Inspired :)

General Discussions and Off Topic Conversation (Say HI!)
User avatar
OboShape
Posts: 11
Joined: 29 Aug 2014, 15:56
Location: Invergordon, Highlands of Scotland
Contact:

Inspired :)

Postby OboShape » 05 Sep 2014, 22:42

well Adam its all your fault!

I read your post giving yourself a 50 hour challenge..

and thought, well, i'd be best to give myself a project and see it through to completion and see how long it takes me.

so i ran through alot of old Spectrum games that i liked, and came up with manic miner..

so what ive done, ive started it a few days ago, im writing a blog as i go, initial design thoughts document, pitfalls/reworkings/things to learn/resources and any other general info..

so this will be from a point of a newbie as far as unity and c# goes.
once i get it done ill give you a copy along with the blog notes, and if it shows any new starts like myself what to expect and how and where i went wrong with things it might be an interesting read to see how i start with great expectations and then change and update things as i go..


ill shout again, once i get to a benchmark :)

DaZ
Powered by Nescafe
Non illigitamus carborundum

User avatar
Adam
Site Admin
Posts: 106
Joined: 07 Aug 2009, 14:54
Location: London, UK
Contact:

Re: Inspired :)

Postby Adam » 14 Sep 2014, 10:16

I think that's fantastic!

I would like to set myself a challenge like that, but to get 50 hours might take me 10-20 weeks at this point! :shock:

The other thing to look into is Game Jams, including Ludum Dare (http://www.ludumdare.com/compo/)

As I write this, Ludum Dare is just finishing up the judging on their last round... they do 3 competitions a year, but do monthly mini-competitions as well.

It's always fun to see what you can do in a limited amount of time.

Ski Safari (https://itunes.apple.com/gb/app/ski-saf ... 92422?mt=8) was created for the Unity Flash in a Flash competition, which made "runner up", as you can see here: (http://www.gamasutra.com/view/pressrele ... Winner.php)

Let me know how it goes. I'm always interested in what people can do.

User avatar
OboShape
Posts: 11
Joined: 29 Aug 2014, 15:56
Location: Invergordon, Highlands of Scotland
Contact:

Re: Inspired :)

Postby OboShape » 15 Sep 2014, 21:14

yeah will do,

cool ill get a read through them, im waay far away from doing any compos etc..

as a learning tool / goal its a huuge learning curve for me, so its going to be interesting.
Powered by Nescafe
Non illigitamus carborundum

User avatar
Adam
Site Admin
Posts: 106
Joined: 07 Aug 2009, 14:54
Location: London, UK
Contact:

Re: Inspired :)

Postby Adam » 17 Sep 2014, 14:39

Heh! When it comes to Game Jams and Compo's ... there is no try only do, and there is no failure only success!

You succeed in making ... something!

You succeed in learning ... something!

I believe the spirit of these things is just to participate and get into the swing of it for fun.

There are usually popup get-togethers around these events, so you can go join in with other people for the experience, as well. Look into these for getting to know other people and cross pollinating ideas.

User avatar
OboShape
Posts: 11
Joined: 29 Aug 2014, 15:56
Location: Invergordon, Highlands of Scotland
Contact:

Re: Inspired :)

Postby OboShape » 10 Nov 2014, 18:17

well, this kind of took a back seat for a few weeks due to a brief hospital stay.. but

i think ive tallied up about 40 hours or so, give or take. its taking shape gradually. ive written it all down in a document/thoughts/diary type thing. alot of learning along the way, and a good few stumbles where ideas were disregarded as non practical or just going about it from a totally unworkable direction.

things ive had to knuckle down and learn so far (what i can remember that is);

2D raycasting,
LayerMask pros and cons,
multiple 2d box colliders on object and how to differentiate between occured collision.
2D sprite sheets (importing, splicing, and import options)
mechanim for animating sprites.
using state machine for animation playback.
animation events.
Singleton classes for persistent game manager script, and repository for global reset parameters.

problems that had to be overcome and implemented
collision detection: box colliders dont play nice together when used as a tiled platform, and player has a box collider.
ended up having to use raycasting due to 'ghost vertices' when using box colliders as they got stuck at corners alot of the time.
One way platforms,
ended up using two box colliders, one set to trigger to disable the box collider that isnt a trigger.
and setting the physics in the project menu to stop raycasts hitting trigger volumes (that one took me ages to find out)
sinking blocks.
again using trigger volumes, and checking player collider position, playing an animation of the sink, then using an animation event at the end to destroy the block to allow player to fall through..
audio, and how to get the jump sequence to pitch change based on the height from initial jump position until grounded again.

all in all quite a few problems that required solutions, and several attempts and reattempts to try solving from different angles, and quite a few sheets of A4 paper to sketch out probs and ideas :)

still tons to get done, but i must say that working through it, there is sooo much so far that ive had to take on board, learn, understand and implement its been worth it so far..

wee pic of the Work In Progress :)
SoFar.jpg
You do not have the required permissions to view the files attached to this post.
Powered by Nescafe
Non illigitamus carborundum

User avatar
OboShape
Posts: 11
Joined: 29 Aug 2014, 15:56
Location: Invergordon, Highlands of Scotland
Contact:

Re: Inspired :)

Postby OboShape » 16 Nov 2014, 00:01

work in progress uploaded.
http://oboshape.byethost7.com/obo_miner.html
arrow keys - left and right
spacebar - jump

Edit : 21/11/2014 00:39am (waaaay too late / early lol)

recently added portal enemies speed/direction selectable during edit time, so makes placement easier, and level 2 :).
R = Restarts
S = Level Skip

nb
level 2 cant be completed cos the portal dont go nowhere cos i havent finished level 3 yet :) so R restarts.

more to do, keep high scores, cut scenes like original when you die etc..... timing and stuff.. jumping doesnt feel right for some reason.. need to look at that.
Powered by Nescafe
Non illigitamus carborundum

User avatar
OboShape
Posts: 11
Joined: 29 Aug 2014, 15:56
Location: Invergordon, Highlands of Scotland
Contact:

Re: Inspired :)

Postby OboShape » 10 Dec 2014, 11:14

its been a while, but ive been trying to get a few more levels added, thats me almost half way, got 8 levels added.

had a few problems and glitches with movement speeds, and the kong beast level was a mare with all the switches etc.

still a work in progress, and just a learning tool, but playable.

going to work on high score table writing back to an online DB, and have player name input on main screen before i add more levels in (cos its a long slog drawing them all in paint.net lol, need a break from that)

current playable version - (still a WIP tho)
http://oboshape.byethost7.com/obo_miner.html

(p.s. forgot to say that 'S' also skips a level in game, if you want to try others, really just so i can skip to a level to try it out)
Powered by Nescafe
Non illigitamus carborundum

User avatar
OboShape
Posts: 11
Joined: 29 Aug 2014, 15:56
Location: Invergordon, Highlands of Scotland
Contact:

Re: Inspired :)

Postby OboShape » 22 Dec 2014, 23:04

well holey moley, what a rollercoaster! but ive done it.

its taken me just about 200 hours (that i can remember) to get this to this stage.
I have learned soo much along the way, which probably accounted for alot of hours in learn and study time.

but here it is, my clone of manic miner, written from scratch (including having to draw the majority of the sprites in paint)

http://oboshape.byethost7.com/obo_miner.html

im going to try and package it up over the next week or so, and have it downloadable on that site for people to rip apart for a nose to see how messy i done it :)

right ...... what next!
Powered by Nescafe
Non illigitamus carborundum

User avatar
OboShape
Posts: 11
Joined: 29 Aug 2014, 15:56
Location: Invergordon, Highlands of Scotland
Contact:

Re: Inspired :)

Postby OboShape » 21 Jan 2015, 10:51

ive packaged it up and uploaded.. had to strip out menu music so limit file size due to hosting restrictions on filesize.

http://oboshape.byethost7.com/package/M ... itypackage

its also linked at the top of the player page
http://oboshape.byethost7.com/obo_miner.html

so anyone can pick it apart if they're curious (or to laugh at how rough it is lol)

DaZ
Powered by Nescafe
Non illigitamus carborundum


Return to “Gossip”

Who is online

Users browsing this forum: No registered users and 1 guest