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Split-Screen without Showing Other Player

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So I'm working on a game and I'd like to make it competitive by having players race along the same level/scene in a split-screen format. However, ideally I would like the players to not be able to interact or even show up in each other's screens. What would be the best way to do this? My naive initial approach would be to load 2 scenes, but I don't know if you can load the same scene twice. I looked around and layers might work, but my wishes are that: Interactions with the level be limited to each screen. I.E. if one players uses an elevator, the elevator only moves in that player's scene. There is a potential for a cooperative 2 v 2 element, so some players need to be able to interact, but not others. This seems to point to the fact that using layers wouldn't work without an obtrusive layer naming scheme. Edit: The players that would interact with each other would be in the same screen. That line was meant to say that I don't think simply masking that Players can't interact with other Players would work as I want two people working together in one screen and two people working together on the other.

Load the Same Level, but Different Configurations?

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Hi there everyone! I've made a horror app and I have had request to have different modes. The level is set within a forest, at night. People are asking for a daylight mode, and I am trying to implement a stormy version as well. I've cloned the scene and add the changed preferences and added it into the selection of different level version. It works... but it dramatically increases the size of my app since I have the WHOLE SCENE duplicated again, for each version! Is there a simple way (if possible in script form) of having the level preferences change, say when I'm at the main menu and there are 3 different versions of the level (night, day, storm) and all of them are the same level, but somehow they change? I've seen this before in other horror apps and the size of the app is definitely not as big as my app has become.

Need Creative Ideas About Level Design- No Skill Required

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I am making a game where four cubes need to work together to defeat the evil cylinders. Each cube has its own ability to fight off the cylinders, and my friend suggested that we create objects that the only certain cubes can interact with, so that they have to work through the level TOGETHER!! So the Red cube has a flamethrower, and I created an object that flashes red (so the players know only Red can interact with it) and when Red uses its flamethrower on it, it burns. This is used as a wall that only Red can help the team get past. But I need some objects that the other characters can individually interact with similar to how only Red can interact with the flamable wall. These have to be able to be implemented into a level (like perhaps a switch or a bridge only one player can walk on) and have to have something to do with the players ability. Blue's ability is a high powered water gun. Green's ability is the ability to shoot spheres at the cylinders (kinda like a Nerf cannon) and Yellow's ability is a yellow shield that is made up of pure energy. I will take any number of ideas you guys give to me. Feel free to vote on ones that you think are cool! Thanks!

Reusing same 2D Environment in different levels

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Hi, I am developing a 2D game by using Unity 4.3. I have one environment which I will produce multiple levels on. On each level; - Some new design elements will be added - Number and start locations of enemies will be different - Some new type of enemies will be added - ... I searched for best practices on internet but the only advice I could find is using the same scene on every level and making the above changes programatically. This is also possible for me. On the other hand, I prefer using editor tools to add items, changing their locations by seeing instead of handling everything on code level. Another option is developing different scenes for every level. Then, if I want to add/change something which is same on every level then I need to update every level one by one. Any opinions/best practices will be appreciated.

How to add multiple levels?

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I'm making a really simple roll a ball game that as of now has only 1 level. I wish to add many more levels to make it more fun, but I am really confused on how to do that. I tried simply to create another scene and edit it independently, but it quickly turned into a mess. Is there and easier way to add levels to a game?

Making different parts of levels look smooth

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New, sorry, but I'm having trouble matching up one part of the level to another. It's a hidden door that will slide up, and behind it will be a cave to another part of the level. square door, round cave, I cant get them to match up correctly. This may be due to the fact that I built the initial room in unity with building block pieces made in blender. I just cant seem to get dimensions right. Should I design the whole level as one .blend file and just import it that way? or is there some trick to matching up doorways in unity that I don't know about? Thanks

Apply Configuration Files/Custom Stored Assets when Selecting a Level?

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This question is more of a continuation of my [last post][1] [1]: http://answers.unity3d.com/questions/627559/load-the-same-level-but-different-preferences.html I've created a Main Menu with a Scene to select which level you want to play. When you choose a level, you get the option to play at night or daytime. I've followed and fixed all the errors of the tutorial in the last post. I've made it VERY basic at the moment, having just the skyboxes and fog change. How do I apply it though? I've placed it on a Main Camera and press play, but the skybox does not change and the fog does not activate. (I'm much newer to C# than Javascript) Here's the script: using UnityEngine; using System.Collections; using System.Collections.Generic; [System.Serializable] public class LevelElement { public enum Levels{ Night, Day, Storm }; //public enum AvatarPos{ left, right}; public Levels Level; //public AvatarPos CharacterPosition; //public Texture2D LevelPic; //public string DialogueText; //public GUIStyle DialogueTextStyle; //public float TextPlayBackSpeed; //public AudioClip PlayBackSoundFile; public Material dayMaterial; public Material nightMaterial; void LevelSelection(){ RenderSettings.skybox = nightMaterial; //RenderSettings.skybox = dayMaterial; RenderSettings.fog = true; //RenderSettings.fog = false; } } public class Level: ScriptableObject { public List LevelItems = new List (); }

Extreme Lag

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Ok, so I design a little level with SketchUp for my game. I put the 3d model in the game and place my First Person Controller inside. When I run the game I get EXTREME amounts of lag while i'm in side my level. But, When I fall out of it; It does not lag anymore. Pleas Help!

Changes to one map affect another. Help?!

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During the development of my game, I decided to make use of the `application.loadlevel` command by making a portal to another level somewhere within the map. I created the level I wanted the portal to lead to by entering the Assets folder and copying and pasting the original level. The copy was what I wanted the `application.loadlevel` command to load and it was located in the same folder (Assets) as the original. I didn't want the next level to be an exact copy of the first so I flattened the terrain, got rid of any trees, bushes, and grass, and deleted most of the gameobjects. That's all I did. The next step was to create the portal in the original level, so I saved my changes to the new level and loaded the original, only to find that the terrain was flattened and all the trees, bushes, and grass were completely gone! The gameobjects were still in their proper positions (including the ones I deleted or moved within the copy). I couldn't undo these changes on either level (obviously because I had saved my changes to the copy). I tried right-clicking on the original level and restoring it to a previous version from three days ago, but all it did was move and resize the gameobjects, not the terrain. I have read elsewhere that changes to assets are saved automatically. I am frustrated because this game was created by four other people and I and I took it home to finish. I don't want to have to say I screwed the map over. Could someone please tell me why this happened and if there's any way to undo it? Thanks in advance.

How to use modular geometry

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I have been doing some research on modular geometry (I'm new to level design) and there is something that I can't put my finger on, I have my blocks designed on blender and I'm not sure if I should import the blocks and do the actual 'building' of the level in unity (which would result in having a billion game objects on the scene) or build the level in blender and import just a few big blocks? (you know, instead of importing a wall, import a whole building). What's the right (or best) way to do it?

Best way to make precise and exact jumps all time

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What would be the way to make the rigidbody jumps perfectly same all the time ? In my project the space around the platforms would be empty so if the jumps are not precise and same I cannot design levels as the players would fall off inevitably. So what would you suggest : AddForce() or velocity = new Vector3() or MovePosition or some other function ?

How to get Application.LoadLevel to load to a different point on the level

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I'm in the process of creating a game with many doors to different levels and back to the original level. I've found that when Application.LoadLevel loads up the original (Main) level it loads the character into the place where the character is originally generated (as expected). I'm wondering if there's a way to load the character into a collider, like the door collider (I'm using OnTriggerStay for the doors). If I figure this out before I get a response I'll post how I fixed it so other people have a reference.

Scene editor in game

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Hi I was wondering if Unity had any scripts written that allows you to be able to move objects and the camera in game as though it were the Scene view? I am trying to great a level designer where players can create their own levels for my game. Similarly to the map forge in Halo, I want players to be able to create and share levels for my game and I was hoping not to have to write my own scripts for moving the camera around the scene and the objects within the scene.

Want mechanic like red alert shroud don't know what to search for?

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In the old red alert they called the black cloud that covered the level before uncovering it with your troops shroud. I am trying find some examples or documentation of this for unity and am coming up very short! Is there another name for this mechanic? [Example][1] [1]: http://www.gamereplays.org/community/uploads/post-11-1401887350.jpg

Unity platformer 2d - level design

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Hi! I was wondering how in 2d platformer get an effect of standing in the midle of tile? here is the example where you can see what I mean. http://www.killstar.eu/demos/platformer1/Build.html the player does not move "ON" tile but he is kind of standing in the middle of it and the final effect is really cool.

How to change unity performance, and run it in 4 GB RAM ?

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**Hi my name is mohamed and i'am Game level designer . I downloaded unity 4 and it's very slow in work Although I have core i5 processor and graphics card 8 GB RAM it works in 10% from the memory and I have 60% not use. Thanks , best regards**

How do you load Random selection of characters and load random number of copies?

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Say i have 10 characters(not enemies) and 10 enemies. At the startup of my level i want the system to select a few random ones from the character set and a few from the enemy set. and create a random number of each of those. How would i go about this?

2D Level Design (programmatically or not)

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Hello, I am right at the start of building a 2D side-scrolling game. My question is, should i build up the entire level in Unity by positioning background, decortation and foreground? Or should I loop these sprites in code, as the user moves forwards or backwards? For better understanding, I included a draft of how my scene will look like: ![alt text][1] [1]: /storage/temp/43808-img-12342521.png I hope you can give me some hints! Thank you!

Is it better to create a level in Unity with reusable components, or export the whole level from 3d software?

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So far I have been creating 3D components and importing these into unity to create a level. But I wondered is it better to just create the whole map and import it all at once? Is there an advantage? Perhaps all as one mesh collider is more efficient?

Causes for level size to increase?

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Hi,We are developing game for mobile. It is kind of racing game so we have set up race tracks (not circular its straight long tracks). The level size for each scene is getting above 8mb (check via Build Report Tool), obviously it is too much as we will have lot of levels and we do not want to go for DLC thing and want to restrict actual apk and iap size to below 50 mb. Could you guys elaborate on what may cause the scene to increase in size? All textures sizes in total after compression is only 2.51mb , so texture is not the problem. Thanks.
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