This Tigsource thread has a bunch of discussion on reasonable ways to build beat'em ups in Unity.Hey I'm trying to find a tutorial on how to make a beat em up game (like Castle Crashers/Final Fight) in unity. Could someone push me into the right direction? Thanks!
That is something pretty specific which I doubt you are going to find a tutorial for. You need to do it step by step. First getting something walking, then give it attacks. And when you are stuck somewhere you can search for how to implement 2D movement or something.
Instead of searching how to do a genre, search how to do systems when you get stuck at them.
This Tigsource thread has a bunch of discussion on reasonable ways to build beat'em ups in Unity.
The specific kind of beat'em up you are going for (2.5D) has potential to get slightly complicated. There are are several main approaches you could take.
One is to do the actual game mechanics in 3D space. This might be the easiest way. With Unity's ready-made 3D colliders and character controllers, you have to write very little code yourself before you have a character walking around and hitting other characters with moves. With that approach you can still optionally make it look "2D" by using an orthographic camera and drawing the characters with sprites that a simple script orients towards the camera.
Another option is to use 2D sprites with no "real 3D" in sight. In this approach you'd probably have to tweak the character movement and add depth checks to the 2D collision code to create the "2.5D" movement. If you use totally flat, straight ground, this is not hard. You'll have to understand a tiny bit of math though.
I feel a bit silly for posting about this when ya'll are being amazingest all day, but here's what I have so far. Trying to come close to how Zelda 2 plays although it's janky as hell (probably because I still haven't used delta anywhere and all the calculations are frame dependent). I think it's okay for my first thing (engine is from scratch) but I wanna rewrite the whole thing after every line I add!
The sprite is just some kind of... thing... with eyeballs in places that I clicked randomly when my eyes were closed. It's just something I made so I can check that the animation works, teehee. Kinda looks like a forest spirit maybe if I look at it objectively.Don't you ever feel ashamed of your own work! Be open to constructive criticism, listen to those who take a minute to look at your work and elaborate about it, and completely ignore the trolls you'll find trying to destroy your self-esteem as a programmer/artist.
I like what I see in your video, the sprite is not really detailed and it's difficult to understand who or what he is, but the overall movement seems pretty smooth.
I would need to see concept art of the character in order to better understand his sprite and come up with some advise on that regard.
Keep up the good work everyone!
What if your poor modeler reads this? :,(Mixamo's Fuse system is unbelievable. I almost regret hiring a modeler.
This is what I was suggesting. The x-ray thing above is a bit much.Fez used a silhouette if the player got warped behind the map.
I said almost!What if your poor modeler reads this? :,(
Fun fact: The Kinect API and the Microsoft SAPI are the exact same thing. You needn't be tied to a Kinect, if you don't want to be.Hey Feep, I think my game could benefit from some simple sound commands. How sophisticated is the Kinect API? Ideally, I would just declare a command as a string and let it figure out what speech to respond to. Or would I have to take the hard road that you are presumably taking with Echo ?
Using all 3 axes can have a benefit. Alundra on the psx is a 2d game that did this. So is FF tactics, Breath of Fire PSX games and I think Arc the Lad.This Tigsource thread has a bunch of discussion on reasonable ways to build beat'em ups in Unity.
The specific kind of beat'em up you are going for (2.5D) has potential to get slightly complicated. There are are several main approaches you could take.
One is to do the actual game mechanics in 3D space. This might be the easiest way. With Unity's ready-made 3D colliders and character controllers, you have to write very little code yourself before you have a character walking around and hitting other characters with moves. With that approach you can still optionally make it look "2D" by using an orthographic camera and drawing the characters with sprites that a simple script orients towards the camera.
Another option is to use 2D sprites with no "real 3D" in sight. In this approach you'd probably have to tweak the character movement and add depth checks to the 2D collision code to create the "2.5D" movement. If you use totally flat, straight ground, this is not hard. You'll have to understand a tiny bit of math though.
Oh, cool! And it looks like it's capable of exactly what I described.Fun fact: The Kinect API and the Microsoft SAPI are the exact same thing. You needn't be tied to a Kinect, if you don't want to be.
It's exceedingly easy. This page basically does it for you. Bam.
Today is Nerd Monkey's 1st anniversary.
To celebrate 1 year of independent videogame development we have 6 Desura keys for Murder in the Hotel Lisbon to give to all our friendly Indie Devs on Neogaf.
XI7J5-1G3YK-GZTD5-83HB0-P6ABX
This sums up my feelings right now: https://www.youtube.com/watch?v=oiIBQRu8fTQ
Why do I make such a proclamation? The damn collision detection in my game is finally working right! My character stops when it walks into a wall. It can jump. It falls back down to the ground after jumping. Bumping its head when it jumps makes it fall to the ground. And if it walks off a ledge, it'll fall to the ground.
Onward and upward!
This sums up my feelings right now: https://www.youtube.com/watch?v=oiIBQRu8fTQ
Why do I make such a proclamation? The damn collision detection in my game is finally working right! My character stops when it walks into a wall. It can jump. It falls back down to the ground after jumping. Bumping its head when it jumps makes it fall to the ground. And if it walks off a ledge, it'll fall to the ground.
I still have more work to do -- ladders and slopes -- but I'm really happy that I've got the basics all working. I owe a huge debt of gratitude to razu and MikeHaggar for their insights and suggestions!
Onward and upward!
I feel a bit silly for posting about this when ya'll are being amazingest all day, but here's what I have so far. Trying to come close to how Zelda 2 plays although it's janky as hell (probably because I still haven't used delta anywhere and all the calculations are frame dependent). I think it's okay for my first thing (engine is from scratch) but I wanna rewrite the whole thing after every line I add!
OK last piece of artwork. I'm totally addicted to making game covers. If I decide to do a PC version, I'm going to try my best to make it look like this in real-time.
This sums up my feelings right now: https://www.youtube.com/watch?v=oiIBQRu8fTQ
Why do I make such a proclamation? The damn collision detection in my game is finally working right! My character stops when it walks into a wall. It can jump. It falls back down to the ground after jumping. Bumping its head when it jumps makes it fall to the ground. And if it walks off a ledge, it'll fall to the ground.
I still have more work to do -- ladders and slopes -- but I'm really happy that I've got the basics all working. I owe a huge debt of gratitude to razu and MikeHaggar for their insights and suggestions!
Onward and upward!
This sums up my feelings right now: https://www.youtube.com/watch?v=oiIBQRu8fTQ
Why do I make such a proclamation? The damn collision detection in my game is finally working right! My character stops when it walks into a wall. It can jump. It falls back down to the ground after jumping. Bumping its head when it jumps makes it fall to the ground. And if it walks off a ledge, it'll fall to the ground.
I still have more work to do -- ladders and slopes -- but I'm really happy that I've got the basics all working. I owe a huge debt of gratitude to razu and MikeHaggar for their insights and suggestions!
Onward and upward!
@friken
Are you using a particle system or other dynamic for the mist? Because the way the GIF loops is broken for the mist.
But otherwise, holy wow... that's breathtaking!
Looks pretty cool! Though I would change the font and its coloring in makingOK last piece of artwork. ...
...
That's a cool one! I like it. :+
This is so dope, man. Love it.Proof of concept for our alien conversation animation. This is a single idle animation. The plan is to have 3-4 idles to randomly pick through, then a talking one for while voiceover is playing and maybe a you ticked them off animation. Feedback please
If you are satisfied with how your own existing physics work, go ahead and use them. If you would need to add more capabilities, it's probably best to use the built-in physics and colliders so you get good performance and automatically get at least sane behavior. For traditional responsive controls, obviously you'll additionally need to hand-tune for specific situations and behaviors. You can easily ignore mass by using AddForce with ForceMode.VelocityChange, use raycasting to detect whether the character is grounded or react before certain kinds of collisions happen, etc.Hey!
I just recently moved from XNA to Unity and I'm in progress of making my first game using it. It's a retro-ish tile-based 2D platformer and while it's not fast-paced like SMB, I really want the controlling to feel responsive.
Anyways, I am trying to decide how I should make physics. Do you think that I should roll my own physics completely or should I for example use built-in colliders, but move the player "manually" (without using RigidBody.AddForce etc)? I have written my own platformer physics before, but I'm just not sure if it's worth it considering that Unity has all these physics features built-in.
Sorta, in my head I did. The real sprites will probably be the same, I guess, dunno. My brain just turns off when I register that I'm drawing something.That actually seems pretty smooth, and looks like it controls really well. Nice work, I would say.
Did you just paint over the Zelda 2 Link sprite? Looks like your "character" has identical poses.
Let's say you convert your position + quaternion to a 4x4 transform matrix for this operation.Conceptually I know that I need to solve for the transform X (both position and rotation):
currentWorldTransform = X * newParentWorldTransform.
...where currentWorldTransform and newParentWorldTransform are known (note that the multiply operator simply denotes applying a transform).
Let's say you convert your position + quaternion to a 4x4 transform matrix for this operation.
You are moving your object (whose to-world transform is Wx) under P (whose to-world transform is Wp) and need a new local transform X to match.
Wx = X * Wp
You just take the inverse of Wp and multiply from the correct side to get rid of Wp:
Wx * Wp^-1 = X * Wp * Wp^-1 = X
This is so dope, man. Love it.
Do you mind me asking you what kind of process/technique you are using for these animations? It doesn't look like proper hand-drawn, frame-by-frame stuff but it looks totally ace and effective.
The earliest screen we have is a static sprite against a Cornflower Blue background. Good timesI love the videos and pics of prototypes in this thread. More people should post their earliest prototype comparing to their current build so we can get a better idea of how far they've come.
Okay, think I got it. Going to test it now to see if everything is implemented correctly. ...
Wp^{-1} = |R^{t} -R^{t}p|
| 0 1|
|R p| * |S x| = |I 0|
|0 1| |0 1| |0 1|,
R*S + p*0 = I
R*x + p*1 = 0
S*0 + 1*0 = 0
x*0 + 1*1 = 1
R*S = I
R*x + p = 0
R*S = I
=> R^{-1}*R*S = R^{-1}*I
=> I*S = R^{-1}
=> S = R^{t}.
R*x + p = 0
=> R*x = -p
=> R^{-1}*R*x = -R^{-1}*p
=> I*x = -R^{-1}*p
=> x = -R^{t}*p.
Hi Galdelico. Thanks for the kind words!
Old-school frame by frame spritesheets would be massive when using for the fullscreen alien sizes we are working with, so we are using 2d skeletal animation. There are lots of tools devs use for this like maya, 3dstudio, spriter, anime studio, and some others. We are using unity directly for our solution. Maya is great, but we are kind of newbs with it so it takes us forever to get usable results.
Our general process is 2d speed-paint style art with an extra detail pass or two for the focal point of the scene. As the art is made, each body part we intend to animate is kept on it's own layer. Then in photoshop we cut up each body part. A unity plugin we use called smoothmoves has a good auto atlas generator where you can set the pivot point of each body part and setup bone hierarchy. It also has a keyframe editor with easein-out and a curve editor. Since unity 4.3 though, I think you can do everything that smoothmoves offers without a plugin. We are still on 4.2 currently, but plan on moving to 4.3 shortly. I'll have to post about what I think of the new 2d unity stuff once we do.
Anybody that creates pixel art, what's the best tool to use to do so? I believe I've only tried Graphics Gale in the past.
I love the videos and pics of prototypes in this thread. More people should post their earliest prototype comparing to their current build so we can get a better idea of how far they've come.
Cosmigo Pro Motion
Graphicsgale
Photoshop
These are the best I have used.
The earliest screen we have is a static sprite against a Cornflower Blue background. Good times
On the Dudebro II website we've actually posted a retrospective detailing (in parts 7-8) how the game evolved over time, to let everyone see it shape up from nothing.
http://www.grimoireassemblyforge.com/dudebro2/site/?p=3141
http://www.grimoireassemblyforge.com/dudebro2/site/?p=3381
Parts 1-6 here: http://www.grimoireassemblyforge.com/dudebro2/site/?page_id=1942
Another update in this series of posts is long overdue I guess.
Tile Studio is a simple, free tool someone recommended. If you're just starting out it's worked pretty well for me so far, though I imagine even the free version of Graphics Gale has more animation-specific stuff.Anybody that creates pixel art, what's the best tool to use to do so? I believe I've only tried Graphics Gale in the past.