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Messages - marcos

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Work In Progress... / Re: Endless Dodger
« on: April 10, 2015, 08:45:21 PM »
Thanks for the feedback, Graham!

I'll have a look at how I can tweak it somehow without having to change too much.

Work In Progress... / Re: Endless Dodger
« on: April 08, 2015, 06:40:43 AM »
Changed the super visuals:

Work In Progress... / Re: Endless Dodger
« on: April 06, 2015, 10:57:09 AM »
Did you use unity for the snails animations.

Nah, I used Blender for all of the animations.

Latest gameplay video:

New Stuff:

- Animations
- Coin Powerup, when you fill up the coin meter, you become invulnerable for a period of time. Colliding with snails when you're a Super Turtle will defeat the snail and award more points as you defeat more snails.


PlayMaker Help / Finding possible words with given letters
« on: April 05, 2015, 09:04:12 AM »

Just wondering what the best way to go about finding possible words from a word list array with a given selection of letters would be?

So for example, say you have a hand of the 7 letters ARTEKLP, you could check the word list and it would tell you that you can spell ART, RAT, TAR, TAKE, TREK, LAP, PALE, PEAK, PAT etc etc.

Ideally I'd like to extract the possible words from a word list array, and then put them into another arraylist to be accessed by the AI.

Any pointers? (Or custom actions  ;) ;) ? )


Work In Progress... / Re: Endless Dodger
« on: March 26, 2015, 08:43:04 AM »

I had considered it! That and an invulnerability thing perhaps.

Would you say a Blinx or Braid system would be complicated to achieve in playmaker?

It would be doable, but yeah, I'd imagine it'd be complicated. I haven't really looked into it.

Here's a first pass of the snail's 'walk' animation:

Work In Progress... / Re: Endless Dodger
« on: March 25, 2015, 10:47:55 PM »
What about time manipulation? Or items that slowdown sliding?

I had considered it! That and an invulnerability thing perhaps. I'm not sure if powerups will be enough, or if there should be a more significant gameplay change.

That's awesome dude! Nice work =)


This is really cool, if the snails had animation it would add a whole other level of awesome!

Animations are coming! Literally the next thing on my to-do list! :)

Work In Progress... / Endless Dodger
« on: March 25, 2015, 04:01:29 AM »

Been working on a mini project before I start my new job. Almost finished:

And a webplayer:

Would love feedback on how it plays. I feel like it probably needs another gameplay element in order to stand out.

- Mark

Work In Progress... / Re: 2.5D Arcade Platformer
« on: March 11, 2015, 03:19:34 AM »
Being frustrated with unity bugs on my end, took a look at this live demo you posted.

Did you make the number fonts yourself? I have inkscape sitting around my computer but couldn't figure out how to properly make my own fonts.

I think it is interesting. Have any other ideas for enemies in game?

Font is just a free one from the internet.

Got some ideas, have to wait to see though ;)

Based on the level design, i thought it was super crate box/Muffin Knight.

I was quite surprised when I played.  The gameplay feels similar to the above, however without weapons the challenge of "jump" only feel appropriate.

I did notice that, when you single jump on an enemy the enemy does not despawn until you basically land.  Thats not really a big deal until you reach the point around 15-20 coins in and the gameplay begins to ramp up.

Thanks. Yeah, it's basically a risk/reward thing of clearing out some enemies to give yourself more space, but there's obviously a chance that you'll miss a jump or something. :)

The delayed despawn is so that when the final models are in I'll play an animation before they pop. The enemy itself gets moved to a different layer which can't collide with the enemy, so it has zero impact on the gameplay aside from a bit of a visual distraction.

Work In Progress... / Re: 2.5D Arcade Platformer
« on: March 07, 2015, 08:01:56 PM »
Snail is 1136 verts I think, might go higher on PC, and lower on mobiles.

Here's a new web player, would love some feedback:

- Changed the one-way platforms to be Unity 5 Platform Effectors, they feel a lot nicer now.
- Made the camera feel a lot better
- All the sounds now use the Unity 5 system, instead of Sound Manager Pro (which was awesome, thanks AntiLunchBox!)

I'm yet to find a spot on the level that you can exploit to get a higher score, but if anyone manages to find a sweet spot, let me know! ;)

Share New Actions / Re: Bolt Networking Actions (Beta WIP)
« on: March 07, 2015, 02:20:51 AM »
It's awesome that you're doing this. I've been looking at Bolt for a while, but yeah, not having Playmaker actions has kept me away :)

Work In Progress... / Re: 2.5D Arcade Platformer
« on: March 04, 2015, 03:47:04 AM »
Not entirely sure, that water was just from the particle FX pack I used.

Gotten a bit done, migrated the project to Unity 5 and added a bunch of little things like particles and so on. I've also been working on this little guy:

This will be the enemy that you have to bounce on twice to defeat. Still very WIP, lots of lookdev to be done. Ideally I want to find a nice place between hand painted texturing and PBR surfaces.

I worked around my errors by creating a fresh project in Unity 5, importing Playmaker from the store, then importing the rest of my project as a .unitypackage.

I had to manually redo the layers and tags and things, but everything seems to be working now.

I'm getting a "MissingMethodException: Method not found: 'UnityEngine.Component.get_guiTexture'." error for every FSM that becomes active, even empty ones.

Downloaded from the Asset Store.

Edit: This is from my upgraded project, I don't get this error on a blank project with PlayMaker.

I upgraded the project to Unity 5 and then updated Playmaker, should I have done the reverse?

Work In Progress... / Re: 2.5D Arcade Platformer
« on: February 22, 2015, 12:18:15 AM »
Everything will be hand painted in the final. Not entirely sold on the BG, so I don't yet know what it will be :)

Work In Progress... / Re: 2.5D Arcade Platformer
« on: February 21, 2015, 11:37:29 PM »
How do you feel about the audio in this build? Too loud, or good enough?

Some bits were too loud, some were fine. Not really going to touch the audio levels until all of the sound is in the game. Though having said that, I did lower the volume on some things that got annoying whilst i was testing  ;D

Managed to do a little bit of work over the weekend:

- Blocked out some graphics
- Changed bird AI, they now fly to the side, swoop after you, then fly to the other side, whilst firing birdlasers at you
- The immune melee guy didn't fit in with the gameplay, so I changed him to be an enemy that requires one hit to weaken before you can bounce a second time to defeat him.
- Boulders have graphics + particles. Will likely repaint the texture once all of the graphics are in place and I need to think more carefully about colour scheme.

Latest Webplayer:

And an updated gameplay video:

Next up is figuring out what the theme of the game should be, and then letting that guide the character design and so on.

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