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Parkour Game

Started by June 08, 2016 10:38 PM
18 comments, last by Gian-Reto 8 years, 6 months ago

Hello, I have been thinking about making a game where you jump from building to building exploring massive user made worlds. (With a bit of my own) Now the game will essentially be anything you want it to be. A goal to save someone in a tower far away or to have a race with your friends. I am having some issues. I am in need of a few tutorials on the following things.

  • Super Jump Pads (Basically a pad that launches you in the air.)
  • Some sort of support for scenes to be added by other users (A way for you to launch downloaded scenes)

Now that is the small list of things I need help with. By now you have probably logically decided I am a beginner, you are right. I am in need of any support and or help I can get. If it is a link you have to a video that I requested or you can make your own video on the subject. Anyways if you respond I want to thank you so much.

Tools I Have To Use

-------------------------------------

Properly licensed Adobe Creative Cloud

Very Basic Coding Knowledge

Drawing Tablet

All You Guys

And A Bit Of Enthusiasm

Okay, I recently found a tutorial on this. It is meant for an FPS but it will work for me.

I was thinking on making it transform the X a tiny bit as well.

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My latest update on the games progress is here now. I made a small tile texture. Let me know if there is anything I should add to it.

(c) Kingston Creations 2016

Just as a note: posting updates on projects isn't really what this forum is for. This forum is intended for (technical) questions.

That said, there is also a blog-type of section on gamedev.net, which might be of interest to you, called Journals.

Good luck with your project :)

Hello to all my stalkers.

On the launch pad thingy: are you using the physics engine of your game engine of choice? If yes, your player character has a rigidbody that makes him react to ingame physics.

Besides reacting to gravity, you can also apply forces to this rigidbody (you most probably do already for making him move IF you are using physics... for a free running game I would strongly suggest you start using physics as long as the platform you build the game for has the power to run the physics engine (no problem on PC and console, don't know about mobile))

You could just have the launchpad apply a force in the upwards direction everytime you character touches the collider of the launch pad (or an additional trigger added to the launch pad). Of course, be careful that you only apply the force once, even if the character does not leave the trigger shape in a single physics frame (maybe the force you apply is not enough to catapult the character away fast enough).

If you are using / planning to use Unity:

https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html

Introductions to physics in Unity:

https://unity3d.com/learn/tutorials/topics/physics

A very rough code example in Unity C# (code snippet, to be used in a script placed on the launch Pad in conjunction with a trigger on the launch pad, and a rigidbody on the character(s)):


private List<Collider> launchedColliders;
 
Start () {
    launchedColliders = new List<Collider>();
}
 
OnTriggerEnter (Collider character) {
    if (!launchedColliders.Contains(character)) {
        character.attachedRigidbody.AddForce(transform.up* launchForce);
        launchedColliders.Add(character);
    }
}
 
OnTriggerExit (Collider character) {
    launchedColliders.Remove(character);
}

Just as a note: posting updates on projects isn't really what this forum is for. This forum is intended for (technical) questions.

That said, there is also a blog-type of section on gamedev.net, which might be of interest to you, called Journals.

Good luck with your project :)

No, I am looking for technical help. I am just making sure that everything is compatible with everything else.

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On the launch pad thingy: are you using the physics engine of your game engine of choice? If yes, your player character has a rigidbody that makes him react to ingame physics.

Besides reacting to gravity, you can also apply forces to this rigidbody (you most probably do already for making him move IF you are using physics... for a free running game I would strongly suggest you start using physics as long as the platform you build the game for has the power to run the physics engine (no problem on PC and console, don't know about mobile))

You could just have the launchpad apply a force in the upwards direction everytime you character touches the collider of the launch pad (or an additional trigger added to the launch pad). Of course, be careful that you only apply the force once, even if the character does not leave the trigger shape in a single physics frame (maybe the force you apply is not enough to catapult the character away fast enough).

If you are using / planning to use Unity:

https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html

Introductions to physics in Unity:

https://unity3d.com/learn/tutorials/topics/physics

A very rough code example in Unity C# (code snippet, to be used in a script placed on the launch Pad in conjunction with a trigger on the launch pad, and a rigidbody on the character(s)):


private List<Collider> launchedColliders;
 
Start () {
    launchedColliders = new List<Collider>();
}
 
OnTriggerEnter (Collider character) {
    if (!launchedColliders.Contains(character)) {
        character.attachedRigidbody.AddForce(transform.up* launchForce);
        launchedColliders.Add(character);
    }
}
 
OnTriggerExit (Collider character) {
    launchedColliders.Remove(character);
}

Thank you so much for the help. As should be assumed by the prefix of the main post this is with unity. I greatly thank your help and recourses that you have provided me with.

>> Super Jump Pads (Basically a pad that launches you in the air.)

Gian-Reto's got you covered there, just add some extra y velocity to the jump.

>> Some sort of support for scenes to be added by other users (A way for you to launch downloaded scenes)

its unity, just let them load their own levels.

>> Properly licensed Adobe Creative Cloud

photoshop looks to be the only truly useful tool there. photoshop's a no-brainer. the rest you can probably live without.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

>> Super Jump Pads (Basically a pad that launches you in the air.)

Gian-Reto's got you covered there, just add some extra y velocity to the jump.

>> Some sort of support for scenes to be added by other users (A way for you to launch downloaded scenes)

its unity, just let them load their own levels.

>> Properly licensed Adobe Creative Cloud

photoshop looks to be the only truly useful tool there. photoshop's a no-brainer. the rest you can probably live without.

Thank you for the support. I agree as well. I don't understand the let them load their own scenes.

Want some updates then go to this page.

http://www.gamedev.net/blog/2198/entry-2262006-the-game-dev-begins/

All updates are posted there.

This topic is closed to new replies.

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