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.
Sunday, June 23, 2013
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
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.
These three images are the shelves in the gas station. Like the pump, they are meant to look dirty and worn.
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
Sunday, April 14, 2013
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.
Thursday, April 11, 2013
Idea for communication
I think I've found something that will better inform the members on what gets done. When someone posts on this blog, we might be able to set it to where it emails everyone working on the blog a message about the update. Any comments on this idea?
Tuesday, April 9, 2013
Brandyn Work
Ok so here is all the texture type work I have done. Some easy some a pain but it looks good in the scene. Enjoy...
Wednesday, April 3, 2013
Thomas update 4/3
Alright, so I am still working on the Ground Pound, and since Raycast proved much too complex to get the Ground Pound, though it worked effectively, I am now trying to make it so the gravity changes at the push of a button, which presents its own set of pros and cons. I should be able to make more progress with the scripts now that I no longer have to balance the either/or with Raycast, and am still updating the script I'm using. The Raycast script from before proved ineffective, but now I am working on the gravity change script. I should have a working rough draft of the script by the next update.
Thursday, March 28, 2013
Latest work
The UV mapping for the trees is still in the works, but I will have to break from that to work on the Skills project for April 4.
In the meanwhile, here are some sample pictures of the current mappings.
In the meanwhile, here are some sample pictures of the current mappings.
This is not our official texture, but something for me to see the lines. |
This one is incomplete. Those weird lines are just from where the limbs are on the map. |
Wednesday, March 27, 2013
Tuesday, March 26, 2013
Thomas Update
Okay, I now have the blog information, and this is what I have been working on.
I have been working on the Ground Pound power, which is extremely difficult since there are not many references to go off of for Unity, so I had to think about things in a different way. After trying several different things, I decided that I should try Raycast, so it would send Rockman to the next collider it hits, but I still have to input the command, but after I can get that fixed, it should work. This is the script I deriving it from, and following a few script organization tuts so I can get it ordered in the EXACT way it has to be for it to work.
Script I derived my idea and script from:
I have been working on the Ground Pound power, which is extremely difficult since there are not many references to go off of for Unity, so I had to think about things in a different way. After trying several different things, I decided that I should try Raycast, so it would send Rockman to the next collider it hits, but I still have to input the command, but after I can get that fixed, it should work. This is the script I deriving it from, and following a few script organization tuts so I can get it ordered in the EXACT way it has to be for it to work.
Script I derived my idea and script from:
function Update () {
var hit : RaycastHit;
if (Physics.Raycast (transform.position, -Vector3.up, hit, 100.0)) {
var distanceToGround = hit.distance;
// location of hit -> hit.point
var pointOfRayHit = hit.point;
Debug.Log( "Ray : hit.distance = " + hit.distance + " : hit.point = " + hit.point );
}
}
Brandyn (Work)
Ok so as far as I have done work I have a couple of textures as well as UV mapping. Here is what Ive done.
Thats all I have done I might be missing some stuff but ill end up posting it. Enjoy!
Monday, March 25, 2013
ALPHA IS HERE
long time right well we have well defined levels now our coding is mixed with several physics engines and and animated set created by sam welch
as you can see the underground level is textured even though lighting is off we implemented our new textures and even a bump is in the works for it right now the purple bar at the top left is a health bar in the works
this is a path i created on uneven surfaces in our final level the light pink is an unrendered path and the darker shades of red are the rendered area
this is a visual of all the rendered as seen from above the pink blocks are not visible leaving a stable walking path along with a beautiful scene, textures are still in the works but we plan on having tree and a texture for the plain soon
Texturing and Coding - Megan
This is a seamless coble stone texture that I made from a photo I took. I'm not really sure what were going to use this for, maybe for Rockman's texture.
Also, I made the animation script for the rock dude using a tutorial on digital tutors. And it works so yay. :D
var controller : CharacterController = GetComponent(CharacterController);
function Start(){
}
function Update ()
{
if(controller.isGrounded == false){
animation.Play("Jump");
}
else if(Input.GetKey("right") || Input.GetKey("d")){
animation.CrossFade("Walk Right");
print("walk right");
}
else if(Input.GetKey("left") || Input.GetKey("a")){
animation.CrossFade("Walk Left");
print("walk left");
}
else {
animation.CrossFade("Idle");
}
}
Thursday, March 21, 2013
Texture progress
Currently working on arranging the tree limbs in our forest level so that the test texture flows properly over it. Will update this post with pictures and more information as soon as a tree is finished.
In the meantime, the bump map image has been saved to a .png, so we can use it for the cactus texture.
The last one is a much larger version of the top map.
-Valerie Flores-Meath
In the meantime, the bump map image has been saved to a .png, so we can use it for the cactus texture.
The last one is a much larger version of the top map.
-Valerie Flores-Meath
Wednesday, March 20, 2013
Tuesday, March 19, 2013
Progress. Using a fairly simple script, we managed to shrink the character controller hitbox, which will allow us to shrink him down into a ball to get into hard to reach places.
All it took was a simple if/else if statement using the up and down arrows for triggers. We just changed his center of the controller as well as the height. Using Unity's animation abilities, it should look fairly good. Script is as follows:
var characterController = GetComponent(CharacterController) as CharacterController;
function Update ()
{
if(Input.GetKey("down")){
characterController.height = 2.0;
characterController.center = Vector3(0,0.25,0);
}
else if(Input.GetKey("up")){
characterController.height = 4.0;
characterController.center = Vector3(0,1,0);
}
}
Wednesday, March 6, 2013
Latest work
I still need to add more stuff to this level but right now this is going to be the length of the desert level
Upgraded Cactus and Windmill textures
The cactus textures have been upgraded with better bump map extrusions (courtesy of pictures of actual cacti) and a pattern resembling actual plant cellulation, and the windmills have rust and metal corrosion. Here's some pictures showing that.
I know that the ground doesn't have a texture on it; that's being worked on a different file and being put into to this one.
Yeah, the cactus side is still being difficult. I think the geometry is to blame here. |
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