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#1 Apr 28, 2015 7:53 PM
- s-h-a-d-0-w
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Spyro game 2D in Unity. University project.
Hello.
Currently I am developing a 2D spyro game in Unity 5.0.1. I am using C# as my programming langauge for the scripts I am making. Right now I'm not planning something huge, especially alone. Right now I'm thinking of 2-3 level of the games with lots of content. Game does have glitches, but right now my main focus is game's content (Enemies, health system, gem system, etc). Sprites I am using are not made by me and instead are used from free sprite databases, and forums, during the release I will give credit to all the people who's sprites I am using. If you want to support this game, please leave a message here. I do need: - 2d graphic designers. - c# programmers/unity experts (right now I want to do programming on my own, but suggestions are always welcome). I can also give open source project to anyone who needs it, in fact I will be doing it when I will be done with the game, so if anyone who wants to continue making this game will be able to.
PS.
This is my first game, but I do have a background programming experience.
18.05: *NEW*
- Added a shark animation for player's death
- Redid the level
- Some other stuff, can't remember rn
https://youtu.be/qZtOpx29E-M
17.05:
Started redoing the level design
16.05:
SparxAI added:
- Has two fully working animations (Idle and flying)
- Picks up gems for Spyro (Will be edited later, but right now this will do)
12.05:
Moving sky, along with background platforms moving with different speeds (Parallax effect)
Charge attack added
Last edited by s-h-a-d-0-w (May 17, 2015 10:31 PM)
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#2 Apr 29, 2015 7:12 AM
- s-h-a-d-0-w
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Re: Spyro game 2D in Unity. University project.
To do list:
- More enemies:
Unkillable giant with armour (Must be avoided) - 4
Death animation for Spyro - 5
Charge attack for Spyro - 6
Armoured goblin (Cannot be killed with fire) - 8
Gem/Orb counter GUI text working - 3 *done*
Gem value GFX popping up and dissapearing - 2 *done*
Sounds for each enemy/item - 8
Add a timer for bomb and it's explosion - 1 *done*
Fix platform glitch, where I have to walk forward in order not to fall from the platform - 9
Create a basic level - 7
Last edited by s-h-a-d-0-w (May 04, 2015 8:17 AM)
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#3 Apr 29, 2015 1:58 PM
- s-h-a-d-0-w
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Re: Spyro game 2D in Unity. University project.
Over 60 views but yet no comments or replies. Either the forum is dead and bots are viewing this OR people just dont register, OR.. people aren't really talkative here.
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#4 Apr 29, 2015 2:24 PM
- Stormy
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Re: Spyro game 2D in Unity. University project.
Hi, I noticed you posted three times in a row. Please don't do this and just wait for people to respond. This isn't a forum where you're going to get instant replies as we don't have hundreds of active members. Thanks for understanding.
That said, this is looking good so far. Hopefully you can find someone for the sprite designs.
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#5 Apr 29, 2015 8:36 PM
- Gekoncze
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Re: Spyro game 2D in Unity. University project.
Looks good I'm sorry I can't help much now, uni is getting me with a lot of work. I don't even have time to work on the forum fan game D:
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#6 Apr 30, 2015 6:21 AM
- s-h-a-d-0-w
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Re: Spyro game 2D in Unity. University project.
Thanks guys.
Alright so what I've done so far is:
- Completely remade the way that Bomb works. Now bomb does not explode instantly if Spyro's collider collides with it. Now spyro has to set it on fire with his fire breath, then it takes 1.5 second to detonate and then comes the explosion. Explosion also damages enemies. When I add charge, Spyro will be able to trigger bomb's explosion timer and then toss it forward with his charge attack. It will be useful for big enemies or creates that cannot be opened with charge nor fire breath.
Last edited by s-h-a-d-0-w (Apr 30, 2015 6:23 AM)
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#7 Apr 30, 2015 8:06 PM
- thetruefan
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Re: Spyro game 2D in Unity. University project.
Looks amazing. Keep it up!
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#8 May 01, 2015 9:55 PM
- s-h-a-d-0-w
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Re: Spyro game 2D in Unity. University project.
Alright so I finally fixed this weird glitch.
https://www.youtube.com/watch?v=Od7q_kTla0Q
Apperantly fixing it was easier than I thought. Reworking on the gem system right now. I really dont like the way I did it in first place. It was something like
void OnTriggerEnter2D(Collider2D col){
//Debug.Log("OnTriggerEnter2D collision name = " + col.gameObject.name);
/*for (int i = 0; i < gems.Length; i++) {
if (col.gameObject.name == gems[i]) {*/
switch (col.gameObject.name) {
case "Gem_1":
//Instantiate (gameObject.GetComponent("Gem_collected_1_anim"), new Vector3 (transform.position.x, transform.position.y, 0f), Quaternion.identity);
//Rigidbody gem_1a = (Rigidbody) Instantiate(Gem_colleted_1_anim, transform.position, transform.rotation);
target = GameObject.Find("Gem_colleted_1_anim");
Instantiate(target, new Vector3(transform.position.x,transform.position.y, 0f), Quaternion.identity);
ToDestroy = true;
That for each gem. and I basicly HAD to put each gem number on the map somewhere, so it would create a clone of it. Now I'm using a proper way of doing, using Prefabs.
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#9 May 03, 2015 4:24 PM
- s-h-a-d-0-w
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Re: Spyro game 2D in Unity. University project.
Alright so, I've:
- Redone the Bomb
- Fixed the snake glitch
- Fixed the flying glitch
- Redoing the gem system
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#10 May 07, 2015 7:53 AM
- s-h-a-d-0-w
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Re: Spyro game 2D in Unity. University project.
So far didn't do as much. So far I did add a huge robot that punches spyro if he comes close, also that robot walks from one place to another, then randomly stops and walks again. Next things I will do is a turret enemy, then/before that a death animation, then fully functional charge and after that I can start making a basic level with all these features.
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#11 May 07, 2015 7:54 AM
- s-h-a-d-0-w
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Re: Spyro game 2D in Unity. University project.
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#12 May 07, 2015 4:53 PM
- Paranoia
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Re: Spyro game 2D in Unity. University project.
In the future, please just edit your post instead of double, triple, or quadruple posting. Thanks
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#13 May 09, 2015 8:06 PM
- s-h-a-d-0-w
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Re: Spyro game 2D in Unity. University project.
In the future, please just edit your post instead of double, triple, or quadruple posting. Thanks
Sorry about that. Will not do it again, but since I am replying to this. Is it okay if I post a link to a beta version of my game?
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#14 May 10, 2015 6:44 PM
- Slvr99
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Re: Spyro game 2D in Unity. University project.
target = GameObject.Find("Gem_colleted_1_anim");
About this bit of code, it's apparently not good practice to use GameObject.Find in Unity. It's slow and creates a lot of garbage data from what I hear. I still use it when it's easier than a reference, but it's recommended to use a reference when possible. A reference means setting a global variable at the top of your script like
public GameObject target;
and then setting that GameObject prefab(if you have one) within the editor.(Edit: after reading that you now use prefabs, you may have already done this then.) As a side note about this:
Instantiate(target, new Vector3(transform.position.x,transform.position.y, 0f), Quaternion.identity);
you should reference Instantiate as an object itself, meaning it should look like this:
GameObject Gem_collected_1 = Instantiate(target, new Vector3(transform.position.x,transform.position.y, 0f), Quaternion.identity) as GameObject;
then you can reference "Gem_collected_1" afterwards to reference that specific object.
Also, I'm not sure what you plan to use the "ToDestroy" bool, but if you are using it as a timed destroy, you can use this:
Destroy(GameObject, x);
where "GameObject" is the object you're destroying(in this case Gem_collected_1 or whatever you call the object) and "x" is the amount of time you want to wait before destroying the object. So setting 5 for x would wait 5 seconds before destroying.
Last edited by Slvr99 (May 10, 2015 6:47 PM)
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#15 May 10, 2015 8:33 PM
- s-h-a-d-0-w
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Re: Spyro game 2D in Unity. University project.
s-h-a-d-0-w wrote:target = GameObject.Find("Gem_colleted_1_anim");
About this bit of code, it's apparently not good practice to use GameObject.Find in Unity. It's slow and creates a lot of garbage data from what I hear. I still use it when it's easier than a reference, but it's recommended to use a reference when possible. A reference means setting a global variable at the top of your script like
public GameObject target;
and then setting that GameObject prefab(if you have one) within the editor.(Edit: after reading that you now use prefabs, you may have already done this then.) As a side note about this:
Instantiate(target, new Vector3(transform.position.x,transform.position.y, 0f), Quaternion.identity);
you should reference Instantiate as an object itself, meaning it should look like this:
GameObject Gem_collected_1 = Instantiate(target, new Vector3(transform.position.x,transform.position.y, 0f), Quaternion.identity) as GameObject;
then you can reference "Gem_collected_1" afterwards to reference that specific object.
Also, I'm not sure what you plan to use the "ToDestroy" bool, but if you are using it as a timed destroy, you can use this:
Destroy(GameObject, x);
where "GameObject" is the object you're destroying(in this case Gem_collected_1 or whatever you call the object) and "x" is the amount of time you want to wait before destroying the object. So setting 5 for x would wait 5 seconds before destroying.
I actually remade that part of code completely. Now it looks like this.
using UnityEngine;
using System.Collections;
public class gemHandler : MonoBehaviour {
private Player player;
//public Transform[] gemsColleted = new Transform[5];
public Transform gemAnimation;
GameObject target;
public int gemType = 0;
int[] gemAmount = { 1, 2, 5, 10, 25, 100 };
// Use this for initialization
void Start () {
player = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> ();
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter2D(Collider2D col){
if(col.CompareTag("Player")){
if(gemType != 5){
var gemNumber = Instantiate(gemAnimation) as Transform;
gemNumber.position = transform.position;
Destroy(gemNumber.gameObject, 1F);
//gemsCollected+= gemAmount[gemType];
}
Destroy(gameObject, .02F);
//Destroy (col.gameObject);
player.gemCollected(gemAmount[gemType]);
}
}
}
As you can see I completely redid my GemHandler.cs, making it a lot shorter and a lot more efficient. First version of it, was made in rush and didn't work correctly.
Last edited by s-h-a-d-0-w (May 10, 2015 9:04 PM)
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#16 May 16, 2015 5:36 PM
- s-h-a-d-0-w
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Re: Spyro game 2D in Unity. University project.
Oh wow, you can add gifs here too.
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#17 Jun 13, 2015 11:20 AM
- CrystalFissure
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Re: Spyro game 2D in Unity. University project.
Looking solid so far.
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#18 Dec 22, 2015 5:40 PM
- Bryman04
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Re: Spyro game 2D in Unity. University project.
I didn't know Unity could do this. Is that the Legend of Spyro spyro sprite? and this looks like a classic spyro adventure, so this is pretty neat.
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#19 Mar 30, 2016 4:40 AM
- CrystalFissure
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Re: Spyro game 2D in Unity. University project.
Any updates for this game?
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