At first glance it does not appear that much has changed since the last post, but I assure you it has. First off I finally got the video capture software to capture audio, so enjoy the numerous clip elements now. I changed out the bullets to bolts that were given as part of Unity's Space shooter tutorial. I managed to tweak the Tankshooting script to enable Instantiate on 3 different FireTransforms so our ship can fire 3 bolts at once. Added Destroy by Contact script from Space Shooter script. I added more stars through a particle system. A spawning system has been incorporated through a Game controller script for the © Scorpflys'. The Background music was purchased from Maciej Kulesza, here at: https://soundcloud.com/maciejkulesza. Shields are next as well as keeping score.
I've managed to incorporate shooting elements and explosions. My little © Scorpfly has the same Java script as the skull with movement speed added instead of just rotation. Hard to juggle things that don't apply. Having trouble recording audio with Expression Encoder, but rest assured their is music and sound effects as well.
Another exciting update on © StarSkullz: Still utilizing the Unity Tanks & Space shooter tutorial to make my own game with my 3D assets.(https://unity3d.com/learn/tutorials/projects/tanks-tutorial and https://unity3d.com/learn/tutorials/projects/space-shooter-tutorial )
I have succesfully parented the particles onto the player's ship. Imported and applied textures to the Boss. I've implemented their Orthographic camera control script so that both the enemy boss and player will stay in focus.
I found a Java Script here thanks to GesterX (http://answers.unity3d.com/questions/26177/how-to-create-a-basic-follow-ai.html) to get by Boss to turn and follow the player.
Still need to apply interactive cloth to the wires on the side of Boss' head and apply a jaw animation and import the © Scorpfly mini-boss'.
There is a type of N-cloth in Unity I plan on using for the wires which will give them some motion. Normal, Diffuse, Emissive maps done. Off to make a specular map next!
I'm very excited about this. I was able to export out an .fbx file with animation and import it into Unity. This is a video capture from Unity. I had some challenges with this, scene cleanup helped with the textures. Animation wouldn't take for a while in the game, but did in the preview. Loop was one easy checkmark I remembered from all the deleting and button mashing to get it to work. There were numerous other logged errors to get around. I just changed the background in my Main camera under skybox to blacken it out. The ©ScorpFly will be one of the Enemies in the game.
So Unity's Roll a Ball game tutorial is all done. If your interested in learning or just want to see what I referenced click here: https://www.youtube.com/watch?v=RFlh8pTf4DU&list=PLX2vGYjWbI0Q-s4_lX0h4i2zbZqlg4OfF
I just used my assets instead of the balls and some cubes. Next I think I will implement Unity's "Tanks" game tutorial and just use my ship and skull instead of the tanks. They've got a great Orthographic camera rig they are using as well as some cool explosions.
Having fun in Unity, learning c# sharp scripting. Thought i'd import my own mesh.
Still working on the "mothership" plans are to include hydraulic shocks and transformers to replace the teeth.
Working lately on an 80's conversion game. Making game assets for Unity, still concepting things out. Unity has some awesome, yes awesome tutorials for this right here: https://www.youtube.com/watch?v=e7Px2yJA6S4. Also there's a cool application called Augment in which you can view your 3D models through your mobile platforms camera and create a tracker to help stabalize your model viewing it through the mobile's camera. Download the app here http://www.augment.com/augmented-reality-apps/
and scan the QR code in the above images to bring the model into your camera's world on your mobile platform/smartphone.
I like to show off and write about the making of or process' of my works here!