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.
As you progress through the castle, you activate switches. These switches activate for everyone in the world. They open up shortcuts that make the route easier. However, this can occasionally be a bad idea, as it benefits other people too. If you can do a section of the castle easily, there’s no point using the switch to help other people catch up with you.
These switches light up and give an easier route. On top of this, corpses are left where you died, with a message. In this way, you can leave everyone else advice or amusing anecdotes to see in their game.
And then when other players mouse over your corpse they’ll see your comment:
Your corpse can be useful, pushing down buttons for instance. You can use them as stepping stones to traverse acid pools, and use them as meatshields and bridges from spikes.
And piles of corpses can get in the way, so your annoying Navi-like fairy companion can burn them for you.
You’ll need this ability especially in very difficult areas, where you come across scenes like this:
First of all, the game needed some way of explaining the rules to you. This was achieved by adding an annoying navi-like fairy.
Now, I’ve already seen some hilarious things – corpses instructing people “Watch out, spikes on the left”, when they’re actually on the right leading to a huge pile of corpses, obscene rants (and also incredibly polite ones, “thats some real hogwash”, and just generally witty death messages, “The other corpses all suck, just fyi”, “Tell my wife I love her”, “There better be a princess”.
It’s really funny seeing the varied responses to each situation. For instance:
One response to being killed by your “friendly” companion:
The game is absolutely hilarious just to watch and play and see. There are a bunch of features I couldn’t implement in time, but otherwise I’m really happy with how it turned out for once. Even added narrative and a triple endboss.
Things I learnt:
- How to make giant spinning death lasers.
- Using #regions to tidy up my code.
- Good practises for showing the player how to play.
- Kludgey methods for repeating textures in Unity2D, having lights that change colour etc.
- A couple of things I didn’t know about how Rigidbody2Ds work regarding parenting and when you manipulate them through their transform instead of their velocity.
Things that could’ve realistically been improved within the timeframe:
- Tighter physics.
- Making it clearer which direction the switches should lead you to.
- SFX + Music (I had very little time to spend on it).
- Better polygon colliders on some of the spikes.
- The ability to fly around as a ghost after your death within a certain range of your body.
Hopefully this successfully tops Rude Bear Radio, and I hope you really enjoy Rude Bear Resurrection if you play it (and if it still exists)!
Ludum Dare entry post: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=19499
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…)