Laser Game
Just showing off some of the pieces we came up with for laser game. I hope we have time to revisit this someday.
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Laser Game
Just showing off some of the pieces we came up with for laser game. I hope we have time to revisit this someday.
Laser Game
Another prototype Ben and I tossed together in our spare time. Goal was to hit the ânexusâ with your laser, with a certain amount of pieces and getting around obstacles.
In the gif above we had piece placement and the laser redirecting working. We ended up putting this on hold to work on Chapinko.
Forgive the shite assets, one of the issues with living in a house of programmers is that all our games only have programmer art.
Chapinko Update
While Ben starts the map creation and player controls, Iâm working on game setup and player setup.
Finally got name creation and color choice working yesterday. Getting Unity to split its focus between 4 different inputs needed a bit of a workaround, but it turned out aight.
You are assigned a player slot in the order you press A, rather than being preset, which took some finagling as well.
Chapinko
Just this past week or so, started a personal side project with my roommate and fellow Unity Dev, Ben. Took inspiration from the classic pachinko mechanic, but weâre putting a hectic competitive multiplayer couch game spin on it. Will update more as we progress.
Halcyon
So the VR television tie-in I had a very small Unity Dev role in is coming out later this month. http://playbackonline.ca/2016/06/22/launch-date-set-for-secret-locations-halcyon/
Check it out when it drops if youâre into VR at all. Was super cool to work on.
*Gonna try and keep more tumblr more up to date, so here comes the backlog of posts.
Susanna Moodie
So big news! The interactive graphic novel I worked on for over a year just got released onto the App Store. Check it out here if youâre interested in graphic Canadian history. Weâre planning on the Play Store release being sometime in the next month. Exciting times.
Another lewd animation I helped out with.
Did a small bit oâ code for ChrisArmin over on newgrounds. Man if I could just code random flash snippets for people all the time that would be great haha.
Itâs here on newgrounds if you want to check it out, but remember, supes NSFW.
Global Game Jam 2016
Hey peeps,
This past weekend I had to rad opportunity to work with some talented buddies on this yearâs GGJ. For those that arenât familiar with game jams, itâs pretty much a bunch of game creators (artists, coders, designers, etc) getting together and trying to pump out a game in a weekend. The games are almost always buggy and incomplete, but ya learn stuff, have fun and make cool things. I was lucky enough to get to work with the two guys who taught me game dev. Check âem out on twitter here: Ryan and  Ian.
Anyways, hereâs our game, âOtto,â on the global game jam site: http://globalgamejam.org/2016/games/otto
If youâre interested in giving it a try, Ryan put it up for download on itch.io
Did some actionscipt for SpeedoSausage.
Helped Speedo with some actionscipt navigation stuff for an interactive flash animation he was doing. Different from my normal business, but was cool, heâs an easy guy to do work for. And it was fun getting back into Flash after not touching it for like 6 years lol.Â
Check it out here if you like, but be aware, is super duper NSFW. Like for realsies. Youâve been warned.
Sork 2016 # 3
Progress! Can now build roads, settlements, cities, upgrades and 3 tiers of walls.
Sork 2016 #2
Whoo! now picking between different hexes, plus a fancy border.
Kingdoms of Sork Update 2016:
Ben and I are working on Sork again. Gonna be posting on here more. Good to keep track of things, makes you feel good about accomplishing biz.
Generating a game board out of hexes was way more difficult than expected.Â
Update
Haven't posted on here in ages. Tend to get caught up in stuff and forget I have this tumblr. Derpy Dragon and Sork are on temporary hiatus, and floppy duck is in permanent limbo for now. At least until I'm done the Susanna Moodie project at Xenophile.
Tutorial Pt.2 (Testing and Gameplay)
To test that things are working, you can run two .exe at the same time. So first add your scene to the build settings. (File > build settings> addcurrent.)
Then build a standalone version using settings of your choosing. (Select Windows, Mac, Linux Standalone, press build, choose build path.)
When you play, the game will try to find a server to join. if no games are running, you will be given the chance to create a room. Otherwise, you will be put into an available server.
Tutorial Pt.1 (Set-up)
To start, set up a new Unity project.
As well, you need to create a Exitgames.com account if you do not have one already. You can sign up for a âForever freeâ account on their site. With your account you need to go to your dashboard, and copy your âappIDâ that is listed. https://www.exitgames.com/en/Realtime/Dashboard
In order to get the necessary Photon classes and framework, you need to download and install the free âPhoton Unity Networkingâ package from the Asset Store in Unity. (Ctrl+ 9 to open)
Once you do, the âP.U.N.â (Photon Unity Networking,) settings will appear. Select âI already have an account.â Then paste in your appID in the box that appears. This allows you to access the Photon Cloud, so you can host servers.
Now is a good time to set up a basic scene for your cubes to play on. Create a ground plane, a basic light source (directional works,) and a empty game object, which you attach a new script called âRandomMatchMakerâ. Get it here.
Now that you have your scene you can set up your player. For this I used a simple cube, but you can use what ever you want. On your player you should have a collider, a rigidbody (freeze rotations to stop crazy movements,) Then attach the âPhoton Viewâ premade script. Create and attach a new script called âNetworkCharacterâ. And also attach your player control script.
Here Are the scripts I used in my example:Â -PlayerControl , NetworkCharacter .
if you are using your own player script, make sure you include the following line before your player controls, as I did in my example. This makes sure that you can only control your player:            Â
On your player, click and drag the âNetwork Characterâ script component into the âObserveâ box of the âPhoton Viewâ script. And set the âObserve optionâ to âReliable Delta Compressed.â
I suggest putting a colored material on your player if it is a white cube at this point, or a colored material on your ground plane, just so it is easier to see.
At this point, drag your player into the resources folder in your project hierarchy (the only thing in there otherwise is the PhotonServerSettingsâ,) to make it a prefab.
Make sure whatever you name your player prefab, is what is written in the RandomMatchMaker script, in the âOnJoinedRoomâ function. In the example script, mine is called âplayerprefabâ to make things easy.
Now that your player is a prefab, you can delete the version in the scene.
Side Notes:
In the process of writing a basic tutorial on setting up the simple example I have working here. It is written with the understanding that you have basic understanding of Unity, and have some experience in editor.
Also, for testing you can just open two versions of the same build on one computer. Sure am glad I figured that out after all my testing and going back and forth on two computers.
Success?
Ended up writing my own simple movement script. Seems that the .js one from the asset store was causing some issues (mainly the rotation issues.)
The flashing, bouncing and teleporting was caused by a couple things, which is why it took so long to figure out (and why it was so frustrating.) First, I had forgotten to but a rigidbody on my player prefab, meaning the server wasn't fully aware of each players position, just that they were moving. So it showed them in-transit, just not at their final destination.
The other part of the problem was that rather than having the networking script component being tracked by the photon server script, I had the player controls being tracked. This caused the server to look at what was input directly, rather than it being sorted based on "who-dunnit". This is why both cubes were semi controlled by both users.
So I have a working version. I did what I set out to do, which was gain understanding on how to set up and use PhotonCloud, and also to get a most basic example functioning.
Currently when you load the standalone, if there is not a player running the game then you can start a server. If there is a game up, you are given the option to start a server or join the existing one. The server name may be gibberish, but I'm counting it as a win.