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Showing posts from March, 2019

Week 5 - 2D Games - Working with sprites, animations and tilesets

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This week of our GMD session finished with workshop 3 assignment in which we are supposed to create a 2D game using all of the knowledge that we have gained from our previous projects, plus on top of that we were introduced to topics such as sprites(pixel art), different kind of animations used in 2D environment, 2D physics, how to handle user's input etc. The main idea was to create a local multiplayer game, consisting of 2 characters, who co-operate with each other to shoot down enemies standing in their way as they are trying to reach the end of arcade-based level jumping through different obstacles. We have decided that instead of creating our own sprites, because none of the group memebers have experience with pixel art and all of the concepts in regards to this topic, we are going to take the advantage of having vast amount of sprites atlases(collections of sprites) available online, ready to be downloaded for free. The main website from which we have decided to download

Week 6 - 2D games - Movement, Projectiles and UI elements

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With this week came the conclusion of our 2D games project, where the team focused on player movements and logic to make the game playable, including things such as keeping score, pausing the game, adding a number of lives to the UI and firing projectiles in order to be able to kill enemies, each of which will be covered in this post. Keeping score and number of lives: This was accomplished using a simple UI overlay to the game and setting it on a layer that was drawn after the rest of the game objects, with basic collision logic for the projectile so that if it kills an enemy then a score is increased by x, and collision logic for is a player runs into an enemy. The projectile is spawned at an offset to the player's current location, which is also rotated with the player is running in the opposite direction, to ensure that a projectile always follows the forward direction of the game object it is attached to. An example of this is as follows: Pausing the Game: Pausing

Week 4 - Particles/Lighting plus smoothing animations

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As we were moving closer towards our deadline for assignment introduced during workshop number 2, there were still some important elements left to implement in our small gaming project called Unity-Chan. These are as following: Multiple Lights, Particles/Particle System, Audio (background music and effects) and animations other than character animations (optional). Particle System Upon our group discussion, we have decided that the best spot, where to put our particle system and what effect it should have is a sparkling effect added between the two swinging hammers from the ceiling which hit each other and therefore a collision occurs which would create such effect. The sparking was created based on the following tutorials provided by Unity but also Youtube Unity enthusiasts       - https://unity3d.com/learn/tutorials/topics/graphics/particle-system?playlist=17102       - https://www.youtube.com/watch?v=MYU1vBcUkfw       - https://www.yo

Week 3 - Animations, shaders and lighting

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This week's work revolved around Exercise 2 as outlined in the following image: A couple of group members were behind at this point, which meant a catch-up session was needed so that all members could participate in the exercise. This catch-up session involved taking a set of pre-defined assets and animations that could be slotted together to learn how Unity's animation system works and how the state machine animator is used. This started with the basics of animation such as adding a controller to the object to be animated then adding simple animations to the object based on basic conditions, such as whether or not the object is moving. This was achieved by taking the speed of the object from a scale of -1 to 1 and assigning a walking forwards or backwards animation based on the value. A value greater than 0.1 would be a forward walking animation, and a value of less than -0.1 would be a backwards walking animation. The same was achieved with a