I frequently get asked when I exhibit Super Rude Bear Resurrection how I managed to get Unity’s physics to actually feel good for a platformer, and I’ve been asked for help on that note. I’m concentrating on development so I don’t really have time at the moment to go back to square one and walk through building everything from a character controller up, but I’ve decided henceforth to document everything physicsy as I continue development (which there should be a lot of, especially with all the planned boss battles).
I’m going to do a pretty quick tip this time, but I’ll walk you through it carefully rather than just dumping you with a formula.
So, Ludum Dare just ended, and as always, I made a Rude Bear game.
The big change here is that I had an artist, and I got a couple of musicians on Reddit to help out with the soundtrack.
Now, when the theme was announced, I really couldn’t think of any mechanic based on the theme itself, it seemed like more of a setting than a mechanicy theme, and I was wasting time, so I just settled for an idea I’ve wanted to make for ages now: Rude Bear Revengeance.
So, Rezzed just passed, and I competed in the game jam in the “wildcard” team that’d never met each other before.
Hey guys, I just wrote an article for GameDevTuts+ on how to add flowing water in Unity and integrate it with Unity2D’s physics.
It’s what I used for Rude Bear Resurrection, (albeit in that case a basic version because I was low on time).
You can check it out here. Enjoy!
Hey I just wanted to point you in the direction of another article I wrote for gamedevtuts+. It’s how I wrote the leaderboards in Rude Bear Radio, and is responsible for Rude Bear Resurrection’s world mechanics.
At the beginning of this jam I said:
So what this really means is, the next Rude Bear game has to be even better.
And that scares me.
Thanks so much everyone!
Rude Bear Resurrection – Post Mortem
So, the LD48 jam finished a few days ago, and I made yet another entry into the Rude Bear saga – Rude Bear Resurrection.
As soon as I saw the theme “You Only Get One”, I immediately thought of One Chance and GlitchHiker. One chance being the game you only get to play once, and GlitchHiker the world that decayed as its players failed at it until it broke.
I was really taken with the idea of a game that everyone influences in that way, so I decided to make a difficult teamworking platformer in which there can only be one winner. Once that person beats the last boss, the game is over.
In 2007 my friends in our boredom would play a lot of games on pen and paper during class. Mostly we’d play Four in a Row. It just so happened on one fateful day I decided to draw the grid in pen and use a pencil so I could rub out the pieces when we were done. When it’d made the rounds though and got handed back to me, it was handed in the wrong orientation, such that it looked like this:
ARAPET – Super Training eV Tracker
I just threw together a Super Training eV Tracker for Pokémon X and Y for windows for a friend. It’s called ARAPET, and you can download it here.
Essentially, while you use Super Training, every time you’re awarded eVs you just click the buttons on here to update the value. Likewise, every time you break a bag you can do so as well. It’s especially useful to use in conjunction with Smogon.
So, Unity recently announced added 2D game support, with the addition of Box2D physics and a sprite manager.
But there’s a few tricks you still need to keep in mind. Changing the images frame by frame is just the tip of the iceberg for animation; to really make your game run beautifully, you have to understand how to use translation and rotation to your advantage.
We’ll start with the basics for now though:
So, Ludum Dare finished this weekend, and I entered for the third time with Rude Bear Radio. My first couple of entries were pretty hit and miss. The original, Rude Bear was appreciated for its graphical style, but wasn’t great on gameplay. Then my housemate and I decided that from then on we would always use Rude Bear as the character in our Ludum Dare entry.
So LD26 came around and we made Rude Bear Rising. It was a bit over ambitious (I quickly threw together my own physics engine inside Unity that would be able to detect collisions from any object shape so we could put it any textures we wanted. It worked, but it also meant you could gradually sink into the floor).
I didn’t post updates mid development this time, because I didn’t want to mess up like the previous time, when I left in a game ruining bug. I’m glad I did that, because I think it turned out great. I really decided to drop myself in the deep end this time, so I went far out of my comfort zone. (more…)
So, you’re all good on the code front and making your game is starting to look like a realistic prospect, but you’re still absolutely useless at art? No worries. In no time you can get really good at it.
I could never do art, nor did I particularly care for it. But there’s a program that is incredible for mathematically minded people, and in a few weeks it produces results like this: (more…)
So, you love the idea of making games but you have no knowledge of some or all of the skills necessary to do so?
Fear not! I was in the same position a year ago, but all you need to break is the psychological barrier that you’re missing years of experience necessary to do anything.
The only prerequisite is the ability to think logically.
Problem 1: I don’t know how to code! (more…)
Unity’s new particle system, Shuriken is a pretty versatile tool, and it’s really useful for making animations look slick.
It does have its flaws, though, as I discovered whilst attempting to make a particle tornado. Its main downfall is that it lacks a polar coordinate system and, much as polar coordinates are the bane of my student life, I have to admit they’re pretty damned useful when you’re trying to make a tornado.
I looked around the interwebs and couldn’t find any solutions to my problem that didn’t involve paying for content, so I put on my maths hat and started deriving. (more…)