Today I've fiddled around a bit with character movement and animation for my platformer game.
I would love to have a character like in Tiny Open world but alas, I suck at 3d modeling, so my basic characters will have to do for now :)
After the I made some simple animations for idle, walk, run, jump and doublejump, I quickly setup the animator states and blendtree and added them to my (very basic) charactercontroller and lookie here, we have a little moving jumping guy who can also double jump :)
Monday, November 20, 2017
Friday, October 13, 2017
Redid some work on my character prefabs and anims. they now point in the actual transform.forward direction. So my rotations in game can be a bit more logical :)
Started work on a new game, but didn't have a lot of time for it, so I got as far as a simple setup with some players that can move around.
I'm thinking of making a coop platform or something? got inspired by the Game grumps playing Mario World 3d or maybe a shooter.. I don't know yet. suggestions welcome :)
Started work on a new game, but didn't have a lot of time for it, so I got as far as a simple setup with some players that can move around.
I'm thinking of making a coop platform or something? got inspired by the Game grumps playing Mario World 3d or maybe a shooter.. I don't know yet. suggestions welcome :)
Saturday, October 7, 2017
Thursday, September 28, 2017
New Game
After years of having an inspiration block. I finally decided what game I want to create.
Now I've changed jobs since my last post and am now a Unity developer, so my next game is going to be a Unity game. It will be a local multiplayer partygame for PC's using controllers. I'm getting inspiration heavily from Fusion Frenzy on the Xbox classic and old atari and c64 games.
I'm making it for myself and my friends. No plans on going public or stuff like that :)
The first minigame is an Atari 2600 inspired Combat game, and specifically the funnest level we always played.. level 7 (bouncing bullets) but this time with 4 players.
The second game, I just started working on this evening is a reaction game where you need to jump over or duck under obstacles.
Now I've changed jobs since my last post and am now a Unity developer, so my next game is going to be a Unity game. It will be a local multiplayer partygame for PC's using controllers. I'm getting inspiration heavily from Fusion Frenzy on the Xbox classic and old atari and c64 games.
I'm making it for myself and my friends. No plans on going public or stuff like that :)
The first minigame is an Atari 2600 inspired Combat game, and specifically the funnest level we always played.. level 7 (bouncing bullets) but this time with 4 players.
The second game, I just started working on this evening is a reaction game where you need to jump over or duck under obstacles.
Friday, June 10, 2016
Interaction in unity3d with Google Vr sdk (google cardboard)
I'm putting this mini tutorial here because I keep forgetting each step to get stuff interactive in Unity3d with Google VR sdk
Install the Google VR Unity sdk ( https://github.com/googlevr/gvr-unity-sdk )
Assets - Import Package - Custom Package
locate the google sdk where you downloaded it,
select all and import.
Next delete the main camera from the scene.
Add the GoogleVR-prefabs/GVRMain.
Add GoogleVR-prefabs/UI/GvrReticle to the GvrMain/Head object.
Add a floor object. 20x1x20, give it a texture so you can see it better when moving.
Move the GvrMain up about 1.8 m
You can now look around and have a reticle.
Now we want to be able to interact with objects and have the reticle have a sortof 'mouseOver'-effect.
To get this to work we need to:
Add a Physics Raycaster component to GvrMain/Head/Main Camera.
Add ui/EventSystem to our scene.
Add GazeInputModule to the EventSystem in our hierarchy. Make sure to move this up so that its above the StandaloneInput module.
Now we add a cube to the scene, and add an Event Trigger component to it. (This is important, because without the eventTrigger (even if you dont have an event added) the GvrReticle will NOT ot respond when you look at the object)
Thats the minimum you need to get object interactivity.
You can now add a ointer click event for example and do some useful stuff there.
Next step, how to get the coordinates of the location you clicked on.
Install the Google VR Unity sdk ( https://github.com/googlevr/gvr-unity-sdk )
Assets - Import Package - Custom Package
locate the google sdk where you downloaded it,
select all and import.
Next delete the main camera from the scene.
Add the GoogleVR-prefabs/GVRMain.
Add GoogleVR-prefabs/UI/GvrReticle to the GvrMain/Head object.
Add a floor object. 20x1x20, give it a texture so you can see it better when moving.
Move the GvrMain up about 1.8 m
You can now look around and have a reticle.
Now we want to be able to interact with objects and have the reticle have a sortof 'mouseOver'-effect.
To get this to work we need to:
Add a Physics Raycaster component to GvrMain/Head/Main Camera.
Add ui/EventSystem to our scene.
Add GazeInputModule to the EventSystem in our hierarchy. Make sure to move this up so that its above the StandaloneInput module.
Now we add a cube to the scene, and add an Event Trigger component to it. (This is important, because without the eventTrigger (even if you dont have an event added) the GvrReticle will NOT ot respond when you look at the object)
Thats the minimum you need to get object interactivity.
You can now add a ointer click event for example and do some useful stuff there.
Next step, how to get the coordinates of the location you clicked on.
Sunday, April 15, 2012
Iso map
I've been wanting to write an ISO game for a long time now, but I've never gotten my game idea straight.
Still haven't... so I decided to just start off with an ISO map routine first and see how well it runs on my Playbook.
Here's what I've come up with so far. not much functionality, but it works, and its nice and smooth on playbook. (Where we unfortunately can't use Starling because it doesnt support Stage3d yet :(
Click here (move mouse over screen to see it once loaded ;)
Still haven't... so I decided to just start off with an ISO map routine first and see how well it runs on my Playbook.
Here's what I've come up with so far. not much functionality, but it works, and its nice and smooth on playbook. (Where we unfortunately can't use Starling because it doesnt support Stage3d yet :(
Click here (move mouse over screen to see it once loaded ;)
Tuesday, April 26, 2011
rcBoats
Our latest iPad game has been approved and is now for sale on the appstore!
rcBoats for iPad.
It's a fun little 2 player game where you can boat around in your own virtual pond.
Game idea, graphics, sound and programming all done by me :)
Don't forget to give it a (good) review if you pick it up ;)
Here's some screenshots:
rcBoats for iPad.
It's a fun little 2 player game where you can boat around in your own virtual pond.
Game idea, graphics, sound and programming all done by me :)
Don't forget to give it a (good) review if you pick it up ;)
Here's some screenshots:
Subscribe to:
Posts (Atom)