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Problems with tiled textures and their seams...

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Hi there. I have a problem. I got stuck for 2 days. I'm tring modular level building, so I did some tiles and textures for them. I did a texture for my floor tile, but when i try to connect some floor tiles, there appear seams. Need just some advices. Here are some screenshots. From unity(where are seams) and from PS where arent seams:

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.

when is a good time to use colliders?

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we're developing a 3d point and click game for mobile and have all our finished assets an we are now setting up our scenes and kind of got stuck, mostly because we are new to unity and mobile develpment. our games is kind of going tob like The Room, is it necessary to use colliders whe most of our assets are going to be static? if we do is it going to affect performance?

Should player & pickups be children of the level, or keep them separate?

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This is a question about best-practice rather than anything technical, and the answer might be personal preference. So I have a level which is one mesh, imported from 3Ds max. I have trigger objects in the level (lets call this "level1"), as well as pickups. I've put these gameobjects as children of level1 because I thought that'd make sense in case I ever needed to move or scale the level. It'd save time having to reposition everything separately. But I'm having problems with local positions. An example is that Y position of 0 is very different to the global y axis, and it's getting a bit confusing and annoying. Do you guys add collectable items as children of the level, or keep them separate? Should the player be a child of the level too? Here's my game, it's 3D but most of the action happens on a 2D plane (although I always use vector3, which might be the cause of my headaches tbh). ![game][1] [1]: http://i.imgur.com/FDrWCLU.jpg

Scene view, objects disappear when i scoll to near.

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Dont know if this already exists but couldnt find anything, so i hope you guys can help :) When i scroll near my gameobjects they disapear, and its not like im inside of them. I am pretty long away from them. and the distance to the object is only being bigger when i scroll out can somebody help me? And this makes it hard to edit precise things in my scene as placing a weapon in the hands model. Hope somebody can help out there. Thanks in advance :)

Prevent Inconsistent Snapping

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I've been making a game with levels that are tile based. So when I'm constructing the level, I'm usually just duplicating things and moving them around with the Cmd (or Ctrl for Win) so it snaps to the grid. Often while I'm editing I all of a sudden realize that some of my bricks are off a small amount (like 0.02) for some reason and I didn't know why. Then I realized today when I was editing that if I'm zoomed out further when I'm moving tiles around with the Cmd button held down, it moves and snaps to a different coordinate than if I was zoomed in. This is really troublesome when I need to zoom out, highlight, and move a bunch of tiles at the same time. Is there a way to fix this behavior or is there a better way for me to do this?

Level managers and editor

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Hi, I am developing a physics puzzle game. Kind of like angry birds. I am looking into level editors to make having a large number of levels easier to manage and edit. So level > Editor > build the level> save it and add it to the levels. Any good assets that would do this job? thanks.

Stop Unity snap settings rounding to nearest hundred

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In Edit > Snap Settings, I've set the X,Y, and Z position snap settings to 0.125, which is what I use for my level design (0.25 is slightly too big). However, it always rounds to the nearest hundred, so snapping to 0.125 becomes 0.13. After dragging around for awhile in scene view, these small errors lead up to big position offsets and really ugly exposed edges. Any ideas how I can get it to accurately snap to 0.125 units? Thanks!

A question regarding 2D level design

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Hi, this isn't so much of a problem with regards to Unity but it's a problem none the less! Right, so I'm planning on creating an RPG game and It's going to be 2D. Now, which method of level design is better: Creating individual objects within Unity or designing all of it in a Microsoft Paint style program and then importing it? On the one hand, to me, individually making the objects within Unity will look better in the long term but it just takes so long to duplicate and rename each one :/ That raises another question: Is there anyway you can make the process of duplication faster? Like, can I assign hotkeys to specific objects so I can just quickly duplicate them or can I make it so I don't have to rename each duplicated block? (When "GrassBlock" is duplicated, it makes an object called "GrassBlock(1)" which is really annoying :/ ) I have looked into creating my own level design program within Unity but it just looks too complicated for me; I'll get there eventually though :) Thanks :)

How to make Object Picker to pick directly from Scene View

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When working with large levels with lots of doors, triggers, and buttons, it's currently quite a hassle to get correct references from components to GameObjects or other components in editor. I'm shooting for a more direct approach: http://imgur.com/a/vlAXC 1. Select GO. 1. Click the target icon next to the required reference. 1. Instead of using the Object Picker window, click the target object right in the Scene View. 1. Mission accomplished! Been seeping thru this website and Google for 2 hours, to no avail. Do you have ideas how to accomplish this?

How to organize an Infinite runner level blocks

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Hi there! I'm working on an Infinite Runner game. I have created many level blocks(sections) with different obstacles and pick-ups for the player. They are positioned and placed manually, in such a way, to give the player a challenge. I thought that making every block a prefab and placing every obstacle and coin as a child of that prefab is going to be easier for me..because the player is going to run and these block prefabs are going to be randomly spawned in front of him and then destroyed after the player gets past them. It worked well. Then I wanted to make a change on my coins. So naturally I took the coin prefab, made the changes, and applied them hoping that the change is going to take effect on all my blocks... Well..it didn't. Then I found out that nested prefabs don't work in Unity, so now I have to reorganize everything again? How do I create organized level blocks, and then make them randomly spawn in front of the player? Is there any other option besides prefabs? Don't tell me I have to use a script for every block? Think about Banana Kong, Temple Run, Subway Surfers. The levels seem random, but it's an organized randomness with certain portions of the level repeating themselves. That's what I'm trying to do, and I don't know how to organize it... Thank you very much. I hope you guys can help me.

Intersecting sprites causes bug if using lights (2D)

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Hi, I am putting together a level, and I would like to use some real time lighting so I changed the material to diffuse. The thing is now, that if elements of the level overlap, the light gets multiplied or added and causes ligher seams. Thats very unfortunate. Creating the level in way that there are no intersections seems not to be the solution as well, because I sometimes get white flashes when I move the character around. And it is very difficult to place everything pixelperfect, since I do not use a specific grid system. Any ideas how I could solve this. Does anyone know good advanced 2D level building tutorials? ![alt text][1] [1]: /storage/temp/60251-lighting-bug.png

How to manage memory in a 2D Platformer game?

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I have some basic knowledge in Unity and Programming. I am thinking of creating a 2D platformer game. but I dont have any idea about managing the memory in it. I learned Object Pooling stuffs but I just need to know Is there any special methods to create levels in platformer game ( to place an object somewhere ) or Is it fine to design all the level in game scene editor and make the camera follow the player? This is not a auto random generating game. I have all the level ideas and setups. I just need to know how to manage memory and increase performance in my game. Sorry for my poor English. Thank you

3D Environmental Design Advice

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Hello Unity Community. I'm a environmental artist(not professional one). I want to start working right. I want to ask my fellow 3D artists. I'm looking on a scene from a AAA game, like this: ![alt text][1] Then, i decide that is gonna be good exercise for me to create it. The problem is: i have no idea what is the working pattern on these things ... Should i create the roads first? Should i create the bridge first? How can i know if the scale is right? Should i start from somewhere like the house on the left and then create the surrounding items? Are there any professional artists to give any good advice on how to manage big scenes like this? Thank you so much for your time! I'll really appreciate any answers! [1]: /storage/temp/60637-56406-sss.jpg

Making a level for a 2D platform Racing game?

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Hi guys, I'm trying to make a 2D platform racing game similar to Hill Climb Racing, I'm currently having issues creating my level. My level requires hills, curves and smooth planes . Any idea how I should tackle this? Help will be much appreciated, thank you!

Best way of creating a level/environment

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Hey, quick noob question here. I was wondering what is a more practical/efficient way of creating a level: a) Creating the entire level in external software like Blender, or b) creating walls, props, etc. as models and using them in unity to construct a level of gameobjects. I grew up making maps for counter-strike 1.6, source, and global offensive, and know a bit about map optimization in the source engine... Are there ways to do things like nodraw, etc. without downloading 'level builder' assets and plugins? I'm a little uneducated in this field so I'd appreciate all of your knowledge! Cheers!

Level creation, draw calls, and texturing

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Hey everyone, I'm trying to make a game that is highly optimized such that it can run on a wide range of PC's. I'm new to game development, so I don't know the best way to go about doing this and have been struggling for about a week. I realize there are two ways I can make a level: 1. Make props, walls, floors, etc. in Blender, and import them into Unity. I can then texture them in Unity, but this increases my draw call amount, having multiple props (I read about unity batch-calling... does this account for this?). 2. Make the entire level in Blender, and use a texture atlas (massive texture) to give the entire level one texture, hence giving it one draw call. I want to make relative large levels, so I am finding this to be pretty difficult, and Blender isn't the most intuitive program. I have asked a similar question in the past, but basically: How should I go about mapping, and texturing my level in a way that is both efficient from a GPU/CPU resource point of view and logistical view (for me... I don't want to spend a year doing this). Thanks so much for any input. Cheers!

Sprite reach beyond gameobjects bounds size and causing design problems

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Im trying to set up design level through code with the help of SpriteRenderer. But my problem is that the Sprite reach beyond the current gameobjects bounds both x and y directions. The SpriteSheet is broken down in grid with all the same sizes (**256*475**) for all the parts with Unitys Sprite Editor. Here is the code that replaces the sprites in x directions. Its working in all cases except this one. So the code should not be the problem here. for (int lc = 0; lc

What would cause unity to reset all scenes in a project?

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I was working on a project, simple roller-ball game for a friend. simple three levels, all of that. I had it working, i built it, and now I'm going back through the project in unity and for some reason everything has disappeared. The scenes were set back several days worth of work.

Level geometry -- per-face materials, coordinates, UVs, tiling

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I've recently [dropped][1] modular architecture and come to settle for [Blender][2] to do level geometry, and per-face properties are something I've been taking for granted in Source, UE, Quake, and all the way down to [Doom][4], not to mention [a load of console engines][3]. Which is why I'm completely baffled that Unity still seems to offer absolutely no avenue for the approach, short of **1.** one separate material slot and file for every single face in every single scene, or **2.** shelling out for ProBuilder, which, until the asset store accepts Netflix gift cards and good intentions, isn't happening. What specifically prompted my asking here was the issue of tiling. The only method I can think of from where I'm standing is to subdivide all my level meshes into a bloated mess. Leading me to the question: > **Q:** Do I get to, uh, *not* do that? Ever? [1]: https://captainw.itch.io/netrium-2-point-5 [2]: http://i.imgur.com/5EUPuLl.png [3]: http://i.imgur.com/kJl3G8z.jpg [4]: http://doom.wikia.com/wiki/Sidedef
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