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The Adventures of Box Guy

Discussion in 'Made With Unity' started by returnString, Apr 15, 2011.

  1. returnString

    returnString

    Joined:
    Jul 10, 2010
    Posts:
    248
    Currently there's no up-to-date test release available. More news on that coming soon.

    OP: Yes, my titles are about as good as my art. :)

    So, I'm working on a small platformer during my spare time. I started off with the 2D Platformer tutorial available from this very site (which is awesome I might add), cut out what I didn't need, and made some changes so it's now even more basic. That's to say that I'm now using an orthographic camera to avoid any perspective distortion and the character, despite still using the Lerpz rig from the 2D tutorial, is composed of cubes. This rig and its animations will be updated once I get my head around rigging again. The game also uses an incredibly simple login system to authorise players and get an MotD in the menu, but I still don't know where I'm going with online functionality.

    My latest addition is a Mario-esque scrolling enemy, need to plan these more however so consider the current one as just a placeholder. There's currently no overarching goal, just get through the three short stages. I hesitate to say levels because it shouldn't take more than a few minutes, if that.

    Anyways, I'll shut up now, here's a webplayer link: removed
     
    Last edited: Jul 27, 2011
  2. ali31

    ali31

    Joined:
    Mar 30, 2011
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    129
    Looks good, I had this same idea the other day but I couldn't even manage to make a box character.
     
  3. InvaderStudios

    InvaderStudios

    Joined:
    Sep 1, 2010
    Posts:
    230
    Wow this is actually very nice! The animations on the box character are excellent! The funny comments in the game are cool, and the website design is nice. A very well done prototype.
     
  4. zine92

    zine92

    Joined:
    Nov 13, 2010
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    1,347
    This is a good prototype. Anyways smooth follow camera u have there. :)
     
  5. Cnaff

    Cnaff

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    Apr 3, 2011
    Posts:
    82
    love it! :)
     
  6. coin-god

    coin-god

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    Jan 21, 2010
    Posts:
    325
    "Unknown error"... why do i have to log in? :/
     
  7. returnString

    returnString

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    It's just a test of the system really, if the full error message is "An unknown login error occured." then it means that it's none of the following issues: non-existent username, incorrect password or an inactive account. As you can reach returnstring.com in the first place that's quite odd; in the future I'll try and improve the system and also possibly publish builds without it if problems like this persist.

    The kind words are much appreciated guys, cheers. :)
     
  8. returnString

    returnString

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    I've just added a few quick fixes to some reported issues and a rough draft of some physics stuff in level 4. I may have to endure two weeks sans internet access so might as well publish what I've got now.

    As always: http://www.returnstring.com/latest-build/

    PS: Don't trust green bridges. :)
     
  9. Artimese

    Artimese

    Joined:
    Nov 22, 2009
    Posts:
    794
    Stupendous! The simplicity of the game is what really stands out, smooth game play and the flow of each level, you're doing very well, keep up the great work! Can't wait for more!
     
  10. softwizz

    softwizz

    Joined:
    Mar 12, 2011
    Posts:
    793
    Hmmm, very intersting. I like 'minature' games with small characters.
     
  11. Frank Oz

    Frank Oz

    Joined:
    Oct 13, 2010
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    1,560
    Agreed, so simple but engaging, plus little box guy looks cute. Please don't get carried away and change him!

    Reminded me a little bit of Rick Dangerous (only 99.9% less frustrating!).
     
  12. dtntr

    dtntr

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    Oct 6, 2009
    Posts:
    26
    I like game play. Waiting for art.
     
  13. coin-god

    coin-god

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    Jan 21, 2010
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    325
    This is loking so awesome. Good work.
     
  14. softwizz

    softwizz

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    Mar 12, 2011
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    793
    Some questions....

    1: you say you are using the Lerpz rig from the 2D tutorial.
    How do you use the animations from one thing on your own things.

    2. To get the size of gameplay did you make small gameobjects or is it how the camera is setup.

    3. What do you do to get the character to stand on the elevators but not get squashed by then and be able to walk past them


    Thanks.
     
  15. SquishyPixels-Glimmer

    SquishyPixels-Glimmer

    Joined:
    Apr 30, 2010
    Posts:
    125
    cool little demo. I'd recommend a bit smooth velocity control for mid-air direction change, ala super mario bros. I found that pretty frustrating.
     
  16. defjr

    defjr

    Joined:
    Apr 27, 2009
    Posts:
    436
    A mesh collider on a plane will give you the one way collider effect.
     
  17. EpicTwist

    EpicTwist

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    Apr 19, 2011
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    83
    Woah, I'm actually going to play this! I commented. :]
     
  18. EpicTwist

    EpicTwist

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    Apr 19, 2011
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    Ah wait, I already completed it so far. >:/
     
  19. Rush-Rage-Games

    Rush-Rage-Games

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    1,997
  20. carking1996

    carking1996

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    Now that is cool. I love the little box guy. :p
     
  21. softwizz

    softwizz

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    Mar 12, 2011
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    Thanks earl for the answer to Q3, I should have realised this as I am already using this method to create a '1 way' portal in a FPS scene.
     
  22. Nightshade1

    Nightshade1

    Joined:
    Feb 6, 2011
    Posts:
    95
    Wow the character actually moves very well
    what script did you use
    and is it ok if i use it i have been haveing probnlems with character movement
     
  23. CraigSnedeker

    CraigSnedeker

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    Jul 9, 2010
    Posts:
    30
    Hey I loved this, you should make a full game out of it :p
     
  24. claybornp

    claybornp

    Joined:
    Jun 30, 2010
    Posts:
    76
    the box guy looks sooo good! awesome job
     
  25. returnString

    returnString

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    As I've said, it's from the Unity 2D Platformer tutorial, my character is currently just a few boxes attached to the hidden Lerpz rig, nothing special.

    @Everyone else, thanks for the comments and feedback! I've just returned from holiday and landed in a pile of work and exams (don't ever get a job whilst you're a student) but hopefully I can start pushing out some more updates soon. :)
     
  26. CrossGuard-Games

    CrossGuard-Games

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    Jan 12, 2010
    Posts:
    226
    great stuff, keep it coming!
     
  27. Knight12ify

    Knight12ify

    Joined:
    May 21, 2010
    Posts:
    520
    Box-Man! 2.0! Out with the old box and in with the new!

    Smosh : BoxMan 2.0.
     
  28. returnString

    returnString

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    Jul 10, 2010
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    http://www.returnstring.com/latest-build/

    The next update is out, now in 3D (the common XYZ kind, not the rarer stereoscopic-my-head-hurts variety). I've also added a 5th level featuring a nice surprise! Please spread the link about with the social sharing options at the top of the page, the more players the better. :)

    Also started work on some more behind-the-scenes stuff such as an award system but that's just barebones for the moment and not in the published build.
     
  29. Essal

    Essal

    Joined:
    Feb 16, 2010
    Posts:
    107
    One word:
    AWESOME.:D
    I love the simplicity of the game, and the sarcastic remarks posted all over:D
     
  30. pixellegolas

    pixellegolas

    Joined:
    Apr 10, 2011
    Posts:
    223
    I just found something strange, when jumping on one of the moving platforms (where there are red squares in the background) I suddenly started to hover up to the ceiling and stayed there :) Happened twice :) Just keep jumping on the elevator and it should happen again :)

    Love it by the way!
     
  31. returnString

    returnString

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    Ah yes, just repro'd this easily. Will look at changing how the platforms do their physics stuff.
     
  32. EpicTwist

    EpicTwist

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    Apr 19, 2011
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    AWESOME UPDATES. Can you help me with some scripts? I cannot script. :[ I'LL BE YOUR TESTED. :D
     
  33. returnString

    returnString

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    Jul 10, 2010
    Posts:
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    If you have any particular questions about the scripts in Box Guy feel free to post them in this thread, otherwise I'm sure the Unity community at large is far better than me at scripting; you'd be better off posting your questions in the appropriate forums here. :)
     
  34. strobe

    strobe

    Joined:
    Apr 6, 2011
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    Cute little boxman you got there, looking forward for some new levels! :p
     
  35. returnString

    returnString

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    I realise that a forum thread is not how everyone prefers to stay up-to-date with everything that's happening, so you can now follow the game's progress on ModDB/IndieDB (almost interchangeable) if that's how you prefer to do things: http://www.moddb.com/games/the-adventures-of-box-guy

    However as news tends to take a while to become authorised there, you'll still hear it here first!

    The build has also been updated today with a small change to the menu, it's now a proper scene. In fact that was only created originally to serve as a logo, but I liked it so much... :')
     
    Last edited: May 7, 2011
  36. twitchfactor

    twitchfactor

    Joined:
    Mar 8, 2009
    Posts:
    356
    Nice new surprises in the build.

    Just out of curiosity, how are you doing the "hazard" in the last level?
     
  37. returnString

    returnString

    Joined:
    Jul 10, 2010
    Posts:
    248
    It's the default Unity water mesh with a very basic script attached:

    Code (csharp):
    1.  
    2.  
    3. var movingSpeed : float;
    4. var isMovingX : boolean;
    5. var isMovingZ : boolean;
    6. var isMovingY : boolean;
    7. var activateOnStart : boolean;
    8.  
    9. // TODO: Implement start/end positions rather than continuous movement
    10. //var startPosition : Transform;
    11. //var endPosition : Transform;
    12.  
    13. private var isMoving = false;
    14.  
    15. function Start()
    16. {
    17.     if(activateOnStart)
    18.         isMoving = true;
    19. }
    20.  
    21. // External access
    22. function Activate()
    23. {
    24.     isMoving = true;
    25. }
    26.  
    27. // External access
    28. function Deactivate()
    29. {
    30.     isMoving = false;
    31. }
    32.  
    33. function Update()
    34. {
    35.     var tempVec = Vector3(0,0,0);
    36.     // Make sure that framerate doesn't affect movement speed
    37.     var tempSpeed = movingSpeed * Time.deltaTime;
    38.    
    39.     // Set up the translation
    40.     if(isMovingZ)
    41.         tempVec.z += tempSpeed;
    42.     if(isMovingX)
    43.         tempVec.x += tempSpeed;
    44.     if(isMovingY)
    45.         tempVec.y += tempSpeed;
    46.    
    47.     // And finally, translate it
    48.     if(isMoving)
    49.         transform.Translate(tempVec);
    50. }
    51.  
    52. function OnTriggerEnter(entree : Collider)
    53. {
    54.     // If the collision is with the player, reload the level
    55.     if(entree.CompareTag("Player"))
    56.         Application.LoadLevel(Application.loadedLevel);
    57. }
    58.  
     
  38. spinaljack

    spinaljack

    Joined:
    Mar 18, 2010
    Posts:
    992
    It's a good start but it runs slowly on my mac book pro. Are you using baked lighting?
     
  39. returnString

    returnString

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    Yeah all the levels were set to 10 texel bakes the last time I ran them, but most lights are also set to provide dynamic light for the player and other moving objects. Interestingly enough I'm getting 250-300FPS in the editor and my dev machine, if you can call it that, is a white 13" Macbook, so it seems odd that your performance is choppy. Perhaps I'll get some basic performance reporting included in the next build for situations like this,
     
  40. eric_c

    eric_c

    Joined:
    Sep 19, 2010
    Posts:
    44
    Nice game! :eek: Mind if I ask, how did you get the camera to stop following the player when it reaches the bound of the leve?
     
  41. returnString

    returnString

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    That's not something I've coded myself, that comes from the 2D Gameplay Tutorial. :)
     
  42. EpicTwist

    EpicTwist

    Joined:
    Apr 19, 2011
    Posts:
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    Any more updates? I want more, more, more!
     
  43. ivanzu

    ivanzu

    Joined:
    Nov 25, 2010
    Posts:
    2,065
    Very good i love the box guy!
     
  44. herpderpy

    herpderpy

    Joined:
    Mar 9, 2010
    Posts:
    477
    Games cool. Just a few things - Last level made me go a bit trippy, try lower the colors on it :D
     
  45. kondrup

    kondrup

    Joined:
    Apr 23, 2009
    Posts:
    205
    Hey - more levels dude.. NOW!
     
  46. returnString

    returnString

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    Jul 10, 2010
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    http://www.returnstring.com/latest-build/

    Well, I hesitate to release an update with bugs, but they're mostly minor. So, I've ported the original character controller setup to a new and improved physics-based setup. At the same time, due to a lack of checks in the code, a sort of WIP walljump system magically appeared.

    You will notice animation errors as my FSMs are still all lacking a few checks. In exchange, I've added a level based around this new system! As always I hope you have fun; if you enjoy this little techdemo, hit the social sharing buttons conveniently located above the game window to help spread the game a little, or leave a comment. :)
     
  47. Skulltemp

    Skulltemp

    Joined:
    May 2, 2011
    Posts:
    78
    LOL that's an awesome character
     
  48. returnString

    returnString

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    Bah, trust me to release a new build and then think of a cool feature. In any case, proper jump-pads will be available in the next release now, all thanks to the new physics-based controller system!

    On a related note if anyone would like to help me out on a more regular basis with testing, let me know either here, in a PM or via ruan@returnstring.com and I'll get you set up. :)
     
  49. hizral

    hizral

    Joined:
    Apr 27, 2010
    Posts:
    568
    Love the idea and the gameplay, you should make a full game out of this.
     
  50. returnString

    returnString

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