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Unity 3 Video Training Course (FREE) - Walker Boys

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

  1. apomarinov1

    apomarinov1

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    Sorry, none from me, maybe if I tried it out myself I could spot what's happening.

    Also he could just fire a fireball then pause the editor and check the z axis of the fireball, because I think it's better to adjust the ball to the rest of the scene objects which may not be all at z = 0. :)
     
  2. apomarinov1

    apomarinov1

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    profcwalker, I`d like to ask, what I'm supposed to do once I have completed every lab, just to be sure, because I'm not quite clear on that.
    I'm not sure if I have to sent you the web builds or the web builds and the projects, because my Lab 45 are ~1.2gb ?
     
    Last edited: Apr 23, 2013
  3. vzmartinii

    vzmartinii

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    Hello, thanks for the great videos! Is it supposed to jump from GameObjects (NO. 18) to Terrain (No.30) in the videos (skipping over component).


    Thanks again!
     
  4. vzmartinii

    vzmartinii

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  5. apomarinov1

    apomarinov1

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    Well, nothing to worry about. They are just showing you how you can import a heightmap(search in Google images for example that you can use), which basicaly is a black and white(grayscale) image in raw format, that represents the height of the terrain. Whitier == higher.
    For example, you can create a grayscale image in photoshop, all black with a white dot in the center, save it as raw, then import in unity and your terrain will have a collumn with the max terrain height on the place of the dot. :)
     
  6. vzmartinii

    vzmartinii

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    Ah perfect! Thanks for the explanation, I was confused there :D

     
  7. apomarinov1

    apomarinov1

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    Ahh at last, completing this course was beyond my expectations for myself. Although I'm more than confident with what I have learned so far I'm not sure if I'll get a passing grade but having a WBS certificate will be a precious token reminding me of me entering the game developer scene, thanks to these wonderful people Chad Walker and Eric Walker, you opened my eyes. Thank you! Thank you! Thank you!

    Time I completed the course in, with the smallest of time wasted: 7months.

    Here are all the laboratories in case someone is interested :)
    These are the download links, because 000webhost doesn't work quite well for me.
    Lab 1 - Point and Click
    Lab 2 - 2D Space Shooter
    Lab 3 - Unity Tool Development and Workflow
    Lab 4 - 2D Mario Clone
    Lab 5 - 3D Mario Clone

    Also I will donate the first couple of hundreds of dollars I earn with the help of this knowledge, or where it gets me to, to the Walker Boys.
     
    Last edited: Jun 4, 2013
  8. PGV3N0M

    PGV3N0M

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    I am new to this forum and wanted to ask being a CS student that is it good to start game development using a game engine or doing everything from scratch is the better option ? I've made a 2D game before in C++ using Allegro but the pace of development is quite slow if you want to come up with something .
     
  9. Serienmorder

    Serienmorder

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    I wouldn't say better option just a different one. The great thing about an engine is that it does a lot of the heavy lifting for you. So it just depends what you want. Unity can do 3d and 2d. So it's just.. how much programming do you want to save by using an engine?

     
  10. Coolguy6317

    Coolguy6317

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    hi all i just finished lab 4 and was wondering how can i use my own sprite sheet? :) whenever i add my sheet on a material it doesnt look right it shows the titles ect ( jump sprites, smal sprites ect ) pz help :)

    p.s how can i fix the question uv offset prob? i still get that line and i saw in last vid he fixed it and added shine to it

    p.s.s can some one please tell me how to do the flagpole? i really dont know :s atm i cant goto next level because flag doesnt work

    heres the sprite sheet i want to use

    $mario-3.png

    thank you :)
     
    Last edited: May 1, 2013
  11. apomarinov1

    apomarinov1

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    If you could share some screenshots of what you explain that'd be great.
    Do you mean you want to use your own sprite sheets? You just make them, then pass the parameters to the aniSprite accordingly to your sheet and it should work.
    How I did my pole was, the pole is a collider, there are 2 triggers - one for high s ore at the top and one for average, when Mario triggers either one I disable his controls,gravity etc, move him down, play the walking animation,increase movespeed so he walks to castle and there is a trigger at the door, where I disable mario and deal with the coins.

    P.S. You could reference my Lab 4, it's just above :)

    Edit: If you want to use the frames from those sprite sheet you'd have to cut each frame separately and lay it out in a new image.
     
    Last edited: May 1, 2013
  12. Casey28xxx

    Casey28xxx

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    Hey,

    New to Unity and Java etc.

    Been trying my hand at learning it and not sure if it's me but is unity 4 still viable for these labs?

    I've encountered a couple of problems just on the 1st lab.

    First problem was with private var storeClicks : int =0; in the scriptEnemy, it would make every instance afterwards repeat the explosion and move.

    Solved it by changing the number to a 2 but yet with a zero it worked in the video correctly.

    Other thing in the same lab was the timer created with InvokeRepeating. Typed exactly as in the scriptPlayer file and the countdown fails to...well countdown.

    If it's just me and my lack of understanding how things work then that's fair enough but if it's a compatibility issue between the new Unity and older code then it's going to be even more frustrating to learn than it would be if everything worked together.

    *EDIT*

    Solved both issues...spelling and grammar! dammit.
     
    Last edited: May 9, 2013
  13. Serienmorder

    Serienmorder

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    Casey I went through and had no issues with those particular problems. Odds are you are missing something I'd be willing to take a look but I am also newb level so I don't know how much I can help. Normally the walker boys are on here but I haven't seen them in a while. Luckily apomarinov has stepped up while they are absent ;)
     
  14. Deleted User

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    great work man...
     
  15. apomarinov1

    apomarinov1

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    Hi Casey, yeah you shouldn't worry about Unity 4, it doesn't matter at all. Just be careful not to miss on anything in the videos or to get frustrated trying to understand something, don't rush it and you'll be good :) Good luck!

    P.S. Hey I'm happy to know I help :rolleyes:
     
  16. Ezrick

    Ezrick

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    Hi guys, I was walking my way through your tutorials and ran into a broken link. All of the javascript video's give me a "Vimeo" page not found error. Is this a problem on my end?
     
  17. apomarinov1

    apomarinov1

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    This one works for me

    unity javascript part 2 03 variables and scripting guildlines
     
  18. Ezrick

    Ezrick

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    Well that's interesting. I tried the links in Chrome and it works fine. I am using Firefox, but it sends me to a Vimeo 404 error.
     
  19. vzmartinii

    vzmartinii

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    Everything is great, and I really dont mean to complain, but I dislike how once it gets to the 2D area of the training, the instructor assumes the users are all artists/ designers that have experience in the design / art field. :(
     
  20. apomarinov1

    apomarinov1

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    Hey there, what exactly bothers you about that? I am not a designer myself and I didn't know what was going on either. Just do extra research on what you think you didn't understand and you'll be fine ;) I'd even say there was not anything designer specific.
     
  21. Nadan

    Nadan

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    I'm having the same problem with "2D_Mario_Clone.zip" as well. I can download the files but they're not not unzipping.

    Other project files worked.
     
  22. wrenchmen

    wrenchmen

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    Hey guys I am working on the 2d mario clone tutorials and I ran into problems at the item pickup component video.
    I am almost finished with the lecture but now I get an error message which I don't understand, maybe some of you can help me to fix my problem!

    -> Assets/2D Mario Assets/Scripts/itemPickup.js(76,36): BCE0120: 'hudController.coin' is inaccessible due to its protection level.

    Down below is my script where the error is beeing located from:

    Code (csharp):
    1. Item Pickup Component
    2.  
    3. enum PickupType                                                     //list of pickup items
    4. {
    5.     Grow        = 0,                                                //grows mario
    6.     Key         = 1,                                                //keys for objects(undefined)
    7.     Coin        = 2,                                                //coins for hud use
    8.     Fireball    = 3,                                                //changes mario to fireball mario
    9.     ExtraLife   = 4,                                                //adds an extra to hud
    10.     GameTime    = 5                                                 //increases the amount of time in game
    11. }
    12.  
    13. var pickupType                  = PickupType.Grow;                          //set starting value for pickup type
    14. var pickupValue                 : int               = 1;                            //set value for each pickup type selected
    15. var itemParticle                : Transform;                                        //particle displayed after item picked up
    16. var soundItemPickup             : AudioClip;                                        //sound file played after pickup
    17. var soundDelay                  : float             = 0.0;                          //amount of time to delay before playing the sound again
    18. var soundRate                   : float             = 0.0;                          //variable holds current time + delay amount
    19.  
    20. private var playerGameObject    : GameObject;                                       //store playerGameObject -> Player
    21. private var hudGameObject       : GameObject;                                       //store hudGameObject -> Hud
    22. private var extraLifeEnabled    : boolean           = false;                        //toggle for extra life
    23.  
    24. function Start()                                                                    //initialize
    25. {
    26.     playerGameObject = GameObject.FindWithTag("Player");                            //get gameObject with 'player' tag
    27.     hudGameObject = GameObject.FindWithTag("hud");                                  //get gameObject with 'hud' tag
    28. }
    29.  
    30. function OnTriggerEnter(other:Collider)                                             //check for trigger enter from collision
    31. {
    32.     if(other.tag == "collisionBoxBody")                                             //if tag equal to collision from player
    33.     {
    34.         var pProp = playerGameObject.GetComponent(playerProperties);
    35.        
    36.         ApplyPickup(pProp);
    37.        
    38.         renderer.enabled = false;
    39.        
    40.         if(itemParticle)
    41.         {
    42.             Instantiate(itemParticle, transform.position, transform.rotation);
    43.         }
    44.         if(soundItemPickup)
    45.         {
    46.             PlaySound(soundItemPickup, 0);
    47.         }
    48.         yield WaitForSeconds(audio.clip.length);
    49.         if(extraLifeEnabled)
    50.         {
    51.             pProp.lives += pickupValue;
    52.             extraLifeEnabled = false;
    53.         }
    54.         Destroy(gameObject);
    55.     }
    56. }
    57.  
    58. function ApplyPickup(playerStatus:playerProperties)                                 //apply the pickup type to the player
    59. {
    60.     var hudConnect = hudGameObject.GetComponent(hudController);                     //getting the hudController.js
    61.    
    62.     switch(pickupType)                                                              //check for what the pickup type is and respond accordingly
    63.     {
    64.         case PickupType.Grow:                                                       //mario grows
    65.             if(playerStatus.playerState != PlayerState.MarioFire)                   //check and keep player from going back to large state
    66.             {
    67.                 playerStatus.playerState = PlayerState.MarioLarge;                  //change to a lage state if mario small
    68.                 playerStatus.changeMario = true;                                    //enable change player
    69.             }
    70.             break;
    71.         case PickupType.Key:                                                        //mario gets a key
    72.             playerStatus.AddKeys(pickupValue);                                      //add a key(s)
    73.             break;
    74.         case PickupType.Coin:                                                       //mario gets a coin
    75.             playerStatus.AddCoin(pickupValue);                                      //add a coin to the current coin count
    76.             hudConnect.coin += pickupValue;                                     //add a coin to the hud amount
    77.             break;
    78.         case PickupType.Fireball:                                                   //mario gets fireball
    79.             playerStatus.playerState = PlayerState.MarioFire;                       //change to mario fire state
    80.             playerStatus.hasFire = true;                                            //fire ability true
    81.             playerStatus.changeMario = true;                                        //enable change mario -> fire mario
    82.             break;
    83.         case PickupType.ExtraLife:                                                  //mario gets an extra life
    84.             extraLifeEnabled = true;                                                //enable extra life
    85.             break;
    86.         case PickupType.GameTime:                                                   //mario gets extra game time
    87.             //playerStatus.AddTime (pickupValue);                                   //extra time to game time
    88.             break;
    89.     }
    90. }
    91.  
    92. function PlaySound(soundName, soundDelay)
    93. {
    94.     if(!audio.isPlaying  Time.time > soundRate)
    95.     {
    96.         soundRate = Time.time + soundDelay;
    97.         audio.clip = soundName;
    98.         audio.Play();
    99.     }
    100. }
    101.  
    102. @script AddComponentMenu("WalkerBoys/Interactive/Pickup Script")                    // assign this script to the menu
    And another problem I get is before I had this problem everytime when the player colleted the coin he made a little jump, how can I fix this one too??

    I really hope someone I able to help me with this problem, and I hope really hope it's not a typing caused error, cause I looked over and over it for a long time!!

    These tutorial from walker boys studios are absolutely brilliant, I understood so much more in one course than in all the ones I tried before, I hope to finish this mario project and the rest of tutorials to get a clue about the whole 2d/3d game making process!!

    thx all of you that are trying to help
     
  23. Shakti91

    Shakti91

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    @wrenchmen : it seems you might have declared var coin as private in hudController script ..... try removing the private keyword
     
  24. Shakti91

    Shakti91

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    Greetings all,

    I have completed my exams and finished off Lab 01. It can be played here : http://shakti.heliohost.org/?p=5

    All the 'on your own' and the extra credit tasks have been completed. Thank you Walker boys for this amazing training.
     
  25. apomarinov1

    apomarinov1

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    @wrenchmen Hey there, as Shakti91 said about the variable, remove the private keyword before it.
    For your other problem nothing comes to mind, sorry, if you are ok with it, I`d be glad to take a look at your project and try and figure it out :)

    @Shakit91 Good job! I liked it :)

    Also today I recieved my certificate . WBS rock, they actually took the time to print it and even paid like $20 for the package!
    Aaand here I am with it :DDD

     
  26. Shakti91

    Shakti91

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    @apomarinov1 : wow, congratz ..... u deserved it :)
     
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  28. wrenchmen

    wrenchmen

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    @shakti91, apomarinov1 thx you guys you where absolute right, that fixed both of my problems :)

    sry for the late respond but I was very busy atm.

    Now I can keep on going, thx a lot!!!
     
  29. wrenchmen

    wrenchmen

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    Hey guys I'm now on tutorial #15 2D Mario platformer - projectile fireball and I have the same problem pn99 had on page 40. The fireball isn't hitting the blocks it just goes through. I set the tag of the blocks from untagged to block, because I thought they maybe need to realize that the blocks are blocks and the projectile can't go through but nothing.
    Sadly the problem from pn99 wasn't explained, neither he gave the solution for this problem in an reply :(
    So for now I don't know what am I doing wrong or do I have to change something because of unity 4??

    Like he said in his post in the prefab, there is just the fireball trail not the fireball and then the fireball trail, maybe thats a problem??

    I hope someone is able to help me with this problem!!!
     
    Last edited: Jun 1, 2013
  30. DesiTech

    DesiTech

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    hey guys! peace.

    i am new to the forum, firstly thank you so much to walker boys studio for giving this great tutorials on unity... love you guys for this!
    and i have started the lab project 1 and got stuck how to make the cube randomly move across the screen! so i need help! :confused:
     
  31. livecreature

    livecreature

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    Hi everyone;
    I have a question, Could anybody help me please?
    I need 3D mario project files, but there is not in walker boys studio page!!!
    Do anybody know where I can download it
     
  32. Shakti91

    Shakti91

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    @DesiTech : There are many ways you can achieve this ... You can generate a random value for x and y in a function, and then translate the cube in the update function according to the values of x and y for a certain duration of time ..... destroy the cube after duration, and instantiate it at another random position and generate another set of x and y values for translation .....

    @livecreature : I have sent you the links in PM
     
    Last edited: Jun 3, 2013
  33. Leopold_p

    Leopold_p

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    i would also like the 3D mario project files the link on the walkers page is dead.

    thank you in advance
     
  34. DesiTech

    DesiTech

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    @Shakti91 : thanks for help, I've just figured it out... my first lab is now complete check it!
    my site :D

    and anybody who needs the mario files can download it from here

    3D mario project files
     
    Last edited: Jun 4, 2013
  35. Shakti91

    Shakti91

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    @DesiTech : its not showing up ...... just shows a blank web player with project details

    I have completed my 2nd lab ..... Check it here : http://shakti.heliohost.org/?p=11
     
  36. apomarinov1

    apomarinov1

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    Hey everyone, here are The Project FIles for the 3D Mario Clone, I've sent them over pm couple of times, but decided to put them here.

    Also, sorry lunegreiros, DesiTech I get an error with your web players.
    Shakti91, I like how you rotate the ship :p
     
  37. wrenchmen

    wrenchmen

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    Hey guys I'm asking again because maybe my last post got lost in the page before.

    I'm now on tutorial #15 2D Mario platformer - projectile fireball and I my problem is that the fireball isn't hitting the blocks it just goes through. I set the tag of the blocks from untagged to block, but this didn't fix it, so anybody any ideas?? I don't know why this isn't working correct. I got the same lines of script as the guy(pn99) on page 40, but sadly he didn't post how he fixed that problem :(

    Maybe someone knows what's my problem.

    wrenchmen
     
  38. DesiTech

    DesiTech

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  39. Shakti91

    Shakti91

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    @wrenchmen : hard to tell what seems to be the exact problem ..... maybe once I start lab 04, I might be able to help ..... I started lab 03 just now

    @DesiTech : Looks nice, buddy .... the blinking sphere is cool
     
  40. apomarinov1

    apomarinov1

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    @wrenchmen try firing a ball at a block, then pause the editor right away and in the scene check the z pos of the ball and the cube to see if their colliders intersect at all.
    @DesiTech very good, as I see you too have points to win and also score just like me. But as I think about it, it should be better to display the points to win and the total score instead of score for the level, because level score is just what is subtracted from points to win :)
     
  41. wrenchmen

    wrenchmen

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    @ apomarinov1 thats a good idea I'll test this right away tonight, thx a lot. I'll let you know!!
     
  42. DesiTech

    DesiTech

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    @apomarinov1 : that's a good point, ill consider this in next builds!

    @wrenchmen : is your problem solved??
     
  43. wrenchmen

    wrenchmen

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    @desitech no problem is still there

    @apomarinov1 ich did it as you said, their z axis are at 0 when the fireball should interact with the boxes, I got no clue whats exactly the problem here?!?!
    any further ideas?
     
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  45. apomarinov1

    apomarinov1

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    @wrenchmen Do you have colliders on the blocks(not trigger) and fire ball(trigger)? Also do you have a kinematic rigidbody on the fire ball?
     
  46. Shakti91

    Shakti91

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    @wrenchmen : I faced the same problem ..... bt thanks to apomarinov1's tip, I noticed the z value of my fireball was not set to zero, hence they were not intersecting ..... make sure is trigger is set as he said ..... fireball's is kinematic is true, and use gravity is false .... try adding a print("hit") in the onTriggerEnter event to see whether it is actually detecting the collision or not .... if it does print hit, then there must be some bug in code, probably bounceUp is not being set correctly.
     
  47. RenegadeNinjaNL

    RenegadeNinjaNL

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    Posts:
    22
    I just completed the first lab project today. It was interesting to create this game and hopefully everything I have learned so far will benefit me in the other lab projects. Can't wait to start the second lab project.

    To play the game, click here.
     
  48. YogX

    YogX

    Joined:
    Apr 16, 2013
    Posts:
    33
    Does anyone have the last two zip files - for lab9 and lab10 by any chance?
     
  49. RenegadeNinjaNL

    RenegadeNinjaNL

    Joined:
    May 23, 2013
    Posts:
    22
    Lab 9 (video series 9) just shows how to export files from 3ds Max to Unity. You can follow the videos by just creating a simple shape in 3ds Max or use the models from Lab 5 (3D Mario game). The zip file is not necessary to complete Lab 9 as it is just informative.

    Lab 10 (video series 10) was a link to Unity Web Build, not a zip file. You can find many of them on the Unity website.
    Below is a link to the Unity Web Builds just in case you cannot find them:
    http://unity3d.com/gallery/demos/live-demos
     
  50. RenegadeNinjaNL

    RenegadeNinjaNL

    Joined:
    May 23, 2013
    Posts:
    22
    Completed Lab Project Dos. I am on a roll!

    To play the game, click here.