Skip to main content

First Blog...

Well, its going to be about creating games on Unity. I am relatively new to the interface and JavaScript. But I have gotten used to it through great tutorials and scripting references. I am going to be developing a simple (or at least at first.) video game, and keeping track of it on this blog here.

Unless your at least relatively familial with Unity, you might want to watch all the tutorials (Yes I know its alot) to understand exactly what I am talking about.

So today I started laying out the landscape for the player to learn the controls and what is in store for him through out the game. I started by laying out a terrain. Then editing and molding it to my liking. I made it so the player would be trapped in the mountains. This is only a scene, and to any one who doesn't know, a game is almost always made up with the least of two scenes. An example is Call of Duty. Each different map is a different scene. Not just a map, but a scene can be a title screen or menu also.

I painted on a few different textures I got from Filter Forge. They have a great image editing software with many abilities (very expensive, but if your serous about developing video games its worth it). I simply just go through the filters section, search what ever texture I want, and download what I can find. I used daytime water I imported from the standard assets that come with unity to create I guess what you could call a pond. The end result is this:

I added a simple cylinder on into the terrain with a script in it to make it move around. I put a smooth follow from importing standard assets>scripts. I put the smooth follow into the camera (simply drag the script from project pane . If you click the camera and then look the inspector pane, you can see the script. You can look at one of the variables that is called target. It says it is none. You can drag the cylinder from the Hierarchy pane into where it says none. So when you Click play. You should be able to control your cylinder (if placed properly not touching anything in scene view) You can then explore your scenery you have created.

For a more detailed walk through please watch the tutorials Tornado Twins have generously provided everyone. 

Comment on any suggestions to the blog, game ideas, questions, or criticism if your into pointing out flaws.


Popular posts from this blog

How To Import and Use Fonts

-Made by Chrome Fx Films

To use different fonts in your game, your going to have to acquire some fonts. You can go somewhere like 1001 free fonts and download ones you like and want to use.

When you download the file, you'll need to extract the file if its in  a .zip

The text file should have the extension .ttf. If you text files have a FFIL extension, simply rename the font file (yourname.ttf).
Drag the text file into unity to import. By default the Character variable should be labeled Dynamic.

The Dynamic setting means  that Unity won't pre-generate the texture, so if you look at your material containing your font, It probably will be blank. (read more here)
Now your over all objective should be getting your font to look like this (unless you prefer dynamic):
Where the characters of the font are not jumbled up and visible.
Now usually all you have to do to achieve this is change the Character variable from Dynamic to Unicode.
and that should work.
Now what some people over…

Fixing Sketch Up blank window (white box) problem

When downgrading my OS over Christmas, I was faced with many problems, one of which is getting my Google sketch-up working.

Almost everything was working perfectly, except one little thing, The 3D Warehouse.

It was just displaying a blank screen. At first I thought I had blocked permissions for giving it internet access.  Though my computer said it was allowing it to go over the network. I tried turning off my firewall and still nothing happened. I don't have any anti-virus software so I didn't worry about that.

Guess what fixed it this annoying problem?

Just check for updates, and updates for what ever you computers default browser is also.

Now everything's back in harmony

Handling Music and Sound Effects In Your Games

Initiative  While developing Treva's Adventure I had to figure out a way to handle multiple music tracks and sound effects in a clean manner or suffer horribly.  What was going to help me achieve a simple solution was taking all the different sounds and centralizing them in a single class in order to black box them.  Any other code trying to play a sound wouldn't even know the sound file's name.  All code trying to play a music track would reference a enum that defines all the track names.
Defining The Class Creating The Enum When I first started defining types in my enumeration,  I was naming the types to be exactly like the file name.  For a scary sound effect I had found a file named "ghost breath".  So around my code would be scattered lines like SoundManager.Play(SoundEffectType.GhostBreath);  This was fine until I found a sound that better fit the situation it was being used in,  and decided to use "ghost breath" for a different situation like a …