Sunday, 22 July 2012

Update 23/7/2012

Update 23/7/2012:
 -added splatter on collision
 -added screen crack on collision
-added splatter effects time
-added time range for the sloweffects
-improved stars effects
-improved bubble effect


splatter and glass crack on collision

time range for effects using IEnumerator function

SPAWN exercise

Unity Web Player | WebPlayer

Unity Web Player | WebPlayer

Sunday, 8 July 2012

9 July 2012 Update

9 July 2012 Update


changes:
replaced stars effects on collision
replaced slowtime effects with bubbles




Exercise:

~Running




Sunday, 24 June 2012

25 June 2012

For this assignment I did the score script, so when the ingredients collide with the bun the 1 point will be given. This will then instantiate a stars effect. The collided ingredients will then be parented to the bun and the score script will be passed on to it as well. Hence, the collided ingredient will in turn be the base of the burger. 5 points will end the game.

if (target.tag == "food")
{GUIMenu.score += 1;

target.rigidbody.isKinematic = true;
target.rigidbody.freezeRotation = true;
target.rigidbody.useGravity = false;
target.transform.parent = this.gameObject.transform;
target.gameObject.tag = "bottom";
GameObject addpointfxs = Instantiate(addpointfx, this.transform.position,Quaternion.identity) as GameObject;
addpointfxs.transform.parent = transform;
float ty =(.001f* Mathf.Pow(GUIMenu.score,2));
target.transform.localPosition = new Vector3(target.transform.localPosition.x, ty ,target.transform.localPosition.z);
target.rigidbody.collider.isTrigger = true;
target.gameObject.AddComponent<score>();


                           
score increases from -2 to -1 ; effect being played on collision.

On the other hand, when the chilli collides with the the bun a you will lose a point and a dark blinding effect will be played out.

if (target.tag == "poisonedfood")
{GUIMenu.score -= 1;
                  ......
                  ...... 
                  ......





score decreases form -2 to -3; a dark blinding effect is being played


In addition, I also added a slow effect to the character, so when the "f" key is pressed, the time will be slowed by half. the turning point is that you will lose 2 points. The "g" will return the time to normal. 2 effects will also be played out, 1 on initiation and the other throughout the effect. For the first effect, I instantiate the effect if the kep is pressed. For the second effect I applied it to the player and set the rate to 0 and the loop to disabled. So when the f key is pressed, It switches on the loop and sets the rate os the particle to a number.


    if (Input.GetKeyDown ("f")) {

GameObject slowfxs = Instantiate(slowfx, this.transform.position,Quaternion.identity) as GameObject;
slowfxs.transform.parent = transform;
            Time.timeScale = 0.4f;
GUIMenu.score -= 2;
this.particleSystem.emissionRate =40;
this.particleSystem.loop =enabled;




Time is being slowed by half and 2 effects are being played out


for the character, its a free model which I downloaded. Then I parented the camera and the burger box as well as the the bun.


Camera and bun are parented under the character.

In addition I also did the move script. Hence the character is able to move right left, up and down aas well as look left and right. The character is able to jump as well.

#region WeMove
//this gets the left and right keys
float move = Input.GetAxis("Horizontal")*Time.deltaTime *speed;
transform.Translate(Vector3.right * move);
float movefront = Input.GetAxis("Vertical")*Time.deltaTime*speed;
transform.Translate(Vector3.forward * movefront);
#endregion
//get the left/right key
float turnrightleft = Input.GetAxis("Mouse X")*Time.deltaTime *rotSpeed;

//this will add the turn to the rotation in y
Vector3 rot = new Vector3(0,transform.localEulerAngles.y + turnrightleft,0);

//update the rotation each frame
transform.localEulerAngles = rot;
if (Input.GetKeyUp("space"))
{
rigidbody.AddRelativeForce(transform.up * jumpPower, ForceMode.Impulse);

Finally I added box colliders to the scene to finalise it.


Box colliders are added to the scene too.








Sunday, 20 May 2012

Assignment WIP

SCripting Still WIP


Score On GUI

Score On Ingredients

MOVE


First player Controller



Sunday, 6 May 2012

Update 3

Today, I did the hand models as well as the burger box model which I found on the net and parent it to the camera in unity. 





Monday, 30 April 2012

Update 2:


Synopsis:


Basically, in the game the player will be a runner, who will run and throw the ingredients of a burger with a sort of guage. Then the player, the chef will have to catch the ingredients in the right order. When the person catches the wrong set of ingredients it will explodes in front of the player resulting in a short blinding effect tht will gives the player more difficulty in playing the game.




Sunday, 22 April 2012

Assignment 1 Ideas

Assignment 1 Ideas

Group members:
Zach, Regina, Janice, Joseph

Synopsis:
the idea is to navigate through the game by pressing the required buttons as fast as possible within a timelimit.
5 similar games include doodle jump, racing, fruit ninja, scoop, veggie samurai

References:








Sunday, 15 April 2012

My first Post

Your Picture: 
Name and Nickname: Joseph Tay
Hobby : Eating
Visual Effects Expertise : amateur
Favorite Food : Eating rice
Favorite Movie : pokemon 
Favorite Website : google.com | runescape.com | 
http://dm4331-prof.blogspot.com/