Posts Tagged ‘Tutorial’

UDK Tutorials.

Posted: January 12, 2014 in Interactive Environments
Tags: ,

To get use to using navigating UDK and gain a basic grasp of how things worked I did three tutorials in class. The first focused on getting you use to the layout of the program and its navigation. The exercises were simple and taught you how to work the brush, use it it to make a plane and a cube and add a texture to the cube.

UDK Tutorials Screen Shot 9

UDK Tutorials Screen Shot 8

The next tutorial took me through how to add the preset assets into the scene and make a custom brush to create specific shapes, this is good for making a specific plain. The goal of this tutorial was to make a room and have a door that opened and closed using kismet.

Ground level view:

UDK Tutorials Screen Shot 7

UDK Tutorials Screen Shot 5

Upper level view:

UDK Tutorials Screen Shot 6

UDK Tutorials Screen Shot 4

Kismet:

UDK Tutorials Screen Shot 3

The last tutorial went through the lighting and had us attach a room to the other side of the door.

UDK Tutorials Screen Shot 2

Room beyond the door had no lighting.

UDK Tutorials Screen Shot 1

These tutorials gave me the basics to work in UDK ready for when we import our my assets into the group level.

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Unity Tutorial 2.

Posted: January 5, 2014 in Aspects of Play
Tags: , , ,

I found another tutorial on YouTube that had more elements relevant to what I wanted to incorporate into my game like. speed boost, player controlled movement, moving platforms and enemies that follow you.

I started by creating the placeholders for the scripts, textures and tags as demonstrated in the tutorial. I then placed the blocks as shown and added the smooth follow script to the camera so it will follow the player ready for the second part of the tutorial.

Unity tutorial 2 screen 1

Unity tutorial 2 screen 2

In the second part of the tutorial I started by adding the ridged body component to the player using the add component tool within the players options this seems like a much more efficient way of doing it than I was shown in the last tutorial were it was added by navigating the components drop down menu. Next I went through setting up the speed parameters of the player and added a ridged body code to the player however it would just roll off the side so the next step was to freeze the z position, this limits the player to only being able to move along the x and y axis.

Unity tutorial screen 3

Unity tutorial screen 4

Next the tutorial talked me through the code to give you the control of the left and right movements of the player.

unity tutorial 2 screen 5

This line of code basically means 4 (which is the speed) times the key input, if it’s not pressed 4 x 0 = 0, if left is pressed 4 x -1 = -4 and if right is pressed 4 x 1 = 4.

Lastly for part two the tutorial takes you through setting up the jump commands and how to set up a raycast function. He explains a raycast function as a beam that shoots in a straight direction for as long as you set it to or until it hits something, it always shoots from the center of the object. The raycast that is shows shoots 0.01 below the character and if it is hitting you can jump if it is not you cannot jump.

unity tutorial 2 screen 6

Part three starts by showing me how to code the player so they don’t stick to the side of the walls this is a much more complicated fix than was shown in the previous tutorial were you created a slip material and added it to the object.

unity tutorial 2 screen 7

Next he went through how to set up the health of the player and how to link the damage to the hurt tag I set in in the first tutorial so all I need to do is add the tag to an object and it will damage my player.

unity tutorial 2 screen 8

Next the tutorial went through how to set up the speed up objects this was done in two scripts one section of the code was in the original script and the other would be added to the speed up object and call back to the other script.

unity tutorial 2 screen 9

unity tutorial 2 screen 10

The final part of the script added the time limit to the speed up and reset the counter is another is picked up.

unity tutorial 2 screen 11

unity tutorial 2 screen 12

The final part of the tutorial covered the moving objects script and how to set up an enumeration which lets me choose which direction the object moves with a drop box.

unity tutorial 2 screen 13

unity tutorial 2 screen 14

Lastly the tutorial goes through the chasing enemy script which makes the enemy’s chase you around.

unity tutorial 2 screen 15

This tutorial has given me all the basics I need to block out my level which I can then add to as I develop it.

Unity Tutorial 1.

Posted: January 3, 2014 in Aspects of Play
Tags: , ,

To got started with Unity I followed this tutorial I found on YouTube teaching you how to make a sidescrolling platform game.

I managed to follow the code easily enough but the tutorial was unfinished (only has two parts) and one piece of my code did not work correctly even though it was copied exactly. I am going to look for a more relevant tutorial to the play stile I am looking for as this tutorial has the character move automatically in sted of the player having direct control.

Unity tutorial 1 screen 4

Going through this tutorial helped me understand more of the functions of Unity and helped me get use to navigating in the program making me feel more confident to approach another tutorial.

Unity tutorial 1 screen 3

Unity tutorial 1 screen 2

Unity tutorial 1 screen 1

The last line of code in this screen did not work it was purpose to bring the players speed back to zero when they re-spawn but it does not and the player spawns traveling at the speed they were traveling when they died. I learned some useful things from this tutorial like how to take away the friction on the side of objects so that your character doesn’t stick to the side, though the value could be tweaked and maybe allow for a wall jump. I learned that you can set values in your code that can be edited in the objects properties instead of opening and closing your code all the time. I also found out about the key listings unity has and the ease of adding physics to a character, lastly that you can drag the camera name in the list onto the player and it will automatically follow them from now on.

I took the test design I made when I followed the Stroke FX tutorial and modified it using the techniques I learned by watching text blur titles tutorial (found here).

I then put the video into Adobe Premier and added a ticking sound effect:

I followed the Stroke FX tutorial on video copilot (which can be found here.) here are my results:

after effects screen 1

after effects screen 2

after effects screen 3

after effects screen 4

after effects screen 5

after effects screen 6

after effects screen 7

after effects screen 8

after effects screen 9

after effects screen 10

after effects screen 11

After watching some modeling tutorials on YouTube on how to Plane Model 3Ds Max:

I then decided to try the first tutorial were you use the cut tool to cut round the image on the plain and add all the polys in your self. I thought doing this one first it would give me a better idea of what shape the polys should be in areas like the eyes, mouth, nose etc. before I attempt the second tutorial I watched. Here is my attempt:

kid test screen 1

kid test screen 2

kid test screen 3

kid test screen 4

kid test screen 5

kid test screen 6

kid test screen 7

I thought that the ball did not fit the back of the face properly so I decided to go back and edit the edges of the face.

kid test screen 8

Here are nets of some of the basic primitives on 3Ds max and the method I used to unfold them. there are other ways of unfolding the shapes and I plan to look at them in a later post.

  This is the map for the Cone:

Cone

  This is the map for the Cylinder.

Cylinder

This is the map for the Torus:

Donut

This is the map for the Pyramid:

Pyramid

This is the map for the Sphere:

Sphere net

This is the map for the Box:

Square

Having these maps is useful for texturing each shape by drawing on the individual faces keeping in mind how it will fold onto the shape, this obviously will be more difficult for shapes like the Sphere or the Torus.
Below is a quick tutorial on the method I used to unwrap these shapes.

First you draw your shape and then right click on it and select “Convert to  Editable Poly”.

Screen shot 1

Then on the drop down menu on the right side bar scroll through the list and select “Unwrap UVW”.

Screen shot 2

Now down the side bar you should have a set of options under “Edit UVs” click on the “Open UV Editor” button.

Screen shot 3

Now click the button that has a red square that is located in the bottom left of the window that has opened, this allows you to select the faces. Next you select everything in the window.

Screen shot 4

With everything selected click on the “Mapping” Tab and  select “Unfold Mapping”.

Screen shot 5

Now that your shape is unfolded. To turn this into a UVW map you need to go to “Tools” and select “Render UVW Template”.

Screen shot 6

This will open another window just set it to the size you want and press ok. Your UVW map will open in another window, from there you can save it to were ever you like.

Screen shot 7