DIY

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Matt Barton's picture

Dev Diary 024: Two Player Dog Fight

Two Player!Two Player!This has been a rough day for me! I finally got my space duel game working with two players. That is, it worked fine in the EDITOR. However, when I made a build of it, the fire buttons wouldn't work! I spent hours looking into the input functions to no avail. Finally, I discovered the problem had something to do with the update speed of the editor vs. the build. I'm still not exactly sure what the problem was, but it had something to do with the way I instantiated and positioned the bullets. I figured I'd check to see which fire button was pressed, then check to see where the corresponding ship was located. The big complication here is that I need to impart an initial velocity (set by each player) to their bullets. But how to get the right variable to the bullet? I'll spare you the details, which I don't really understand, but the short of it I managed to kludge through it.

At any rate, I think there's enough here for you to finally see my vision for the gameplay. You've got a two-player dog fight, ships orbiting the planets. Each time you fire, there's a cooldown period before you can fire again. You have to hit the enemy ship head-on to blow it up, and, yes, you can blow yourself up if you're not careful.

The keys are below:

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Match 3 Invaders

Unity Web Player | WebPlayer

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Dev Diary 015: Match 3 Invaders with Music and Glossy Shaders

Match 3 InvadersMatch 3 InvadersI'm back again with an updated version of Match 3 Invaders. This time I added background music (not my own composition, but rather one by a composer named "Data" that was included in the Audiodraft Music pack 1 (free in assets store). It's a really fun, chiptune that seems to fit the mood perfectly. Indeed, it's amazing to me how much more fun the game becomes with the track playing.

I also added a little text pop up to let you know when you score a chain bonus (anything beyond a match 3). That adds some fun, too, since you can't help but try to get the biggest chain possible. While I was fooling around the assets store, I also downloaded a shaders pack. The results aren't as good as I was hoping given the samples, but I still they think they make the game look more polished.

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Dev Diary 013: Match 3 Invaders

I'm feeling pretty good about this release; it really feels like the pieces are finally coming together. Pretty much all placeholders here for graphics and such, but I think the gameplay is pretty clear at this point. I've added increasingly difficult levels, a simple power-up to boost your ammo, lives, and of course a high score table. The high score table gave me a lot of trouble; I probably should have just got the one for $25, but free was hard to pass up. I had to modify it extensively to get it to work, and I'm still not very comfortable with it; but it SEEMS to work. Try it out and let me know what you think!

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Dev Diary 011: A SHMUPS/Match 3 Hybrid (Early Prototype)

Whew...Well, after a few days of coding I have a working prototype of my new game. I'm still calling it "Heavy Metal Metal Blocks," though I suspect that will change as the game evolves. I had a really, really tough time getting the Match 3 stuff worked out; I never dreamed how convoluted the code would get. There's probably a much easier way to do it than what I came up with, but it DOES work, at least as far as I can tell. Have a go and let me know what you think of the basic concept!

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Dev Diary 010: A Damnably Simple SHMUP

I apologize for posting another dev diary so soon, but I'm pretty excited about my first playable Unity game and just had to share. It's just a very simple shoot'em up, though my plans to keep it simple were foiled when I ran across the Explosion Framework. I was nervous about trying to use Detonator, but again I'm floored by how easy this was...Installed this with a click, dragged it onto the variable I set up in my script, and viola! Awesome ass explosions. It even came with its own sound effects! To get the laser sound effect, I used this fun little generator, which lets you create 80s stye arcade effects just by clicking some buttons.

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Dev Diary 008: 3D Buzz Rocks

Just a quick update, mostly to put to rest concerns that I've given up. First off, I have to thank TripHamer for pointing me to a series of videos on Unity called 3D Buzz. My initial impression of the site wasn't good; there are a LOT of videos there; so much, in fact, that it's easy simply to get overwhelmed and leave immediately. Eventually, though, I took the time to explore the site a bit, and found a series there called creating a simple 2D shooter in Unity with C#. I figured that project didn't sound too bad, and if I couldn't even figure out how to create a 2D shooter in Unity (something I can do in my sleep with Gamemaker), I was out of my league.

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Dev Diary 007: Lowering Expectations

Space TaxiSpace TaxiAs you all know (this is the seventh installment, after all!), yours truly has been working on becoming a hobbyist indie game developer. It's an interesting and very enlightening project, and not just because I get to work with cool software and possibly make some cool games. The aspect that's been the most rewarding is realizing just how much work goes into making modern games. I'll definitely never play a game like L.A. Noire again and not have to pause a moment to think, "WOW. Somebody had to sit down and make every single 3D object in this game..." Somebody had to rig every animation, and somebody else had to script each behavior. The sheer enormity of the task pretty much takes your breath away when you really understand how much effort went into it. And let's not forget the producers, as well, who somehow have to bring all of this work together. It's no wonder the credits on a game can take upwards of an hour to scroll by!

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Thrust Lifter OST

Thrust Lifter: You salty dawg...Thrust Lifter: You salty dawg...Matt's Valentine's Day Preparation Guide.

First off, stop playing Thrust Lifter. I know it's hard...VERY HARD. But this is Valentine's Day. It's about HER, not rescuing the Chilenoids. I'm not even going to provide a link to the game. Hey, don't click on that!

Now that you're NOT playing videogames, let's set the stage for a wonderful Valentine's Day.

Step 1. Breakfast in bed. How about some heart-shaped waffles? Don't even think about fake butter, buddy.
Step 2. Say: "I had an amazing dream last night. Then I woke up next to someone even more amazing."
Step 3. What's that? A box of chocolates! Nice. But say: "Chocolate is great. But let's face it...Mr. Hershey never tasted your lips."
Step 4. Present your clipboard. "I made a list of everything that's great about you. Let's begin with item #00000001."
Step 5. Hold on a minute! No background music??? ZOMG, you fool!!! Download Thrust Lifter OST on your iPod NOW!!!

Thank Gawd I'm here to save your marriage.
Download the Thrust Lifter OST right now.

Thank me when you have 4.5 children and a dog to fetch your slippers.

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Dev Diary 006: Despair Sets in

Well, it had to happen eventually. For awhile now I've felt that I've been making steady progress towards making my own CRPG using Unity and Blender, but for the last few days I've had the sickening feeling that I'm in over my head. Although I can watch endless tutorials that make the whole process look like a breeze, when it comes down to actually trying to implement anything myself it's just bewildering. I'm finding that I just can't seem to wrap my head around some of the concepts of 3D animation and control. I don't want to give up, but I'm feeling very tempted at this point to just throw my hands up in the air and either go back to trying to make something worthwhile with Gamemaker or beg and plead someone with more experience to be my mentor.

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