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3D Platforming Controls in Unity [DL in Description]

Posted: Mon Jun 26, 2017 9:22 pm
by Oats
https://www.youtube.com/watch?v=-WPaY9U_OjE
I managed to make 3D platformer controls in Unity after months of trying. In case the rainbow coins, the music, and the sound effects didn't tell you, I intend to use it for a Wonderland fan game. Stay tuned!

Re: 3D Platforming Controls in Unity [DL in Description]

Posted: Mon Jun 26, 2017 9:33 pm
by FinnThor
Oats wrote:https://www.youtube.com/watch?v=-WPaY9U_OjE
I managed to make 3D platformer controls in Unity after months of trying. In case the rainbow coins, the music, and the sound effects didn't tell you, I intend to use it for a Wonderland fan game. Stay tuned!
Oh, man, this looks nice! I'll play this in a little.

...Did I mention how amazing this looks?

Posted: Mon Jun 26, 2017 10:11 pm
by Oats
Thanks dude! I've been really struggling with Unity since about December now, but I'm determined to make at least one Wonderland game in it.

Posted: Mon Jun 26, 2017 10:28 pm
by FinnThor
Oats wrote:Thanks dude! I've been really struggling with Unity since about December now, but I'm determined to make at least one Wonderland game in it.
Ummm...

Are there any controls for PC?

If so, could you tell me what they are? I can't seem to figure it out.

Posted: Mon Jun 26, 2017 10:33 pm
by Oats
The controls on keyboard are in front of you as you start. If the handwriting is too hard to read, here it is in font form:
Move - Arrow Keys/WSAD
Jump - Space
Turn Cam - Q and E
Reset Camera to Behind Player - R

Posted: Mon Jun 26, 2017 10:39 pm
by FinnThor
Oats wrote:The handwriting is too hard to read.
Yep, that's what happened here. :lol: (I'm not insulting your handwriting or anything like that.)

Thanks!

Posted: Mon Jun 26, 2017 10:44 pm
by Oats
No it's fine. Usually it's a lot better, but I scribbled it with a mouse in impatience and I couldn't find my drawing tablet.

Posted: Thu Jun 29, 2017 1:56 am
by Cyndanera
could I have the project source? I was thinking I could add other objects such as coilys.

Posted: Thu Jun 29, 2017 2:47 pm
by Oats
I'd rather not, sorry. You see, I not only have made my own HD models of most of the enemies by this point, but right now I'm kind of protective of this project because it's my first notable success in the Unity engine. Should I give up this project, I'll PM you the Source for you to work on as you wish.

Posted: Thu Jun 29, 2017 5:21 pm
by Cyndanera
I, was just thinking I could have helped you with the game, that's all.

Posted: Thu Jun 29, 2017 5:31 pm
by FinnThor
Just got around to playing it, here's my feedback.

1. Nice demo.

2. That one tower part was way too hard. It took me about 5 minutes to even get close to the top.

3. Best. Ending. Surprise. Ever. :lol:

WoW

Posted: Fri Jun 30, 2017 8:16 am
by Yoda
I watched your video and this looks amazing :shock:
I have to try it :D

Re: WoW

Posted: Fri Jun 30, 2017 10:40 am
by FinnThor
Yoda wrote:I watched your video and this looks amazing :shock:
I have to try it :D
In case you didn't notice, the download link was in the video description. :wink:

Re: WoW

Posted: Fri Jun 30, 2017 10:49 am
by Yoda
FinnThor wrote:
Yoda wrote:I watched your video and this looks amazing :shock:
I have to try it :D
In case you didn't notice, the download link was in the video description. :wink:
Of course I notice, what do you think I am, an idiot :evil: :wink:

Re: WoW

Posted: Fri Jun 30, 2017 11:05 am
by FinnThor
Yoda wrote:
FinnThor wrote:
Yoda wrote:I watched your video and this looks amazing :shock:
I have to try it :D
In case you didn't notice, the download link was in the video description. :wink:
Of course I notice, what do you think I am, an idiot :evil: :wink:
No, that's why I said "In case". :lol:

Many Thanks!

Posted: Fri Jun 30, 2017 2:17 pm
by Oats
I'm glad you all enjoyed the demo!
It also appears I misunderstood. If you'd like to help with the game, then sure I'll give you the project files. You can mess around with what I have so far for a bit and see what happens. Reply to this if you're still interested.

There is one bug I'm still trying to fix however. The player can apply forward force against a wall they're running into whilst jumping to create a sliding down the wall effect, therefore making the fall a lot slower. Now, I'm thinking of using raycasting to fix this, as solid objects can most easily be detected with rays, but the trouble is that the activation distance for a boolean related to a raycast seems unreliable to me. I'll have to better understand how the boolean triggers to use this method. Another idea I had was to just make it a feature and allow wall jumping like in Mario 64, but I'm unsure on that.

Anyway, thank you all, and as I said, reply if you want the project files.
(Do note, the project files I now have removed the tech demo playing area and leave you with only the ground and you)

Posted: Fri Jun 30, 2017 5:30 pm
by Cyndanera
and I think the levels, should use a level data storing, and yes I would like to help with the game development.
and can you send me the rigged hd models? I would like to animate them as well.

Re: WoW

Posted: Sat Jul 01, 2017 12:14 am
by Yoda
FinnThor wrote:
Yoda wrote:
FinnThor wrote:
Yoda wrote:I watched your video and this looks amazing :shock:
I have to try it :D
In case you didn't notice, the download link was in the video description. :wink:
Of course I notice, what do you think I am, an idiot :evil: :wink:
No, that's why I said "In case". :lol:
huh... Thank you because you care :D

Re: Many Thanks!

Posted: Sat Jul 01, 2017 12:21 am
by Yoda
Oats wrote:I'm glad you all enjoyed the demo!
It also appears I misunderstood. If you'd like to help with the game, then sure I'll give you the project files. You can mess around with what I have so far for a bit and see what happens. Reply to this if you're still interested.

There is one bug I'm still trying to fix however. The player can apply forward force against a wall they're running into whilst jumping to create a sliding down the wall effect, therefore making the fall a lot slower. Now, I'm thinking of using raycasting to fix this, as solid objects can most easily be detected with rays, but the trouble is that the activation distance for a boolean related to a raycast seems unreliable to me. I'll have to better understand how the boolean triggers to use this method. Another idea I had was to just make it a feature and allow wall jumping like in Mario 64, but I'm unsure on that.

Anyway, thank you all, and as I said, reply if you want the project files.
(Do note, the project files I now have removed the tech demo playing area and leave you with only the ground and you)
I'm not very good at these things...
but I can test you some levels and I report some bugs if you want. And yes, be sure to insert a level selector :D

Posted: Sat Jul 01, 2017 2:31 pm
by Oats
https://www.dropbox.com/s/fuhib3p5inmip ... s.zip?dl=0

Okay guys, here's the project files. I couldn't include rigs of any of my models because the arms and legs dont have doubled up vertices around where they would bend, and I can't add them easily because the arms and legs arent perfect cylinders, so adding an edge loop in Maya just doesn't work.
However, I DID include the HD enemy models I've made so far as well as the rainbow coin model I used in the Tech Demo. Good luck!

Level Improvement!

Posted: Sat Jul 01, 2017 11:31 pm
by Cyndanera
I created new texture maps for the new hd models, so they look even better, I upload picture of the level so far.

Camera control...

Posted: Tue Jul 04, 2017 9:53 am
by Yoda
It is good that you put the ability to rotate the camera for 360 degrees around the ball, but something is missing...

You can add the possibility of zooming the camera closer to the ball and away from the ball, this game really need it :?

For example, you know that part with tower, if you stand near the wall then the camera will go outside the tower and you will not see the ball...

In any case, this game is really fun :D

Posted: Tue Aug 15, 2017 10:16 am
by Cyndanera
So, is there any updates on this? Or did you just give up on the project?