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The Cheesiest Game - mobile 2d-platformer

Discussion in 'Works In Progress - Archive' started by Stone-Philosopher, Jul 12, 2015.

  1. Stone-Philosopher

    Stone-Philosopher

    Joined:
    Jul 12, 2015
    Posts:
    9
    Hello Community!:D

    We're working on our first Unity game - a 2d-platformer. The main character is Cheese, who is wondering the world trying to find a mysterious country called Cheesia, the best country in the world, to live happily ever after... But that is not an easy task.

    So some screenshots so far)
    2015-07-13_0.02.59.png
    UI is almost done

    2015-07-13_0.09.04.png
    At the end of most levels hero will meet strangers and have a little chat (Oops, sorry for closed eyes here))

    фотография.PNG

    We hope to release alpha this week, and there is still much work to do! Any feedback will make us happy;)
     
    petipois26 likes this.
  2. sokki

    sokki

    Joined:
    Jan 31, 2015
    Posts:
    166
    Nice graphics.

    I'm not much experienced with mobiles, however, don't you think the movement control should be for the left hand and the action for the right? Most of the (all) joysticks i've run across to, are using that scheme.

    Good luck with the game!
     
    Stone-Philosopher likes this.
  3. Stone-Philosopher

    Stone-Philosopher

    Joined:
    Jul 12, 2015
    Posts:
    9
    Thank you very much for feedback!
    You are right, mobile games I saw use that scheme, so I'd better make it the default one. I've made a switch in settings menu for both variants anyway))

    Thanks!:)
     
    sokki likes this.
  4. Stone-Philosopher

    Stone-Philosopher

    Joined:
    Jul 12, 2015
    Posts:
    9
    Deadly Particles in 2D (workarounds)

    We wanted to add deadly fireworks, so there were several ways to do it. Since particles seemingly do not detect collisions with 2d colliders, one way was to add a child object to player and then add a 3d collider to it.

    That's what we've got))



    Another way was to make an object pooler (like in this lesson https://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/object-pooling) and pool reasonable amount of animated objects. We haven't made our own animation yet, but the idea is like this:



    I haven't yet analyzed which way is better for performance, but I think we'll use both.

    Wish everyone a fruitful week!:)
     
  5. Stone-Philosopher

    Stone-Philosopher

    Joined:
    Jul 12, 2015
    Posts:
    9
    Just a small update:rolleyes: Viva la Cheesia!^^

    vegetables.png
     
  6. Stone-Philosopher

    Stone-Philosopher

    Joined:
    Jul 12, 2015
    Posts:
    9
    Doing localization with Smart Localization plugin) It's really nice!

    But since I wanted to localize some strings in Editor as well, I got the instance of Language manager not in Start, but in Awake function. I did it in my GameController singleton:

    Code (CSharp):
    1. if (Application.systemLanguage.ToString() == "Russian")
    2.      language = "ru";
    3. else
    4.      language = "en";
    5. languageManager = LanguageManager.Instance;
    6. languageManager.ChangeLanguage (language);
    And then on texts in Editor you need to add a script like this:

    Code (CSharp):
    1. void Start ()
    2.     {
    3.         string myKey = gameObject.name;
    4.         if (!GameController.gameController.languageManager){
    5.             GameController.gameController.languageManager = LanguageManager.Instance;
    6.             GameController.gameController.languageManager.ChangeLanguage (GameController.gameController.language);
    7.         }
    8.         gameObject.GetComponent<Text>().text = GameController.gameController.languageManager.GetTextValue (myKey);
    9.     }
    Text object's name in Editor is the key in language manager. Don't forget to add "using SmartLocalization":)
     
    Last edited: Aug 30, 2015
  7. Stone-Philosopher

    Stone-Philosopher

    Joined:
    Jul 12, 2015
    Posts:
    9
    Added "Like us on Facebook" button. Tried to do it with Soomla plugin and Facebook SDK and it all worked well in Unity Editor, but in Xcode showed many errors. At first, there were errors "autorelease is unavailable" and "no known class method for selector 'publishInstall:withHandler:'" but that was solved with the help of this advice http://forum.unity3d.com/threads/io...pdate-to-unity-5-facebook-sdk-problem.307613/
    But then appeared 11 Apple Mach-O linker errors and I thought that just "Like" is not worth it))
    So I cleared that plugins and added just one line of code:

    Application.OpenURL("https://www.facebook.com/1457426844572267");

    That'll do for now) Facebook SDK is for greater purposes, like inviting friends, I think))
     
  8. Stone-Philosopher

    Stone-Philosopher

    Joined:
    Jul 12, 2015
    Posts:
    9


    Made the first game trailer:D
     
  9. Stone-Philosopher

    Stone-Philosopher

    Joined:
    Jul 12, 2015
    Posts:
    9