playMaker

Author Topic: [Game release] Push-It, Learning Unity with amazing tools and assets  (Read 5202 times)

Martin-Vaupell

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NOTICE : The game will most likely not be updated.
A lot has been learned in the process. However a sequel might be an option.


I set out to learn my way around Unity, already had a fair knowledge of C# when
i began meaning i was no stranger to the entire setup unity presented.

I started out by reading some of the guides and notices on the Unity forum,
and when it was installed i went through all the tutorials available,
some faster than others.

Fell In love with Unity and found a Indie dev guide stating it was important to get your first game out FAST! so i did.

So after a completing the "roll a ball" tutorial series i thought this could be a fun game. So i took my tutorial project and improved on it, wrote a GUI, better controls and added various things to it, made some scripts to control level start
and level ending, goals etc. This was all before i learned about the asset store.

Then by pure randomness i stumbled over a video on youtube from Unity where the Asset store manager Caitlyn spoke about it and understod this is a must
 place to checkout, so i went.

Within my first login to the store i have Bought 2 assets, 1 android controller and a Tile mapping tool.
Now i actually had all the parts to make the game, besides my prototype map.

I made 8 levels to begin with and was looking into how to control unlocks and level GUI, and went back to the store and actually got 2 GUI assets.

Now i had everything i Thought, and I proceeded to set the game up and liked
what i saw..

Then i Stumbled over "playMaker" (the game changer)
Each level took before several hours to make and debug, troubleshoot, and scripting.
Now i just concentrated on the design and use playMaker to control the scripts and game.

This game has been using playMaker from level 8 and forward, and now i Cant imagine myself doing another Unity game without playMaker!  <3 <3


******* The game ********

Game is a learning curve of my progress with Unity and the levels kinda
indicate what i have been studying while making the levels, example
level area 3+ is a lot about lights and lasers, because that is what I'm working
on now.

Warning - game is "small" ad supported (bottom middle)

Roll a ball,
lvls 1,1-1,7 push crates to goals to unlock the exit
lvls 1,7-2,9 various puzzle solving
lvls 3,1-> Stealth, lasors, etc ;)

Is out on Android and can be found here -
https://play.google.com/store/apps/details?id=org.evisystems.push_it

*******************


Thank you Hutong Games for playMaker!

Sincerly

Vaupell!
« Last Edit: February 21, 2014, 04:42:09 AM by Martin-Vaupell »

Nitrohex

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Re: [Game release] Push-It, Learning Unity with amazing tools and assets
« Reply #1 on: December 27, 2013, 07:18:41 PM »
Hey Vaupell,

Great dev process elaboration, i'm sure a lot of us starting game development will learn from your steps.

I noticed that you have Easy Touch implemented in your game, so i would like to ask, how did you make Easy Touch working with playmaker actions?

I'm researching a solution to this, so any help will be deeply appreciated.

Thanks, and i wish you a lot of success in the Play market. :)

 
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Martin-Vaupell

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Re: [Game release] Push-It, Learning Unity with amazing tools and assets
« Reply #2 on: December 27, 2013, 07:38:40 PM »

I noticed that you have Easy Touch implemented in your game, so i would like to ask, how did you make Easy Touch working with playmaker actions?


Very dirty build!
The game runs with playMaker as back end game controls
while Easy Touch is running on it's own.

I made it work by using Tags and layers, so the player is in a layer called Player
and all cross interactions are made with Tags and layers.


If(something here has TAG == "player") do stuff

if(something here has TAG == "controlCube") do stuff


So i never had to make them work together.

However, I might have to in the future. The same with the GUI
also a dirty fix, it's running it's own thing on the top layer and is running
on seperate scripts than playMaker.


Nitrohex

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Re: [Game release] Push-It, Learning Unity with amazing tools and assets
« Reply #3 on: December 27, 2013, 08:02:21 PM »
I didn't really get exactly how it can be done with layers and tags, but i will try in my project to see if i can figure it out.

Thanks
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Nitrohex

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Re: [Game release] Push-It, Learning Unity with amazing tools and assets
« Reply #4 on: December 27, 2013, 09:55:50 PM »
Can you please elaborate as much as you can on how exactly your layers and tags system works with playMaker?

My main issue is how to translate Easy Touch's joystick movement to a playMaker action, and from there i will move my object using add force.

I apologize for asking on your game release post :-[

Thanks again.
« Last Edit: December 27, 2013, 10:01:03 PM by Nitrohex »
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Martin-Vaupell

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Re: [Game release] Push-It, Learning Unity with amazing tools and assets
« Reply #5 on: February 21, 2014, 04:33:53 AM »
Can you please elaborate as much as you can on how exactly your layers and tags system works with playMaker?

My main issue is how to translate Easy Touch's joystick movement to a playMaker action, and from there i will move my object using add force.

I apologize for asking on your game release post :-[

Thanks again.


Made a video instead  - 

One of the next couple of days, I'll release a video about the "endcube"
How it interacts from C# with MadLevelManager.