How can i add full modding support to my Unity game? - unity3d

I've played a bit around with Unity-Lua and decidet to add full modding support for my unity game. But it dosn't really work that well... Unity-Lua has some major things missing that i need to add full modding support.
Is there a good and easy to understand alternative?
I want the player to fully mod the game, and be able to change everything like ui, items, enemies.
The concept of the game is just, there is nothing in the actual but you can change that with mods to make whatever game you want.
Thanks :)

Related

Unity: Third Person Collision with Animated Platforms

first time posting on stack and everything looks promising so far! I had a bit of a complicated question here so I'll do my best to provide exact details of what I'd like to get accomplished. I'm working with a third person controller in unity, so far everything is going great. I've dabbled with basic up and down platforms, a little glitchy but things work. Anytime my player runs through a mesh I make sure the mesh collider is working and a 'rigid-body' is attached set to Kinematic. Here's the kicker, in my game I have turning gears which the player can jump on. This is great except for the player doesn't turn with my gear, which would make sense according to my game-play. What would be the process for getting my character to interact with this animated mesh? I imagine some sort of script which my nooby mind cannot fathom at this point in my unity career. If anyone out there knows the solution to this, I would love to have any assistance, either way I'll plugging away at a solution. Thanks again!!
This is assuming that you're using the packages that ship with Unity3D, which it sounds like you are. After importing the Character Controllers package, you'll have a bunch of scripts in the Standard Assets\Character Controllers\Sources\Scripts folder, in the project hierarchy view. There's a script in there called CharacterMotor.js, attach that to the same GameObject you're running ThirdPersonController on.
Essentially this script adds more interactivity between the character and the scene. There's several methods inside this script that automatically move the character when in contact with a moving object (as long as it has a collision mesh) basically by inheriting the object's velocity.
If your gear/cog wheel has a proper collision mesh set up, adding this script to your character should be all that you require.

Simple Cocos2d Iphone Game. Just some basic questions

I'm making an app, where the sprite has to run across the screen pressing buttons and jumping and ducking. Kind of like line runner. Anyways, I'm using cocos2d. Is this what i should be using. If it is, how would i make it. Im not asking for all the code, just the basic objectives and what i should do! thanks so much!
Cocos2d is one of the best platform to make game i think what you want to do can be done by cocos2d and you need to know how to move object(sprite) across the scene and how to detect the collation.
there is lots of way to move the sprite across the screen you can also move then by the cocos2d built in methods.
search for move method which will help you.
I would definitely advise you to use Cocos2d for this purpose and also Box2d if you need real physics simulation in your game.
Regarding of writing your game have a look here : It contains very useful cocos2d tutorials and even have a tutorial of how to write a full functioning game (Look for the monkey game)
Note : It seems that the link does not work right now but I am sure it will be fixed soon..

Direction building an iphone card game

I have some exposure building iphone apps but have never tried to build a game before. I am trying to build a card game (not like poker, blackjack etc.) more like quick cards where player will be presented with one card at a time. Player selects an option on the card and that card is put back in stack and is replaced by a new card.
I need some direction going about it and I have some questions:
Is there an example out there? I looked into GeekGameBoard but that is more like the 52 cards game play. For my game, the card occupies the whole screen and is replaced by a new one from the stack.
Can I use Gamesalad or Cocos2d to build something like this faster? Since I would have to have some animation and game logic, I am wondering if this will help me do some common stuff faster.
What is the best practice for data interaction for card based games in general? Use CoreData or plists as the game is played?
Don't know, if you really need an example, maybe you should think back on what you need, write down algorithms and data structures, etc...
It really depends on what you have in mind... CoreAnimation can get you quite far for that kind of game, but if you want something really rich (think complex animations, music + sound, particles for special effects, things like that), you'd be better off using Cocos2d.
I would think CoreData is overkill for that kind of stuff. If you're really familiar with it, maybe. I'd probably create some classes to handle that, think Model in a MVC pattern.

what element i need to use to build game like this

i am building a game which is similar to the Plain Jane Flash Game for the iPad. I have decided to use cocos2d for the same, while exploring the cocos2d there are lots of option i am having. i am confuse in which elements/controls would be best for this type of game Please guide me or share any link/tutorial on cocos2d which have similar user interface.
I mean shall i use CCMenu/CCmenuItem or there is another control which is more suitable...
shall i use Sprite or simple image would be sufficent as i do not need to move anything in it.
Thanks
Although your question was not very clear, I assume your referring to the functionality of dragging and dropping different clothing items onto the game avatars. A custom CCSprite object would be much more appropriate for doing that.
However, there is not an easy answer for what you are asking. Creating a game like "Plane Jane" will involve many problems that I'm sure have not crossed your mind. I recommend you complete a few Cocos2d-iPhone tutorials before you go any further. Once you do that, you will have a much better understanding of the functionality you will need to create your game.
Here is a nice tutorial for starters:
http://www.cocos2d-iphone.org/archives/582

cocos2d and box2d .. creating map and worlds

So my question is really about creating different levels in my game. I am using cocos2d and box2d and right now I have a lot of code that actually constructs my world and I can't do pane or stuff like that coz honestly i don't know how..
So any tips and pointers for beginner to create world with static object and then I can add my own sprite to that world and move around with box2d?
Start running through the tutorials for Cocos2D. All of them. Modify them to see changes your interested in. I can think of a number of ways you might be able to construct your levels but it wouldn't necessarily make sense if you are not familiar with the Cocos2D classes and terminology. Try posting your question on the Cocos2D forums as well. Possibly someone in the Cocos2D community has already done this.