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  • Ludography
  • Pint Sized Planet
    • Nonoku
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An Evening of Code: On Patrol

January 31, 2015

Refactored the player code into a parent class so I can use it with NPCs. Added a new sprite, a recoloured version of the player to serve as the enemy. Gave it a basic left/right patrol path to confirm that the navigation works correctly. 

Cleaning up the code after a mad rush of feature adding is always beneficial and, in this case, let me get a new character up and running very quickly. It also allowed me to clear out a lot of code  from the player character. There's more that can be done but it's sufficient for the moment.

In An Evening of Code, Unity Tags isometric, gamedev, indiedev, unity
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An Evening of Code: Animated Defence

January 30, 2015

A quick one this time. A check for impassable tiles around a location and a collection of shields around the highlighted area shows which directions the player is protected from. Also, created a new player sprite with orientation changes. Added an animator to it which updates based on the orientation to the next tile to improve the sense of movement.

In An Evening of Code, Unity Tags unity, isometric, gamedev, indiedev
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An Evening of Code: Depth Sorting

January 29, 2015

Whew... This one took way longer than expected. I'm using the 2D Toolkit Unity plugin to handle the tile map with a Unity 2D Sprite for the player character. Arguably overkill for what I need at the moment but I already had the plugin and it let me get up and running really quickly. Whilst it wasn't supported out of the gate I figured that it wouldn't been too difficult to add. Get the z-coords of the current tile and stand the player on it. Done.

Nope, fortunately this had already come up in the forums. That put me on the right track (Transparent Cutout shader on the Sprite - I started writing my own but spotted the Unity Unlit/Transparent Cutout shader before I got too far and it seems to work fine). Modifying the code shown in the forum post and then reviewing the updated scene whilst the game was  running showed me how the offsets worked for both tiles and chunks. After some tweakery it was close but not quite right. Eventually, I realised that each chunk was offset by 0.0001 on the z-axis. Just removing that value fixed the problem without causing any issues (I could have accounted for it and if I see a problem in the future I might). 

In An Evening of Code, Unity Tags unity, gamedev, indiedev, isometric
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An Evening of Code: Isometric

January 25, 2015

A quick isometric map with (very) basic path finding.  Made in Unity with 2D Toolkit. Threw in some quick art. The player can click on an area on the map and the character will 'walk' there. Movement can happen in 8 directions by crossing tiles on the diagonals. The magenta line is a debug line to show where the tile is being checked for.

All graphics were drawn using Piskel.

In An Evening of Code, Unity Tags gamedev, unity, indiedev, isometric
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