I'm trying to make a board game on godot that's like Mario Party/100% Orange Juice.
I only got the sprites all set up for each space.
Here's how it looks like.
How should I set up paths for each player to move? Because, I don't know what I need to do or how to code.
Related
I am making a game in Swift(SpriteKit) and when the character in the game picks up a power-up, I want him to get an outline in purple so the player can see that his power-up is ready to use. I want the outline to hug all the curves of the player exactly. Is there any way to draw an outline around a sprite node that isn't a basic shape(like circle or square) but to outline a complex shape?
Here is an example of a shape similar to my sprite node:
And here is another example of the player with the visual outline that I want to add in SpriteKit(I just sketched it but I want it to be exact obviously):
They player also has his legs animating by flipping through an atlas of the animation, and preferably the outline would stay around the legs when the walking animation is happening. Is this possible?
To be clear, I just want an outline for visual purposes, so the player knows their "power up" shield is active so if they get hit it won't damage them.
I haven't dabbled with SpriteKit for a few years, and if memory serves me correctly perfect collision detection while animating is not available out of the box.
After checking the documentation I see that SKPhysicsBody has a init(texture:size:) initializer. This should at least get you a bit closer.
This guide from Apple is probably worth a read. (Pixel perfect collision detection is expensive).
I don't want to control the spaceships and they are not enemies. I just want them to move around in space.
I have the spaceships models and the space station I want the spaceships to move around. The idea is that when the player will move in the space station around he will see in the windows some environment of moving spaceships around.
I don't want just to move the spaceships between waypoints but to create some environment. Not sure yet what should be the logic and how to do it.
This is the spaceship object. In default there is only mesh renderer component:
And the space station:
I didn't yet try anything. I'm not sure how to start to work on it. I didn't find any tutorials yet.
How about boids.
https://www.google.de/search?q=boid+behaviour&rlz=1C1ASRM_enDE593DE593&oq=boid+beha&aqs=chrome.1.69i57j0l5.5178j0j7&sourceid=chrome&ie=UTF-8
You could model the spaceships with these algorithms. This will result in a complete random behavior, but with interesting restrictions, such as don't come to near to the station, avoid other spaceship or don't get to far away from the Station.
Looks like this:
https://www.youtube.com/watch?v=QbUPfMXXQIY
This can be done very easily in Unity.
In general I wanted to make it in unity3d but I saw that in tutorials, they made it in blender.
This is what I did in unity:
I want to make this high cube hollow on the inside, and make a small door so that I will be able to walk inside the cube. Later on, I want to somehow add stairs but the problem now is how to make it hollow on the inside.
I saw in some places the suggestion to use blender so I tried this tutorial in blender:
Blender
But got stuck there after I checked the Add Mesh Extra Objects and clicked on Save User Settings. I tried then to click on the bottom on Add > Mesh but then I don't have Extra Objects. I have Extras objects like in the tutorial video.
Anyone my main goal is to make the high cube hollow on the inside with a small door on the bottom so I will be able to walk inside.
From what I know Unity3D has no 3DModelling by default (maybe there is something for that in store), so you need to use Blender or some other program (for example Maya). There is https://blender.stackexchange.com/ where you can ask same question (since it is not really unity3d related)
Maybe this will be helpful : https://blender.stackexchange.com/questions/5849/how-do-i-create-a-solid-object-cube
Overall what you could do, but it is not the est way - you can build a everything out of boxes yourself in Unity3D
Try use to boolean modifier. Take a look this tutorial:
Blender 2.6 Tutorial 26 - Boolean Modifier
I've started learning sprite kit and I think I've got the basics but now I'm struggling with something.
I want to create a game that has a 'Streets of rage' type feel to it whereby the user can move up and down, but isn't jumping, they're still on a 2D plane. But I also want them to be effected by gravity e.g stairs etc. like the following picture.
Am I right in assuming that I should have my background image with colliders around the blue and brown edges, and then create a physicsbody collider located at the feet of my player/players so that it looks like they can move against the background, but when their feet reach the top it would stop?
Could I then place other obstacles like rocks etc on that path that they would be able to collide into, but that could also sit over the path and the sky? How would I handle the fact that these could be constantly colliding depending on the position?
I appreciate there isn't any code here, but I'm trying to understand the concept around this before I jump in coding a solution.
Thanks
I would use a categoryBitMask to separate the different planes of objects.
And I would play with collisionBitMask/contactTestBitMask depending from the plane the player is in, in addition to the z-order.
Thus you can have a rock that collides your player if they are both in the same line else the player would walk behind/front.
I am trying to move the sprite on the path which I define for, by Moving the touch. But I am unable to exact same as the CCCatmullRomBy Action which is predefined in cocos2D. Please suggest me how would I do it.
For more understanding lets assume a car having a road and I want to move the car using touch on the road. The road is zig zag like CCCatmullRomBy with tension 0
Thank you in advance.