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Unity 3 Video Training Course (FREE) - Walker Boys

Discussion in 'Community Learning & Teaching' started by profcwalker, Dec 8, 2010.

  1. Thiago6891

    Thiago6891

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    Jun 8, 2011
    Posts:
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    When it happens I have to clear the browser's cache and try again. But when it works once, it doesn't happen again (not that I have seen at least) unless I clear the browser's cache (or use a different browser).
     
  2. Kirath

    Kirath

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    Aug 17, 2011
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    Hi!

    Why can't I find the tutorials from "Unity app 1 19" to "Unity app 1 29"?
    They ain't on your Vimeo Channel. Are these been deleted or just missing?

    Thanks in advance!
     
  3. profcwalker

    profcwalker

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    Hi Kirath. If I remember correctly, the files for that portion of the video are up to the user to create or gather the textures and images. Hope that helps. Let me know if you have further questions. Thank you.
     
  4. Kirath

    Kirath

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    Aug 17, 2011
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    Hi again,

    Having problems again with the videos. The videos named "Unity app 02 ##" cant be loaded for some reason?
    Have I missed something or what?

    Thanks in advance!
     
  5. dudeitzchronic

    dudeitzchronic

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    Aug 18, 2011
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    Thank you for the videos, I've been watching them all non-stop so far, and it's really easy for me to follow and goes really in depth on the topics. I saw a video on a website about how anyone can make video games and it's always been a wish of mine to be able to do so. Even with no experience except taking a year of java programming in high school I've been able to keep up with the video, and even my knowledge of java is being refreshed with your videos.

    I have a few questions though. I'm wondering if the videos will later tell me how to:
    1) Make AI
    2) Make animations for the player (I've been interested in making an FPS and a 3rd Person shooter like the AngryBots demo)

    I don't want to skip ahead through any of the videos because I know it will not benefit me to do so. However, my curiosity is aroused by those questions as I am aware I will need those in my games. Regardless of the answer, I plan to watch the rest of your series.

    Again, thank you for the videos. I'm learning a lot and having fun at the same time with Unity.
     
    Last edited: Aug 18, 2011
  6. pothb

    pothb

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    You can't skip... atleast not to the way later ones depending on where you are.

    As for AI, I guess the goomba vids is sort of AI ish... yea... So yes you will, though as it's a 2D Mario series, there isn't much AI in it. I would guess the 3D Mario will have better ones. As for animation, none as of yet, unless you count how to read through a spritesheet. I can't see that being part of this series, the animation will probably be included.
     
  7. pothb

    pothb

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    Anyone has any idea on moving platforms? Slippage and fall through is absolutely destroying me.
     
  8. profcwalker

    profcwalker

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  9. pothb

    pothb

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    Actually that would be it. The optional part of creating a new world for part 4. I've been experimenting with friction, force, and looking for help in questions...

    I'll try that... funny how i never thought about it as I parented box colliders to create limits for the movement. Thanks.
     
  10. codigofuente

    codigofuente

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    A lot of thanks for WalkerBoys Studio!!!! you are great!!!!
     
  11. Cusco

    Cusco

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    please try to check my post in http://forum.unity3d.com/threads/69938-Unity-3-Video-Training-Course-(FREE)-Walker-Boys/page21

    it may give you some idea how the parent work with gameObject between child gameObject
     
    Last edited: Aug 22, 2011
  12. cmasterenko

    cmasterenko

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    I'm on the Part 55 video on gumba pathnoding in the 2D Mario Clone lab and I'm getting an error that I don't see on the video. I'm sure it's just something I'm missing, but I can't seem to figure out why. The error in Unity says: Cannot convert 'PathInstruction' to 'GumbaState'. The code I have is

    Code (csharp):
    1.  
    2. if(other.tag == "pathNode")
    3.     {
    4.         var linkToPathNode = other.GetComponent(pathNode);
    5.         gumbaState = linkToPathNode.pathInstruction;
    6.     }
    7.  
    and my variable declarations in each script are as follows
    Code (csharp):
    1.  
    2. enum PathInstruction {moveLeft = 0, moveRight = 1, moveStop = 2, jumpAir = 3}
    3. var pathInstruction = PathInstruction.moveStop;
    4.  
    and
    Code (csharp):
    1.  
    2. enum GumbaState     {moveLeft = 0, moveRight = 1, moveStop = 2, jumpAir = 3, enemyDie = 4, goHome = 5}
    3. var gumbaState  = GumbaState.moveLeft;
    4.  
     
  13. Cusco

    Cusco

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    May 24, 2011
    Posts:
    43
    yes, if your use Enum in Javascript, it will have error

    because they are different "class" enum

    try to change to use = 1, =2, =3
    or u need to type cast it
    or make it as a public enum

    my project example:
    Code (csharp):
    1.  
    2. if ( other.tag == "pathNode" )
    3. {
    4.     var linkToPathNode = other.GetComponent(pathNode);
    5.     gumbaState = linkToPathNode.pathInstruction;
    6.        
    7.     if ( linkToPathNode.overrideJump)
    8.     {
    9.         jumpSpeed = linkToPathNode.jumpOverride;
    10.     }
    11. }
    12.  
     
    Last edited: Aug 22, 2011
  14. cmasterenko

    cmasterenko

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    I'm sorry I must be missing something. Is there an error in the code shown in the videos then because I double checked that my code matches theirs exactly up until this point and my code seems to look the same as yours except for the stuff I haven't gotten to yet. Thanks for the help.
     
  15. Cusco

    Cusco

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    May 24, 2011
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    make sure 2 of your Enum is same ordering ( I same like haven't follow boys use =1, =2, =3, =4)

    Code (csharp):
    1.  
    2. // Gumba AI
    3.  
    4. var moveSpeed : float = 20.0;
    5. var attackSpeedMovement : float = 35.0;
    6. var jumpSpeed : float = 3.0;
    7.  
    8. enum GumbaState { moveLeft, moveRight, idle, jumpAir, dead, respawn };
    9.  
    10. var gumbaState = GumbaState.idle;
    11. var attackRange = 1.0;
    12. var seacrhRange = 3.0;
    13. var returnHomeRange = 4.0;
    14.  
    Code (csharp):
    1.  
    2. // Path Node Helper
    3. // Description: Help control the logic of the enemy as it moves in the world
    4.  
    5. enum PathInstruction { moveLeft, moveRight, idle, jumpAir, dead, respawn, removeTrigger };
    6. var pathInstruction = PathInstruction.idle;
    7.  
     
  16. cmasterenko

    cmasterenko

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    I changed my declarations to get rid of the = num as follows and even changed the gumba state to moveStop but still no change :( Here's my new code

    Code (csharp):
    1.  
    2. enum GumbaState {moveLeft, moveRight, moveStop, jumpAir, enemyDie, goHome}
    3. var gumbaState = GumbaState.moveStop;  
    4.  
    and

    Code (csharp):
    1.  
    2. enum PathInstruction {moveLeft, moveRight, moveStop, jumpAir}
    3. var pathInstruction = PathInstruction.moveStop;
    4.  
     
  17. Cusco

    Cusco

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    What actually error line number in Unity?

    Can you try to post yr full code? hard to debug this way ...
     
  18. Cusco

    Cusco

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    I remember that I have same problem with you before XXD
     
  19. cmasterenko

    cmasterenko

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    It was this line:

    Code (csharp):
    1.  
    2. gumbaState = linkToPathNode.pathInstruction;
    3.  
    Here's the entire function I have

    Code (csharp):
    1.  
    2. function OnTriggerEnter(other : Collider)
    3. {
    4.     if(other.tag == "pathNode")
    5.     {
    6.         var linkToPathNode = other.GetComponent(pathNode);
    7.         gumbaState = linkToPathNode.pathInstruction;
    8.     }
    9. }
    10.  
    My exact error is BCE0022: Cannot convert 'PathInstruction' to 'GumbaState'
     
  20. Cusco

    Cusco

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    May 24, 2011
    Posts:
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    hmm ... try type cast it like, and see it will work or not in yr case:

    Code (csharp):
    1.  
    2. function OnTriggerEnter(other : Collider)
    3. {
    4.     if(other.tag == "pathNode")
    5.     {
    6.         var linkToPathNode = other.GetComponent(pathNode);
    7.         gumbaState = parseInt(linkToPathNode.pathInstruction);
    8.     }
    9. }
    10.  
     
  21. cmasterenko

    cmasterenko

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    That worked perfectly thanks :)
     
  22. pothb

    pothb

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  23. Cusco

    Cusco

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    May 24, 2011
    Posts:
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    Try to use a GameObject as a Container of others object,

    u can have a lot of Empty Game Object to holding it own Position and Rotation
    to help you stored the information
     
  24. pothb

    pothb

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    Oct 19, 2010
    Posts:
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    Just noticed something, in my own game and the others that posted up theri websites. In the Mario 2D, when enemies walk to you, they completely ignore your hit collision triggers, until you move. How would you "combat" this?

    Would you just put the code in a different function, and have both objects have ontriggerenter for the same event and call that function?
     
  25. Red Baron

    Red Baron

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    May 27, 2011
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    @pothb: If I remember correctly I solved the problem by adding Rigidbody's to all collision boxes (left and right) of the Gumba. Furthermore, all collision boxes of my Mario (body, feet, head) also have Rigidbody's. Mario's body collision box should now register any Gumba collisions via OnTriggerEnter() for both moving and non-moving situations correctly.

    By the way, you can take a look at my finished Mario clone here: http://unitygames.netii.net/
     
  26. pothb

    pothb

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    Oct 19, 2010
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    Nice game, Red baron. Much more effort than me. I got tired near the end and keep putting it off. Thanks for the advice. I'll try that when I get home.
     
  27. sakocs

    sakocs

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    Aug 16, 2011
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    Man I have been waiting 3 days for mt first lab to be graded. Ugh I know it takes time but ahh the stress!!
     
  28. pothb

    pothb

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    Yep, that worked perfectly Red Baron. Thanks.

    Sakocs, make sure you sent to the right email and check your junk mail.
     
  29. vzlpro

    vzlpro

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    Aug 26, 2011
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    1
    Hi I'm from Venezuela I am grateful to you
    great idea I'm following the course but not speak or understand English but not to limit me boy so thanks

    : D: D
     
  30. DarkKnight

    DarkKnight

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    Apr 2, 2011
    Posts:
    22
    Not sure if anyone has had this problem , but i'm having a problem in lab 1 . If I add the code for storeClicks and run the game the explosions keep cloneing and if I take the code out the problem goes away.
    not sure if it's because i'm using unity 3.4.
    I've followed exactly and have tryed a number of time with the same effect.
     
  31. pothb

    pothb

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    Did you click play oneshot?

    EDIT: This is a shot in the dark since it's been a while since I've looked at lab 1.
     
  32. sakocs

    sakocs

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    Aug 16, 2011
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    @pothb thank you. I did email cwalker<@>walkerboystudio.com but i will try again from the email i have been using for the rest of the course. unfortunately i now need to wait for the free host site to come back up.

    I have re submitted and it can be found at http://www.madness-media.com/menu1_3.html while the free host site is down(dont know how long message said it was a ddos attack).
     
    Last edited: Aug 27, 2011
  33. Tberg

    Tberg

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    Jul 14, 2011
    Posts:
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    The enemy explosion is run in the Update function, so it's firing all the time if you made a wrong comparison or forget to make an if-loop. Perhaps you switched place with storeClicks and numberofclicks in the Start-function? storeClicks has to go first, else you'll put in 0 to that variable all the time. Make sure that after the explosion, it goes right to the respawn function.
    Try go through it again, it should be easy once you sit back and take a fresh look at it.
     
  34. Tberg

    Tberg

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    Jul 14, 2011
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    hi guys,

    I haven't submitted this Lab2 to WB yet, but it's almost done.
    Feel free to try it out, feedback appreciated as it's still in alpha.
    I'm wrapping it up this following week, so it won't change that much. Still working on online highscores, GUI, the musicscore and minor script optimizing.
    Thanks to all who submitted Lab2 before this, you've been my inspiration to do it this way.

    http://www.crafted.dk/unity3d/space/WebPlayer.html

    cheers
     
    Last edited: Aug 28, 2011
  35. sakocs

    sakocs

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    Looks Great keep up the good work.
     
  36. Thiago6891

    Thiago6891

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    Wow, really amazing job!!
    But I've noticed that the word "mars" appears near the planet =P But you probably know that since it's still in alpha.
     
  37. pothb

    pothb

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    I have to agree with Thiago6891, that looks amazing!
     
  38. jabs

    jabs

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    Sep 30, 2010
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    I have come across lots of unity 3d tutorials video, from burgzergarcade to tornodo twins, unitystudents etc. etc. and all of them were great , but I have to admit that this has been by far, the most "structured tutorial videos" I have come across so far.It's a sad thing i figured this set of videos a week ago. Any way Thank you Walker Boys studios!! for putting this amazing set of video tutorials, and free of cost. The time, energy and the patience you guys have put together deserves to be praised. God Bless you Guys and every one at the forum!!
     
  39. uabhanu

    uabhanu

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    Aug 5, 2011
    Posts:
    1
    Hi Guys,

    I am Bhanu and I newly joined this forum. I downloaded a car tutorial from Unity website and followed the instructions exactly as it was explained in the tutorial but I get the following errors :

    1. Error assigning 2D texture to cubemap texture property '_Cube': Dimensions must match
    UnityEngine.Material:SetTexture(String, Texture)
    Generate2DReflection:OnDisable() (at Assets/Scripts/CSharpScripts/Generate2DReflection.cs:34)

    2. Destroying assets is not permitted to avoid data loss.
    If you really want to remove an asset use DestroyImmediate (theObject, true);
    UnityEngine. Object:Destroy(Object)
    Generate2DReflection:OnDisable() (at Assets/Scripts/CSharpScripts/Generate2DReflection.cs:32)

    3. NullReferenceException: Object reference not set to an instance of an object
    Car.UpdateWheelGraphics (Vector3 relativeVelocity) (at Assets/Scripts/JavaScripts/Car.js:323)
    Car.Update () (at Assets/Scripts/JavaScripts/Car.js:95)

    4. UnassignedReferenceException: The variable brakeLights of 'Car' has not been assigned.
    You probably need to assign the brakeLights variable of the Car script in the inspector.
    Car.GetInput () (at Assets/Scripts/JavaScripts/Car.js:254)
    Car.Update () (at Assets/Scripts/JavaScripts/Car.js:91)

    5. UnassignedReferenceException: The variable frontWheels of 'Car' has not been assigned.
    You probably need to assign the frontWheels variable of the Car script in the inspector.
    Car.SetupWheel (UnityEngine.Transform wheelTransform, Boolean isFrontWheel) (at Assets/Scripts/JavaScripts/Car.js:153)
    Car.SetupWheelColliders () (at Assets/Scripts/JavaScripts/Car.js:130)
    Car.Start () (at Assets/Scripts/JavaScripts/Car.js:74)

    6. UnassignedReferenceException: The variable reflectingMaterial of 'Generate2DReflection' has not been assigned.
    You probably need to assign the reflectingMaterial variable of the Generate2DReflection script in the inspector.
    Generate2DReflection.Start () (at Assets/Scripts/CSharpScripts/Generate2DReflection.cs:18)

    I am using Unity 3.3 on Windows 7 and the script file is attached to this message.

    Please someone help me. Thank You

    Regards,
    Bhanu
     

    Attached Files:

    • $Car.js
      File size:
      17.4 KB
      Views:
      891
  40. Thiago6891

    Thiago6891

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    Jun 8, 2011
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    I never read this tutorial so I can't help you. But try posting this in its own thread and you should get help. ;)
     
  41. pothb

    pothb

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    Oct 19, 2010
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    Same here... there are people who look into this thread that might know, but you are lowering your chances by using a thread completely unrelated.
     
  42. Tberg

    Tberg

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    Jul 14, 2011
    Posts:
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    Thanks guys, yes the "Mars"-word is because I haven't done any details brushup yet.

    Hope you like the starfield and did you get the magma and try it? :D
     
  43. Thiago6891

    Thiago6891

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    Jun 8, 2011
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    The starfield is pretty awesome! But I didn't get any magma... I figured it was in alpha and there was no magma, gonna try again later!
     
  44. Kale

    Kale

    Joined:
    Aug 25, 2011
    Posts:
    103
    ProfCWalker, I have a question. I've completed Lab 4... though I did lack the score part. But in any case, it came out as too big to upload to the site. Is there any other way to get it to you? I have hostoi, and they only allow 5mb max upload. I've tried to send you a link to a rar download, via megaupload. Is that sufficient?
     
  45. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    Hi Kale,

    Yes, that would work, however you could also use Dropbox for free and have sufficient space for future projects as well.

    Let me know if you have further questions. Thank you.
     
  46. Tberg

    Tberg

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    Jul 14, 2011
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    The game is points based, rather than powerups just pop up randomly. So you have to get a certain amount of points before any powerups appear, the shield being the easiest to get. You'll need 400p to get magma, and with that, the biggy stroids should be no problem. The tricky part is getting 400p before the big stroid wave :)
     
  47. Thiago6891

    Thiago6891

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    Oh, if only I stopped dodging them and started shooting!! lol
     
  48. Thiago6891

    Thiago6891

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    I got it now, 657 points \o/
    The magma is pretty cool but quite difficult to get, and autofire would help me avoid carpal tunnel syndrome :p
     
  49. lordnovas

    lordnovas

    Joined:
    Aug 30, 2011
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    Does anyone know how I can get videos 19-29. It jumps straight to 30?

    Thanks,


    j-
     
  50. Tberg

    Tberg

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    Jul 14, 2011
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    Yes, I've been wondering if I should make autofire a powerup or just put it in. I'll do something for sure ;)