Saturday, October 29, 2011

[Unity] ToolsLab

This is the lab submission for the Tools Lab for Walker Boy Studio.

Name:
Jason Carter

Time Frame:
The lab took 12.5 hours over multiple days.

9/26/2011:
10:30PM - 12:00AM  [1.5 hours]
Videos 101-205

9/28/2011
10:00PM - 11:00PM [1.0 hours]
Videos 301-307

9/29/2011
11:00PM - 11:45PM [0.75 hours]
Videos #14 - #20

10/7/2011
5:30PM - 6:00PM ; 6:30PM - 8:15PM  [2.25 hours]
Videos #21 - 31

10/8/2011
10:00AM - 11:00AM ; 11:30AM - 1:30PM ; 2:00PM - 3:00PM  [4.0 hours]
Videos #32 - Finished Video Tutorial.

10/8/2011
12:00AM - 1:30AM  [1.5 hours]
Folder Part and Functions Part of "On your own"

10/10/2011
4:00PM - 5:30PM [1.5 hours]
Finished Editor Hotkey + Texture to Material Function.

Project Info:  
This project was all about making tools to help work flow in Unity while making games.  The homework section was designed to have you make your own functions for the time clock, design your own folder structure, and make a new hotkey or editor function.

The new folder structure was interesting it was fun to plan out something I thought would be useful.
I designed a folder structure that I thought would be useful for the Mario 2d Clone in the next lab:
The folder structure is as follows:
Notes and Text Files
Audio
    >BGMs
    >Sound Effects
Materials
    >Player Mats
    >World and Item Mats
    >Enemy Mats
Fonts
Textures
    >Player Textures
    >World and Item Textures
    >Enemy Textures
Scripts
    >Player Scripts
    >World and Item Scripts
    >Enemy Scripts
Prefabs
    >Player Prefabs
    >World and Item Prefabs
    >Enemy Prefabs
Physics
Scenes
    >Menus
    >Levels


I'm also including the links to the java script files as well as the game file.  I think I did what I was supposed to for the functions part, but it just seemed too easy, I just want to make sure it is correctly done.

I also am including the scripts for the new hotkey which I made a new hotkey:  %#r which opens the scripting URL for quick and easy access.  It wasn't the cool idea I originally had for an editor hotkey, but I found out that it would be way beyond me to do that.  (I originally wanted to make a script that set the scene view to the view of the main camera, but could not find any information on how to do that no matter where I looked)

Timer Game File With Functions
Timer Unity Game File (As a ZIP) [MediaFire]

JavaScript Files:
JavaScript Files (In a ZIP) [MediaFire]

I added the javascript files so you could take a look over them and see if everything is actually correct.

I know the hotkey to show the script reference is a rather simple editor program, but i really couldn't think of anything else other than the one tool that I couldn't figure out to move the scene view around.

Software Used:
Unity, Google Chrome

Post Mortem:
It was a fun lab, but a little more in depth, and I think to really feel like I can do whatever I want with the editor I need to learn some more.  I understand what the lab was about, but I feel like there is so much you can do with the editor and it's a bit vast.  It was fun learning how to make a time tool though and I liked the different ways about making interesting tools and am excited to learn how to use them in the next lab.

Thanks for the lab and looking forward to seeing if everything was good enough to pass! XD

~WakeskaterX~

[Unity] Lab2

This is the blog containing the information for LAB2 for the Walker Boy Studio course.

The game is a simple shooter game where you have to destroy asteroids as they fall and get points.

The link to the file download is: Media Fire Link  (updated)

Time Frame:
The lab took a total of 10.5 hours split over 2 different days.

9/8/11
7pm - 1:30am 
I watched all the video tutorials and followed along.  Took 6.5 hours of research and development.


9/12/11
7pm - 10pm
I did the on your own and extra credit sections of the Lab.  I also got a program to make 3d models and modeled a simple new ship and the hearts for the life up bonus.  This took a little extra time.


Project Details:
Name:  Jason Carter

This was Lab2 for the walker boy studios online Unity Course.

It took 10.5 hours to complete.

The goal was to make a fast paced space shootemup type game where you dodge and destroy asteroids.

The controls were arrow keys for movement, space bar to fire, and E to use the shield.

It was developed using UNITY and JavaScript.

Final Thoughts:
It was a great experience learning how to make things interact with the character button presses in Unity.  Also I got to learn a little about linking scripts together using transform functions or other ways to do it.  It also showed how you can do things a little more efficiently some times and get by with a better type of code.  The Clamp function was pretty neat in this regard.  Having learned a bunch so far I didn't feel that the on your own and extra credit were as difficult this time.  It took time to figure it out, but I didn't need to look up any new commands or try anything schfancy.

For the extra socket, I just added a second socket to the player prefab and set it to the same position as the other one.  Then I just added a function that fired one bullet if toggled to off, and if toggled to on, repositioned the sockets to the sides, and then fired one bullet at each socket.

The random speed for asteroids was incredibly easy, I just made 2 additional functions that resett the size and  speed and chucked em in the respawn function so they'd get called every time.

The pick up item for lives was fun, I didn't want to use some stupid item, so I went and got a 3d modeler program (simple one) and made a little heart so that I could have somethign a little nicer.

For another level at first i was trying to make a new scene manager but then I figured, I could add toggles inside that can be changed based on each scene since it is an instance of a prefab, and then it would do stuff based on which level it was in.  I only made 2 levels.

I just added some collision functions to the asteroid and bullets and ship and the block cube basically just had an hp variable and that was it.  Fairly straightforward.

The project was tons of fun and I look forward to going through the next few and learning more!

[Unity] Lab1

This Blog is for an online Lab1 for walker studios UNITY lessons.

The first lab was a lot of fun even though the game is rather simple.

The lab was to make a simple point and click game where you destroy shapes as you click them to accumulate points.  I didn't add much fluff to the file, but I did all three on your own things + the extra credit (which in my opinion was WAY easier once I did the other three).

The file for the game can be found in a .zip folder here hosted on media fire: http://www.mediafire.com/?9d7d960l74ueg62

Time Frame:
The actual time it took me to complete this project was:  7 hours

8/31:
I watched the instructional videos and followed along from 10:30PM until 2:30AM finishing the program along with the videos.  I then spent 2:30 until 3:30AM thinking about the three self made items to add to the game.

9/1:
I sat down at 12:50AM to begin working on the project that was designed for self learning and extra credit.
I finished the build at 2:50 AM logging another 2 hours.

Project Detail:
Name: Jason Carter

The game was a Lab for the online Unity Course.

It took 7 hours over 2 days of research and development.

It was a fast paced point and click game implementing moving shapes and objects around a screen using the Left Mouse Button for all actions.

It was developed using Unity and coding was done in JavaScript.

Final Thoughts:  This was a great way to learn how to make a simple game.  It taught me how to research differently and for different things.  I am a good critical thinking but I think I slack on the research sometimes to do something the BEST way.  Now I am not sure if I did i the best per say, but I did come on a really tough snag with the moving cube.  I was trying to use a controller object to move the object in a certain direction and then I tried with SimpleMove.  Neither was working at all the way I wanted.  I had to research a better way to code what I wanted and learn the right words.  I found out that I could use Translate to move the objects.  Once i figured that out plus learning a little about Time.deltaTime and Time.fixedDeltaTime and was able to implement both of those, I was able to figure out how to make the cube (and later the sphere) do exactly what I wanted.

I was able to make the cube move in a random direction - changing every few seconds  based on a variable, and when it left the screen I would reset its X and Y positions to a random location within the screen.  The blinking sphere was rather simple, and I added a boolean variable to check whether or not you want to randomize the spawn times and I just added that to the code.  That was really simple.

For the sphere I just made a variable and had it rotate 360 degrees.  Because of timing issues, I was forced to  multiply and divide by Time.fixedDeltaTime to get the desired result each frame.  As the degree rotated through 0 to 360 over and over, the sphere object translated itself in a vector pattern that changed it's direction every frame.  Using Mathf.Sin and Mathf.Cos  I was able to specifically point the X and Y location where I wanted it to be each frame.

This project has been tons of fun, and I look forward to completing LAB2 and learning more about Unity!

Thank you guys for your hard work,

Jason Carter