Sunday, June 23, 2013

Closed

This game is now closed.
go to http://nihilxnihilo.blogspot.com/ for info on the new game.
thank you for your participation
but sadly do to complications
Boulderdash is now closed in the beta stage
Downloads will be hosted on Media fire until October when room will need to be made for the next game.

Thursday, April 25, 2013

Update on Textures

Texturing for levels 1 (desert) and 2 (cave) is done.  Work will commence on level 3, the volcano.

Thursday, April 18, 2013

i have been texturing the land, i did cell 1,2 and now 4. cell 3 was textured by someone else. but we should have the desert all textured and done soon.
-Heather Crow

Tuesday, April 16, 2013

New textures

We have some more textures for the Desert level.  To begin, the gas station has shelves, a roof, walls, gas pumps, and a rocky surface to rest on.  Heather is still working on the last one, but she's pretty close to done from what I can tell.  At any rate, here are our new textures.

This is our gas pump map.  Brendan made this one.



 These three images are the shelves in the gas station.  Like the pump, they are meant to look dirty and worn.
This will be the wall of our desert rock faces.

This is a red, chipping paint texture for the station roof.

This is a compilation of all of the textures used on the rocks.

A repeating pattern of layers.

The crack rock surface, made to look like a desert.

It doesn't look like it, but this is the bump map for the walls.  It is like a stucco.

This is the actual wall texture, complete with some mud.  (made with cooperation with Heather)

The tiles (made by Heather) are also a bit grimy to reflect the condition of the station.

Monday, April 15, 2013

A new set of Rockman animations! -Sam http://www.youtube.com/watch?v=RCexXLp_p0o&feature=youtu.be

Friday, April 12, 2013

scripts


so lets start with my job for the past couple of weeks, what i have done is created and fixed scripts that involve temporary editing to the chatacter and the game known as triggers

a basic trigger i made was a timed trigger where a platform disappears 1 second after the object is touched by the PLAYER and only the PLAYER.


var object : GameObject;
function Start() {
var object : GameObject;
   object = GetComponent(GameObject) as GameObject;
}
function OnTriggerEnter (other : Collider) {
 if (other.CompareTag ("Player"))
 print("you touched me");
     Destroy(object,1);
}

next is a more complicated script, this is attached to the character, what it does is basically if the PLAYER is in the air you are allowed to press the key "X" and the players trigger is turned on momentarily and a force is applied downward, similar to marios jump pound from the newer super mario bros games.


#pragma strict
var chMotor : CharacterMotor;
var movement : CharacterMotorMovement;
var trigger : SphereCollider;
var gravity : Vector3;
var isGrounded : boolean;
function Start () {
movement = CharacterMotorMovement();
chMotor = GetComponent(CharacterMotor);
trigger = GetComponent(SphereCollider) as SphereCollider;
}
 function Update () {
        if(Input.GetKey("x")/* || Input.GetKey("s")*/ && transform.GetComponent(CharacterController).isGrounded == false){

chMotor.movement.gravity = 100000;
 print("get it down");
trigger.isTrigger = true;
        }
        else if (transform.GetComponent(CharacterController).isGrounded == true)
        {
        chMotor.movement.gravity = 20;
         print("grounded");// void;
         trigger.isTrigger = false;
         }  
}

with that there has to be an individual script that allows the trigger that is momentarily turned on to destroy specific objects or obstacles in the way.

//var object = GetComponent(GameObject) as GameObject;
//var trigger = GetComponent(SphereCollider) as SphereCollider;

var object : GameObject;
var trigger : SphereCollider;

//var player = GameObject.Find("guy");
function Start() {
var object : GameObject;
   object = GetComponent(GameObject) as GameObject;
   var trigger : SphereCollider;
trigger = GetComponent(SphereCollider) as SphereCollider;
}
function OnTriggerEnter (other : Collider) {

 if (other.CompareTag ("Player") && trigger.isTrigger == true)
 {
 print("you touched me");
     Destroy(object);
     }
}

this consists of the triggers that will aid to super powers in the game, another team member should be posting the the rock throw power soon.