Monday, July 14, 2014
2D Toolkit Tile Map Research
I curious about how tile maps worked so I looked it up while eating breakfast to at least get the idea running in my head. That way, when the time comes to make my next game I can go into it with the knowledge of how level building is going to work. Once again Unity (paired with the 2D Toolkit) floored me with it's simplicity. Here I was ready to take notes and review the tutorial multiple times and it turns out to be as easy as every other aspect I've used.
Like Game Maker I just make a sprite sheet, create the game object, and edit a tile map. I can even easily make Day/Sunset/Night versions of each map for my Pony RPG which I thought I wouldn't be able to do! It really is that much easier than the hard-coded stuff I'm used to.
This is the tutorial I read and this is the tutorial I watched (to see it in action). I feel pretty silly about the way I'm going with Unicorn Training's level building but like I said, there's no stopping this train now. I'll just take everything I just learned into account and make grid based worlds from now on. Fewer collision problems, a more neatly designed world, more efficient space usage, leading to bigger games.
This stands as an example of how I learn things and why I don't like how schools charge hundreds of thousands of dollars to teach things that may come in handy while I'd need to go out and find immediately useful information on my own like I always have. I won't get too into rant mode now, but I just learned something very useful and it took 30 minutes. I can now make better, more efficient games.
Tags:
Education,
Tutorial,
Yotes Games,
Yotes RPG
Sunday, July 13, 2014
I Think I Prefer Working With Grids & Tiles
You know how in games like Pokemon you can only move along a grid of squares? How you can count each step and know where you'll end up? I think I'll be working that into my RPGs in the future. Collision boxes are always a headache and especially so with Unicorn Training. It's a good lesson and experience but I really want to work with something simpler to code. Most of my bugs come from collider box issues and it's what I've spent a large amount of time working on. I'd rather put that care into adding new things instead of fixing the simplest of features (the ability to walk around and not go through walls).
Like TriGrid, I can just keep track of all the squares around an object and know if it's okay to move an exact amount of pixels each step. I can even snap to the next position with a little algorithm. Unicorn Training depends on free movement for it's arcade shooter style combat so there's no going back now, but it's really something I want for my future titles.
Saturday, July 12, 2014
Status Report #46 (Redesign, NPCs, & Title Logos)
Tags:
DevLog,
Equica,
GDD,
Unicorn Training,
Video,
Yotes Games
Friday, July 11, 2014
Unicorn Training Development Video #16
It's been a while since I made a video update so here's some interesting stuff that hasn't been shown before! A town scene that isn't that one forest room I keep using! A nice change of pace. This also shows text boxes in action as I wander around the hub town of the game: Timber Grove.
I show off just about everything that's set in code, glitches and all. This is a mark to see the game explode into production afterwards because with this out of the way it's time to draw out literally everything I plan to implement for the game on paper. That means drawing on graph paper for the rest of the week! And I actually love this part because I get to dream and build a world I can actually see (to write it is to know, to sketch is to see, to sprite & code is to feel).
Watch the YouTube video here.
Tags:
Development,
Equica,
Unicorn Training,
Video
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