 weeks if everything goes as planned.
Title: Re: [Community] Example Scene Requests Thread
Post by: Alex Chouls on August 26, 2013, 10:44:36 AM
Wow, I missed this thread somehow - great stuff! :D
Title: Re: [Community] Example Scene Requests Thread
Post by: Maurice on August 27, 2013, 10:18:01 AM
Great with this example i can finish my space flight battle game, many thanks and keep up the good work.
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on August 28, 2013, 04:45:32 PM
Okay here is a very, very early preliminary version of the space flight kit. There are lots of things that aren't working as well as I want in here and I have a bunch of things that will significantly change floating around in it. It's also the first time I've tried sharing playerpref input settings so please let me know if it even works.

http://dl.dropboxusercontent.com/u/38606641/Oomph/Oomph_kit_v0.1.zip

You'll need to start a new Unity 4.2+ project, import playmaker, import this package, close Unity, then replace the ProjectSettings folder with the one provided.

Please let me know if that works. You won't be able to move at all if it isn't working. Mouse sensitivity is an issue as well at the moment. I'll address that in the next version.

Feel free to ask questions here if the FSM's aren't clearly understandable.
Title: Re: [Community] Example Scene Requests Thread
Post by: Flying Robot on August 29, 2013, 09:37:16 AM
Looking great Man! Going to try the kit now. :) I love space games!

PS. Don't you think a little lag on the camera (smooth follow) can add to the feeling?
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on August 29, 2013, 09:42:07 AM
Looking great Man! Going to try the kit now. :) I love space games!

PS. Don't you think a little lag on the camera (smooth follow) can add to the feeling?

Yes, but theres some issues with smooth follow in this application that I need to sort out first. Give it a try and you'll see what I mean.

Let me know how it works! =)
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on September 03, 2013, 02:48:53 PM
Oomph WebPlayer Updated!

http://dl.dropboxusercontent.com/u/38606641/Oomph/Desktop.html

Added the Hangar brain
The groundwork is laid for the hangar system, allowing you to setup a gui for buying mounted objects and placing them in predefined locations, possibly dynamic locations if I get further into the system.

Added a sidewinder missile
Instead of the boring boxy plasma thing I setup a sidewinder missile that flys around with 3 random trajectories.

Built a small basic ship - The Dingy
The Dingy models have been started. The system is calling different prefabs but I'm using the same model for now. I'll expand the models later so its clearer what the difference is.

Setup the systems to be more connected
Driven by the hangar, you will choose ship parts and the ship will load all of those stats, ie you can setup a shop to build components and the ship will 'load' the data into the controller. That may be engine powers or weapon types or whatever - the point is that you just setup the prefabs with the stats and then call them in the shop and then the Ship will handle applying them automatically. It also figures out the thrusters and such automatically so you don't have to manually define them. Just follow the naming process and it will do the rest.
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on September 04, 2013, 02:35:04 PM
Updated the Webplayer again.


Next up:

Improving the hangar system & gui
Modelling a Hangar
Setup manual landings
Improve throttle and stopping controls for the ship (or else you'll never, ever land)
Title: Re: [Community] Example Scene Requests Thread
Post by: Flying Robot on September 04, 2013, 11:49:57 PM
This is looking better and better.

I guess you are having ideas about the customization!
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on September 05, 2013, 04:51:56 AM
Yep! Ideas out the wazoo!

The hard part for me is actually implementing all of the object oriented design elements, deciding when to perform the loading, where to store the variables, which way to send/get the data, stuff like that. It seems like at this point its more of a matter of organizing things than it is figuring out how to do them.

Plus there are so many ways to do things. To make a "motor" you could put all of the stats on it and animate the floats on that object if you wanted. Or you could put the controls and everything on a parent object and just pull a couple of variables out of the part. Organizing this type of design is a bigger feat than actually making things happen, I think.

I've been making use of a GDD sort of FSM where I mockup ideas and store progress charts and stuff and that's been pretty useful. It's helped to get an idea of how things can flow before I start making changes to the FSMs.
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on September 07, 2013, 02:51:41 PM
Oomph WebPlayer Updated!

http://dl.dropboxusercontent.com/u/38606641/Oomph/Desktop.html

Added a Space Station model
With a landing pad that you can't really use yet, but you can start there, take off and get a better feel for the scale of things. Also improved the hangar and spawning system overall, its more stable, independent and cohesive now. This makes way for a more versatile landing and shopping system if there are more than one space stations in an area and you want to use any of them.

Missile improvements
Added collision setup, nifty physics, better trail FX, explosion on impact and fixed it where you can't hit them immediately after firing them while moving at a high speed i.e. fire them, then run them over before they get going, thus exploding them in your face.

Control system woes...
Man, flying is one thing... but setting up a control system that is landing friendly but also plays well at high speeds is a whole 'nother beast. I'm going to have to make a bunch of changes to the controls and inputs to make it feasible to land, currently its near impossible to set the ship down due to the zero drag scenario in space. It's 10x worse than setting up a helicopter scenario because there is no gravity to pull you down or stop you from drifting away if you push a tiny bit too much throttle.

Scale woes...
I currently have everything setup to play as 1 unit = 1 inch. This is probably not a good idea, Big numbers seem to make Unity upset so I'm probably going to scale to 1 unit = 1 meter (0.03 times scale smaller) to keep unity happy. I'll have to change all of the current physics inputs for speed related things but I think it will be better in the long run as draw distance and unity scene view is already giving me trouble.
Title: Re: [Community] Example Scene Requests Thread
Post by: ranfunk on September 13, 2013, 10:50:32 AM
Love the examples thanx :)
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on September 13, 2013, 07:31:15 PM
Love the examples thanx :)

Thanks =)
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on September 13, 2013, 07:41:30 PM
Oomph WebPlayer Updated!

http://dl.dropboxusercontent.com/u/38606641/Oomph/Desktop.html

Changed Controls
The controls were changed. The throttle is on W/S now, and there isn't reverse yet.

TAB/SHIFT is now for vertical strafing. Q/E maintains horizontal strafing. I still want to stipulate 6DoF functionality but have been managing issues with the strength of the input for strafing and dividing it down doesn't seem to be the best answer, a new motor would solve it but I don't want to overcomplicate it with that just for strafing... Maybe I need to though.

You may land.... in.. landing bay...err well.. the only one there...
You can now land on the docking pad. I haven't really setup "Landing" perfection because basically you fly into the zone and press F, then turn into a zombie ship and float/spin all over. I want to make the player actually land, using landing gear or something, in order to be able to activate the shop.

Technically, with the way its setup I could just thrown in another shop and you could go land over on that one instead with absolutely no work other than drag-n-drop..... dunno why i didn't just add another one in to showcase that..

Scaled Down
I scaled everything down very much. I did so by changing the scale on the prefabs, which in turn required scaling down the particle effects, speeds, sizes, rates etc and also scaling down all of the physics inputs. It was pretty straightforward and better than rebuilding the prefabs but manifested a few weird glitches. This unfortunately took some decent time and didn't provide any front end results to see.

I tweaked the FX just to make myself feel better about things.

Need Feedback
I'd really like some feedback on how things feel in the webplayer. Controls, mostly. I think at this point you can get a decent impression of where things feel like they're going so any feedback would be really useful to help me add more content before releasing an updated kit. Sometimes the control changes require revamping quite a bit of the input system or gui and commenting those systems would be useless if the feedback necessitated a change.

=)
Title: Re: [Community] Example Scene Requests Thread
Post by: Flying Robot on September 13, 2013, 08:26:08 PM
Hey Lane,

The controls felt really good. Not really sure about the roll though. May be it needs to be slowed down. Or you can do short bursts of aux rockets for roll but must wait until it gets recharges again.

The whole thing seemed very fast. May be slowing the time down will give a sense of scale.
Title: Re: [Community] Example Scene Requests Thread
Post by: Maurice on September 14, 2013, 04:37:45 AM
Hello Lane, it is becoming great.. I agree with Flying Robot that slowing down the roll and the forward movement makes it better. Maybe you can give us some control of the speed so we can help finding the best setting.

Wil you make some kind of switch between rocket and cannon/laser, i miss that ?

Keep up the good work.

Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on September 14, 2013, 12:08:13 PM
Good suggestions. I made some changes and updated the webplayer.

Zipped & Uploaded current project as v0.2
Link is at the bottom

Slowed things way down
Significantly reduced speeds, torques and force powers.

Added Turret AI
I created a basic AI that does a simple dodge move and fires missiles at you.

Changed Clutch Button to Spacebar
To me this seems like a substantial accessory to gameplay, so I moved it from X to Space so its easier to access. Strafing by enemies and unloading heaps of ammo into them is move convenient now.

Fixed Camera Changing bug
I missed a bug with the camera changing system that threw the camera out of the ship after you changed it for the first time. This is due to the scaling down of the prefabs and how Unity interprets local space in the parenting system, if there is a disparity then you have to figure out which scale of units its using. This makes Get/Set Position fail because the units aren't scaled when pulled between Parent/Children that have a difference in scale.

Added Health system
Basically the projectiles will handle the collision and send the subtraction to the collider's Health FSM. The stipulation is that every object with health will have an FSM named "Health" and a variable called "Health" that the projectiles can manipulate. I hacked up a custom action called Subtract FSM Float to do this. I also had to use Collision/Trigger Event 2 made by Jean due to the tagging nature of the included ones.

Aware of scale
After adding a couple of minor changes to the effects I realized the missiles were EXTREMELY fast, but there wasn't much for reference of speed nor other moving objects in the scene, hopefully the new AI's help with that problem. I figure this will be an ongoing issue until there is enough activity in the scenes to help you get a sense of scale and speed.


Current Source Files Download (http://dl.dropboxusercontent.com/u/38606641/Oomph/Oomph%20PM%20Kit%20v0.2.zip)
Webplayer (http://dl.dropboxusercontent.com/u/38606641/Oomph/Desktop.html)


I still haven't tested to see if this works with the playerprefs, so if someone gets a chance take a whack at it and see if the files work properly. I assume they do because the playerprefs seem fairly straightforward.

Demo Video
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on September 16, 2013, 11:36:29 AM
Thanks for the feedback, I showed it to a few friends and they agree that they feel much more in control without sacrificing too much floaty realism.

Added a demo video, also posted on the Unity forums, feedback seems limited over there in the WIP area though.
Title: Re: [Community] Example Scene Requests Thread
Post by: jeanfabre on September 16, 2013, 11:36:46 PM
Hi,
 to get exposure on the WIP section, you need to put content regularly so that it's on the first page, else you will not get traffic. so keep coming with new comments ( meaningfull, <bump> will put people off...) and news about your progress on this, new videos etc etc,

With my excavator thread, I reached 10K views since 2011, so you can do it too by staying active there ( and I haven't played any social cards such as advertising on my facebook page or tweet, etc etc), so I am sure that if you ask your fb friends to like the link, you will get massive potential for exposure)

http://forum.unity3d.com/threads/66871-Excavator-simulation

bye,

 Jean
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on September 17, 2013, 04:17:05 AM
I typically don't do <bump> replies, with the Brevis thread I had the whole first page with regular updates with videos and stuff and got two replies out of it so it was a bit odd, I thought it might be just dropping off the radar too fast or something, but it was probably just boring to watch.

I hope once I get more features like a smarter AI, better GUI and people recognize they can download and mod the whole thing if they get PM it would be a little more popular. I'll keep going in that direction and see how it goes, thanks for the suggestions.

=)
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on October 12, 2013, 02:13:58 PM
Oomph Update!

New Shop
Created a new shop system that is much more elaborate. Still working with the crummy unity GUI but its much better than before.

Now it will find the appropriate hardpoint for the part you're adding, put it there, rotate it properly, store it, build thrusters for it on the fly and get rid of the old items. This is great for iterating forward since you just make a prefab with the mount points with the correct names and the shop will build it correctly -- no need to do anything but add a GUI button in the shop for it.

New Ship Models + Weapons
Created a new model pack that looks significantly better than the old one but is still very unpolished. I have varieties in the wings and engine, next step is to add a second hull that is unique & very different to see how well it manages tossing the mounts onto it. =)

Hardpoints!
Added a hardpoint system, the wings are the only thing you can mount weapons on, the shop finds the mount and puts the weapon there. The weapon mounts can be fired in 2 groups and the weapons after being mounted will figure out what group they should be in. This makes it easy to distinguish between a laser group and a missile launcher group, for instance.


Webplayer
http://dl.dropboxusercontent.com/u/38606641/Oomph/Desktop.html

I'll upload a new kit once I get the other weapons working and fix some small bugs.
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on October 12, 2013, 02:31:25 PM
screenies
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on October 13, 2013, 03:37:34 PM
Simple Match Two Example

This thread [ http://hutonggames.com/playmakerforum/index.php?topic=5150.0 ] lead me to make a simple Match Two game this afternoon.

See attached file.

Webplayer:
http://dl.dropboxusercontent.com/u/38606641/Matchup/Desktop.html
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on October 16, 2013, 05:40:53 PM

This is way too fun now.

 :)
Title: Re: [Community] Example Scene Requests Thread
Post by: jeanfabre on October 16, 2013, 10:09:40 PM
Real NICE!!

 Be,

 Jean
Title: Re: [Community] Example Scene Requests Thread
Post by: Maurice on October 17, 2013, 10:35:27 AM
It is becoming a real game, very professional i want to shoot with that gun !!!
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on October 19, 2013, 01:44:46 PM
Thanks guys  :)

Here's the tests for the railgun projectile, I'm using a raycast and a particle system that scales based on the distance of the contacted object.

The webplayer is also updated if you want to play with it yourself.


Title: Re: [Community] Example Scene Requests Thread
Post by: Flying Robot on October 20, 2013, 08:24:52 AM
This is getting better and better. :)

May I suggest a Visual GUI while customizing the spacecraft?
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on October 20, 2013, 08:51:12 AM
I'm working on allowing camera orbiting and movement while customizing the craft and having it show previews of things in the gui before you add them. Is that what you mean?

I want to do the more advanced gui with ragespline, but not everyone has that so I'm a little hesitant to go too far with the actual gui customization.
Title: Re: [Community] Example Scene Requests Thread
Post by: sebaslive on October 24, 2013, 12:42:05 PM
Wow awesome work! the ship is looking really nice. cool modeling work.
Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on October 25, 2013, 09:20:25 AM
Thanks! Gonna have the models mostly wrapped up today, getting into the second Hull option. We'll have 6 weapon choices, two hulls and two different sets of wings you can choose from. I think that will give a person plenty of data to sort through in the FSMs and see how the system works, how to diversify it and build on top of it.

The Weapon Models:
(http://dl.dropboxusercontent.com/u/38606641/Oomph/Screens/Screenshot%202013-10-25%2011.17.14.png)
(https://dl.dropboxusercontent.com/u/38606641/Oomph/Screens/Screenshot%202013-10-25%2011.17.36.png)
Title: Re: [Community] Example Scene Requests Thread
Post by: C.J.Geringer on March 23, 2014, 04:15:09 PM

Thank you very much for this

Regarding the "AngryShips" Project, I saw there are two enemie sint he rpoject, but none in the example scene, and if I simply drop ane nemy in the example scene it does nothing but shot forward without causing or taking damage.

Can I spawn the enemies in the scene, or were they never finished?


Title: Re: [Community] Example Scene Requests Thread
Post by: Lane on March 23, 2014, 04:24:17 PM
I did some models and a basic start to them but I don't think I ever finished the enemies.

For damage, I generally use an action I made called Subtract Fsm Float to directly take a value off of the enemy's health. If you have a generic Health FSM on everything then it works pretty well.

The next tutorial in the Top Down Shooter series on the YouTube page will cover that. I'm hoping to do it early this coming week, just been swamped lately with work OT and family stuff.
Title: Re: [Community] Example Scene Requests Thread
Post by: xhidnoda on March 25, 2014, 06:18:09 AM
Thanks for this Lane!
nice one!
Title: Re: [Community] Example Scene Requests Thread
Post by: Pandur on September 14, 2017, 02:09:54 PM
Can some one reupload Angry Ships?