Dev Diary 014: Match 3 Invaders with Blender Objects and iTweens

  • warning: Creating default object from empty value in /home/buckman/public_html/neo/modules/advanced_forum/advanced_forum.module on line 492.
  • warning: Creating default object from empty value in /home/buckman/public_html/neo/modules/advanced_forum/advanced_forum.module on line 492.
Matt Barton's picture

Well, here's the latest version of "Match 3 Invaders," this time with some models created in Blender. I didn't trying to rig or animate anything in Blender yet; I just whipped up a basic invader model and spent the better part of the day trying to get it to work. Rotation issues plagued me throughout. I'm still not sure exactly what's causing the issues, but I have developed workarounds. Apparently, when I bring in the models, they are rotated 270 degrees, which throws off the references in my code to Vector3.right, Vector3.up, and so on. As with the player object, I was able to get around the problem my setting all my references to Space.World instead of Space.Self (global vs. local space).

I also took a few moments to investigate iTween, which someone had recommended ages back. I imported it via the Assets Store (it's free) and was stunned at how easy it was to use. In literally a matter of minutes I was able to add a fun "shake rotation" animation to the enemies. I noticed a "colorto" option, too, so I played around with that and ended up replacing my old color change code to take advantage of it. What's neat about it is that now there's a smooth transition to the new colors instead of just instantly changing. I also changed my player rotation to take advantage of iTween. From what I've seen, this plugin really is a must-have, greatly simplifying things.

I'm starting to wonder if I could have just used iTween to control all my movements, but I guess I'm a bit wary of messing with stuff that ain't broken. I noticed it also has some kind of path functionality that might duplicate a lot of the stuff I was doing with paths in Gamemaker. Obviously, as I get more advanced, this is all stuff I'll need to study closely.

Next up, I want to learn how to do the UV maps in Blender so I can make models with more than one texture and/or material. When I was working with it before, I just made different materials and applied them in Blender, but that doesn't seem to work when I bring it into Unity. I'm guessing that a UV map is the way to go, so that's what I'll look into doing next.

Unity Web Player | WebPlayer

Comments

Alan (not verified)
Bug

On my second game, I got into a situation where there were no remaining aliens, but the game didn't detect this and take me to the next level.

Matt Barton
Matt Barton's picture
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Joined: 01/16/2006
Thanks for the head's up. No

Thanks for the head's up. No idea how that happens...guess somehow the aliens are being destroyed faster than the system can keep my alien counter updated. Might have to put in a periodic check to count'em.

n/a
Eigen (not verified)
The level clearing bug

The level clearing bug happens when you lose all lives and press the restart button in the high-scrore screen. Then you will not be able to complete the level.

Matt Barton
Matt Barton's picture
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Joined: 01/16/2006
Okay, guys, that sounds like

Okay, guys, that sounds like an easy fix. Thanks, Eigen!

n/a
Matt Barton
Matt Barton's picture
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Joined: 01/16/2006
Hey, guys, I think I fixed

Hey, guys, I think I fixed it. You might need to clear your cache in your browser to make it take effect. Can you let me know if it's working on your end now?

n/a

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