DevBlog
Going Down
With the doors all working, as I explained in the previous post, the next logical step was giving the player the ability to move around the whole of the dreadnaughts area. This involves having the lift screen and the lifts on all the decks linking into the respective areas on the huge map that are the […]
The doors
The next major hurdle with Paradroid was implementing one of the most iconic parts of the game which was the opening and closing of the deck doors using simulated proximity checks when any droid approached them. Just like the automatic doors, you find in shops which detect a person coming into the sensor area and […]
Entrapment
Walls Currently, we have all the decks of the dreadnaught in place along with the player droid we can move around but there’s nothing stopping the player from going anywhere they please. While working on this game in Unity I had to basically set up collision areas on the tiles and Unity would mostly do the […]
Tiles, Tiles, they’re everywhere
So now we have the tilesets and we have our droid, its time to put it all together. The major hurdle is putting all the decks into a room within Game Maker. As I had already done this inside Tiled, we were planning to use them in the original Unity project. I managed to get […]
Influence this…
Once all the frames of the droid were put into Game Maker it was very simple to get the droid set up and animating. To do this I used 2 objects – one for the animating part of the droid, and one for the numerals. This is then placed on top of the animating first object […]
001 to 999
Getting the droid graphics into the project was very much a repeat of process used to get the tileset images from my previous two posts. Taking screen shots until I had enough images to build up all of the droid animations and numbers. Within the game there are a total of 24, not including “001” […]
Paradroid Graphics, Part 2
In my last post, I discussed how I got to the TileSet that I used in Waca Waca. In this post, I am going to talk about where I went from there to 3 full sets for our upcoming version of Paradroid. Once I had a complete set of tiles for the game with animations for […]
Paradroid Graphics, Part 1
In an earlier post, I mentioned that I had created a Paradroid level just for testing out the wall collisions in a project that ended up being a tribute to PacMan that I called (WacaWaca). Initially, I spent a long time trawling the internet, looking for the whole game ripped out, with all the graphics […]
The game has changed …
So a lot has changed since my previous post. Tony decided that Unity was not working for him, so he threw his toys out of his big, big pram =) If I am honest, I spent around six months playing with Unity, occasionally having eureka moments but, more frequently than not, having @#%& moments. Firstly […]