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I need help with boss design. I am new to coding so any help would be nice.

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I need to have coffee be thrown at the player from the boss every 10 seconds. It needs to spawn at the boss, don't have the coordinates yet. Then it needs to expand on the ground into a puddle that does damage overtime to the player if they are standing in it. After ten seconds the coffee needs to despawn, so another one can spawn. It will be a loop until the boss dies. Any help at all would be greatly appreciated. using UnityEngine; using System.Collections; public class CoffeeFinal : MonoBehaviour { private float nextActionTime = 0.0f; public float period = 10f; void Update() { if (Time.time > nextActionTime) { nextActionTime = Time.time + period; /* every 10 seconds the boss will throw the coffee*/ } if (nextActionTime = period) { private Transform playerTransform; void Start() { playerTransform = GameObject.Find("player").transform; /*so the boss can throw the coffee at the player*/ } void update() { /*need to have the coffee be thrown, expand on the ground, cause damage if the player is standing in it, the after 10 seconds go away*/ } }

Best way to generate level whit "Level Blocks"?

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Hi, im very new whit Unity, I want to make a 2D platformer game that generates levels randomly, placing predefined level blocks one afther another. The problem is that I don't have idea of what is the best aproach to make this, my first idea was to use prefabs, but then i read that them aren't nestable. So my question, is viable to make this little level blocks in scenes and load them one after another? or there is in Unity another way to archive this more easly? Any help is apreciated.

Make Player move on Tiles

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New: A picture that you can Imagine my Idea: ![alt text][1] Scroll down for the "new" **Problem** Now I have a Class which is setting up the tiles: [ExecuteInEditMode] public class SetupTile : MonoBehaviour { //this class sets up the tiles in the begining: //the allowed walking directions and the texture, //depending on walking directions //allowed walking directions public bool left = false, right = false, forward = false, back = false; void Start () { //checks for colliders of other sidwalks to set the allowed walking directions //(**to do: check if there is a baking option to save the level an do it before) Collider[] hitColliders = Physics.OverlapSphere(transform.position, 1.1f); int i = 0; while (i (); setAllowedDirections(tileScript); Debug.Log("Tile: " + tileScript.name +"\nL: " + tileScript.left + "; R: " + tileScript.right + "; F: " + tileScript.forward + "; B: " + tileScript.back + "; " + left + ", " + right + ", " + forward + ", " + back); } // set the allowed walking directions depending on the last tile entered und the one before; private void setAllowedDirections(SetupTile _tileScript) { //left if (_tileScript.left == true) { oldLeft = left; left = true; } else { oldLeft = left; left = false; } //right if (_tileScript.right == true) { oldRight = right; right = true; } else { oldRight = right; right = false; } //foward if (_tileScript.forward == true) { oldForward = forward; forward = true; } else { oldRight = right; right = false; } //back if (_tileScript.back == true) { oldBack = back; back = true; } else { oldBack = back; back = false; } } **The Problem:** if there is a tile left and right of the player for example, they tiles are setup right, but it's always setting the "left" variable of the movement class on true but not they right. Altough if its entering a new tile. I tried to get the current position of the next colliding tile with OnCollisionStay(Collision col), but couldn't figure out how. Is there a smarter way doing the checking of the allowed walking directions?! Old: My Game is a kind of a Labyrinth. You walk through the city and have to hear where your Band is. You control the Character from a birdsview. But to **the occurence:** I want to build the levels from tiles (kind a Legend of Grimrock, if you know this (but not fp)). For the beginning there are just normal Tiles. (Later there should be obstacles but thats not relevant now). if you place a tile beneath an other, the player should be able to walk there. So you can easily built maps. The Player should only be able to move in the middle of the tiles, but fluently between them not like step by step (like in Legend of grimmrock or this solution for another labyrinth game http://wiki.unity3d.com/index.php?title=GridMove). **My 3 Ideas:** **First** ![alt text][2] Every tile has an Tag which tells the player where he can move. Problem you need 14 different tiles. **Second** ![alt text][2] deleted for other picture The Player has four Collider which sit around with space between them of a tile. if a collider has two trigger exits events in a row and no trigger enter. The player knows there is no tile and the move is forbidden. Problem: I'm afraid that there will be problems, at corners or the player will stuck because of incurracy. **Third** A mix of one and two. The tiles have four Colliders arround them and detect in the beginning if there are tiles beside them and later on tell the player where he can move. maybe over the tag again. Another god thing would be that the tile could change their texture fitting to function (crossing, left turn etc.). Problem i don't know how to do the check in the beginning. I'm of course open for **other Ideas** and thanks in advance for your help!!! [1]: /storage/temp/85590-unity-screenshot.png [2]: /storage/temp/84139-question-part1.png

How to make the 'Black Zone' in map (like the Fog of war)

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![alt text][1] Hi, currently i want build an map like this one . and the issue the black part between two walls. --- first i though is **fog of war**. and i googled it , seem need need an RenderTexutre and special shader for it . but fog of war is more fit for the game when player move around then show part of the map. more like dynamically. --- but what i want is more like static. then i though maybe i can just use some plant cover the gap. ![alt text][2] but it's difficult to cover the gap like the first img . also , in the first img , the black area is a little blurry, make it more blend with the wall. i don't know how to achieve it with my way. so what's the right way to do it? thanks. [1]: /storage/temp/87483-black.jpg [2]: /storage/temp/87484-b.jpg

How to pass in an Integer

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![alt text][1]How would I make the highlighted part an integer in order to retrieve the current round data, because right now if I make the [0] a [1] then it just loads the round 2 data, but I need it be an int so I match it to the round. [1]: /storage/temp/87536-2017-02-06-1.png

Automatically add platform area tile as player approaches the edge of current tile

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Firstly, I'm new to Unity and I'm currently learning c#, please be gentle! As a project, I'd like to create a simple 3d platform game. The idea being the player starts on a square tile, which is the game platform playing area. They explore different elements on this tile by moving around. The perspective is 3rd person, so the player is looking down on the action. As they approach the edge of the tile Unity recognises this and adds another tile to the existing one, basically doubling the playing area. As the player moves around further to the tiles edge, other tiles are added, increasing the discovered areas each time. My thinking to achieve this would be to have 5 tile game objects, that have different elements like trees already built on them. The question is what is the best way to achieve this. Would it be to build the complete level with all tiles and then using code restrict how far ahead the player can see, basically to the width and length of the tiles. Or would it be better to trigger a new tile to appear as the player approaches the edge of the current tile. Thought, links to example code that I could recycle would be very handy. Thank you.

how to create multiple levels for my bubble shooter game?

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hello. i am just starting with unity.. bubble shooter is my first project. i have created the game mechanics and score manager.. now i am stuck at creating levels.. all the 120 levels will be predefined and not function generated. how should i go about this?

How to make objects stick together in the editor

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I have two *tiles* of street and I need to position them consecutively, without spaces. If I work manually I cannot obtain a perfect positioning. The picture can display the problem ![alt text][1] I've already tried to change the snap settings but without useful results. Someone suggests me to work with vertexes (pressing V and moving the object) but I have not a *magnetic* behaviour as I wish to. [1]: /storage/temp/93886-tiles-problem.jpg

Noob Level Design 2d Question

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Game Platform -- Mobile IOS Level - Objects spawned from outside the world view and fall down into the world. Kind of like Kaboom 2600. I want to design levels but was wondering what is the best way to go. Different Scene for each level. Can I create them from a text level. Can I create a large panel that contains all of the game objects and falls down into the world view. Basically what is the best way. I don't want to reinvent the wheel so I am reaching out and any suggestions would be greatly appreciated.

Hi, Could you please tell me how to drag(not slide) a level panel object if we cannot display all levels at a time like

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![alt text][1] [1]: /storage/temp/98917-farm-heroes.jpg

How to optimize a PC game?

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We are creating a **forest like game** in Unity for our Final year project. The scene has a large map with **1000+ trees** which makes the scene very **laggy**. How do I improve the performance of the game without losing the quality? And many times the light and **shadows seem flickery**. How do I fix that? And what are some thing I have to keep in mind before creating a large scene?

How to optimise a PC game?

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We are creating a Forest like game which contains a large terrain. The game feels very laggy because of the presence of 1000s of trees. How to improve performance of the scene without losing any quality. And is there any techniques to get high performance, because now the game is very laggy. And how do I get better lighting? And is there any things to keep in mind before creating a large scene?

How to define map safe zone?

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Hi, I'm pretty new to unity. The basic idea is that i have a floor which is shrinking over time and after like 2 minutes it ha a fixed defined size. If you stand on the small part you survive and if u stand outside you get damage [1st pic at game start, 2nd after 2 min](http://prntscr.com/g8mdjb). The question is what would be the best solution to do this? I tried to use 2 planes one on another both with separate box colliders but that didn't work out really well. :)

Importing Assets and Making Levels

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Hello so I just started in the process of making a maze like game that will eventually be for an iOS app. What is typically the best way to make levels in Unity. As a test I was using a player sprite with 1000 x 1000 resolution .png file and then scaling that down in Unity by .1. Will there be an issue if I make the levels specifically in a program like photoshop and then import a huge .png file to use for each level? If so what are some better ways to create a level without having to use such large files in the game? Any advice would be helpful. Thanks!

Weird lighting issue when baking. How do I fix this?

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Hi guys, I am trying to bake lights with 2k resolution. But I got this. ![alt text][1] I am using Unity 5.6.1 Could anyone tell me how do I fix this? [1]: /storage/temp/104316-2017-10-24-10-27-05-progressive-lightmapper-page-2.jpg

mesh vs terrain

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good evening, i want create mountain and river(sea) and put house on mountain, what best to do ? terrain unity or make it in another software (terrain vs meshes) for create level like this (performance and scripting) ? thanks

do i need to build my own assets ?

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i'm beginner at game development and i started to design some levels and environments but should i download my assets or learn how to create them like 3D modeling ,texturing etc if i want to have a job in the industry as a level designer ?

Creating a grid for sceneview and in game,Making a simple grid map editor for Sceneview

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I want to create a grid of tiles that are capable of storing and relaying info for pathfinding. Ie. This is a wall and therefore not walkable, or spawn an object on this tile for it to be picked up by a character later, or direct a character to walk to this tile, etc. I want it to be grid-based so that movements are fixed to the tiles. Now I have a general idea of how to do most of this. But I don't know how to create one in scene view, as I want to be able to manually place objects, wall, and characters on it, the game doesn't need to have procedurally generated levels. And having to design a level with code alone is just tedious. I know gizmos can be used to create a grid in scene, but can I rely on it to be the basis of what I'm trying to do in game? If not, what method should I use?,I'm new to Unity and coding in general, but I know how to use loops, functions, pointers, array, etc. I just don't have enough experience to figure out the programming logic just yet. So I'm looking for advice that points me to the right direction so I can do some more research. I want to make a simple 2d tile based movement/ pathfinding system for my game. I know how to use loops to instantiate a grid of tiles made up of different types, but I can't use it as a map editor since it only runs when the game is running. I want to be able to manually hand place objects and walls in the sceneview, with a grid underneath so I can make sure placement of objects are precise. So another option is to use Gizmos to draw a grid. But my question is if I use Gizmos, can I rely on it to be able to store data for me while the game is running? For example, if I want my game to be able to detect and relay which tile a character is on right now for pathfinding reasons, or which tile is a wall and therefore not walkable, or a chair is on this tile so walk to this tile to seat, or spawn an object on this tile for someone to pick it up later, etc. Or am I thinking the complete wrong way? Is there an easier method to build my level?

How do my partner and I save something that we are both working on without overwriting progress?,If I am working with a partner on the same thing, how do we save without overwriting work?

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We are wanting to work on our level design but are wondering how we can save without overwriting the others progress.,This is just something that me and my partner are wondering about. We are just starting out on our first project and this is just one question that we didn't have an answer to. So any guidance would be great thanks.

Changing Level Design With Camera Angle

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I am currently working on a first person game and was wondering, how can I change the level design the player's in as the player rotates the camera angle.. Like imagine you are in a closed room and you are looking at a painting on the wall, when you turn back you are suddenly in a forest. but the change has to be seamless and happen while the player is in control (no cutscene)
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