On the other end, I have a simple Custom Event Arguments block waiting on each target object on the AoT list to receive their orders. (If you need a refresher on Custom Events, check the micro-tutorial here)
In this tutorial, we'll go over the script that controls the grab and throw mechanics for the paper balls in the game Trash HORSE, which can be played here, or the full game package can be downloaded here.
This portion of the script controls whether or not the player can pick up the ball. The Distance block checks the distance between the paper ball (this) and the player (player) which is a scene variable. Once we have that distance, we use the If block to check if the distance between the player and the paper ball is less than or equal to 4 meters. So, basically checking if the player should be able to reach the ball or not, so they aren't grabbing a paper ball from across the room.
Also in this script is the On Mouse Down block. This is to say when the player has their mouse hovering above an object and they clock the Left Mouse Button, the script will fire. The object in question needs to have a collider for this to work.
This took so much longer than I expected, so we're going to stop here and go over the next part of the script, throwing, in the next tutorial. Again, you can test out how all of this works in the web version here on Itch.io, or if you want to dive into the scripts yourself, you can download the whole package here for Unity.
Later.
Alright, so I recently needed to add a crouch function to the basic Unity First Person Controller for a project I'm working on. Not sure why it doesn't have one to begin with, but whatever. Here's how I went about it.
In the red box, we have a toggle function. When the player clicks the Left Control button, the script goes to an If block and checks the players height. Notice we are getting the players height, not scale. 2 is the players crouch height.
If the players height is equal to 2, the script registers that the player is not crouching and goes to the blue box. There, we set the players height to 0.9 with the first block, set their waling speed down to 2, and their sprint speed down to 3. It makes them short and slow, you now, like crouching does.
If the players height is not equal to 2, the script takes us to the yellow box, sets the player back to their normal height, which is 2, pulls the players walk speed back to 5 (but in this screenshot it pulls the speed from a variable because I want the player to be able to upgrade their move speed) and sets their sprint speed back to 8. All pretty simple.
I've made a version of this script before and done it in some worse ways that we can go over. I originally had a boolean Object Variable that could check if the player was couched and toggle the boolean on and off at the end of each arm. This is a lot more work than we need to do since we can just check the players height to see if they're already couched.
I also originally had the script change the players scale on the Y axis, but this change in scale also changed the scale for any child objects of the player. So, it smashed everything in their hands. Changing their height doesn't come with that same unwanted side effects.
Anyway, thanks for reading. Hope this works out for you.
I told you all that Tire Fire Rally would grow, and now it is. The first update brings a new, stupid track with its own host of new and stupid jokes.
I am now realizing that one of the reasons Bungie and Bilzzard like to add lore to their maps is to fill up space in add copy and give developers something to say about what they made that is not all technical specs or blatant spoilers. So, let's make some shit up. The first bit of Tire Fire lore.
Our brand new track, The Big Dip, is sponsored by Dooley Recycling and Byrd Retro Arcades, bringing a lovely bit of green washing to a gas guzzling sport.
Byrd Retro Arcades makes it their mission to get players as aggressively into the game as possible, sometimes dangerously blurring the line between games and life. As part of their sponsorship, they've been given a chance to add a piece to the track.
The boys at Dooley Recycling don't actually know anything about recycling and have been, Simpsons-style, just dumping trash in big pits and hoping no one notices. As their piece of the sponsorship, they got to dig a huge pit right in the middle of the track for use as soon as the race concludes. Makes for a nice, stomach-lurching ride.
There, that wasn't so bad. You have a hazy, but slightly better idea of the new tracks and I got roughly three paragraphs of rambling. Anyway, The Big Dip is the first track in the new Grand Pricks. Go give it a whirl, or if you still need to, go grab a copy of Tire Fire Rally, and come back next week for more.
Later.
One of the admittedly attractive parts of making a racing game is how restricted the player is. Open worlds take a lot to fill, and as a one person studio, I don't have a lot of extra time to fill them. In a racing game, the player is pretty much trapped in the track. You can only do so much, or that was my mindset at the beginning of this project.
My first test map for Tire Fire Rally was a basic oval with high crash walls, partially to keep the player from falling out of the track during a crash and partially to stop the player from seeing the vast, empty plane around them. It was easy to build and took no work on the background scenery to hide the horizon and I thought I had cleverly saved a huge amount of time, but I had a problem with it. I kept getting “lost” on the track. Not actually lost, it was a one lane loop after all, but I kept having trouble orienting myself, figuring out how far I'd gone, how fast I was moving, if I was anywhere near the finish line or not. You know, all the important parts of driving.
I'm going to be transparent, I didn't really start this game with any ethos in mind. The original note for the game said “A NASCAR game, but with stupid things on every lap.” But I have a lot of time alone with my thoughts while I'm actually building my stupid idea, and I’ve been going around and around trying to figure out why I wanted to make fun of racing in the first place.
I’ve been advertising this game as a racing game being made by someone who hates driving, which is mostly true. I hate traffic, car maintenance, insurance, parking, pretending to care about dents and scratches, and of course, car payments. The day to day of owning and using a car is expensive and dull and I despise it, except for one month in 2020.
That summer, my city was brought to a standstill between COVID, protests, and the presence of the National Guard. I had a job that kept me out a few hours past the curfew and left me driving through a completely deserted city covered in boards and bright protest graffiti with fucking armored Humvees sitting on the overpass. I fucking loved it. I would blast the soundtrack to JSFR and speed through my city at what would have been very dangerous speeds if anyone ever had been out. It is the only time in my life that driving actually felt like the “freedom” all the car companies try to sell it as, and I think that taste of how fun they could actually be made me paradoxically hate cars all the more.
It really highlighted how we were building these machines with capabilities that had almost nothing to do with how they would be used. Super cars are engineered to handle above 120 mph and bluff emissions detectors only to idle in L.A. traffic for most of their lives. Trucks that can haul multiple tones of steel will move a couch once or twice if they're lucky. SUVs are built like they should be crouched on an overpass enforcing a curfew instead of shuttling kids back and forth. Using my car in the post-apocalyptic, cyberpunk city, it felt like it was a toy instead of an expensive and poor excuse for proper public transit, and I hate that I am paying to keep all these systems that we're designed for speed and agility that I will almost never reach in working order.
I've also been playing a decent amount of racing games in my little bit of spare time. You know, for “research.” A lot of them treat cars like they're somewhere between religious icons and pornographic. They make them almost deities, which makes me want to act as an iconoclast. I wanted to take these machines that were built for non-existent stretches of open, perfectly maintained highways and race tracks and subject them to the drudgery of traffic, potholes, and toll booths. I think it’s the same instinct that made people tune into The Simple Life to see the disgustingly wealthy working a fast food job.
I've been thinking recently (for obvious reasons) about a conversion I had with a friend almost 15 years ago about crowds in racing games. I can’t remember the games, but he was lecturing me about one of them being worse because the horrible, lazy developers just used 2D sprites to fill the crowd instead of making fully modeled people. At the time, I think I came down firmly on the side of “don't care.”
There are so many little pieces of a game that players barely see for a frame or two, like the Halo 3 rat, that still need to be there, but just barely. It's not like the player is going to be chatting to the crowd. It's not The Sims of Fable. You will not marry any of these people (Don't look at the top right). So, after more than a decade I am agreeing with my idiot, teenage self again. These 2D, repetitive bastards are staying in the game, maybe getting some friends.
The other side of my laziness is just the weird charm I feel from these older, much more jank games. I am still trying to figure out what it is, but I can't get over the trees, the ridiculous 2D bill-boarding trees in these old games. They're fantastic in a way that almost no properly modeled, high poly, shaded out trees are. It reminds me of the jump in video quality from film to digital when the technology first came out. Digital eventually caught up in quality, but the immediate jump was worse.
There was a whole generation of developers who painstakingly drew out these pixely little trees. They mastered making these things look as beautiful and inviting as possible given the technological limitations. We jumped from these (Pictured right) to the Halo 1 Blood Gulch tree that had about six polygons, and while the trees in RDR2 and Battlefield 1 are not light years ahead of these palms, I still do love them.
Thanks for reading my ramblings about 2D trees and copy/paste crowds. If you're interested in not seeing these people as you whip by, you can wishlist Tire Fire Rally here.
Custom Events are very important to my projects allowing all sorts of different triggers and scripts from all over the game to communicate specific information. So, I thought I'd go over quickly how they work.
That red box in the first picture is just a trigger and tag comparison to make sure this script only fires when it is hit by the player. You can read more about that in a previous tutorial, then a cooldown to make sure the script doesn't fire multiple times when the player is entering the trigger once, but that's beside the point of this post. The last block is the important one here, the Custom Event - Trigger block.
I made this script to be flexible, as in applied to multiple triggers that will all need to send different messages to different places, which is why all the important information is in Object Variables. Being object specific, I can change the message and destination for each one without altering the original script. The message the trigger is supposed to send is connected with that orange line, and the destination where it is supposed to be sent it connected with the green line.
The blue box is the receiving portion of the script in DungeonKeeper. Custom Event - Arguments is listening for a specific phrase, in this case "JokeTrigger" to be sent to it, and it will only fire the script when it receives this message. Throwing it all together, when the player hits a certain mark, a random joke is told, and with the use of Custom Events, we can have lots of those marks all around the scene all sending messages back to the main controller.
Thanks for reading. This script-bit is pulled from Tire Fire Rally. If you want to see more, go add the game to your wishlist. Either way, come back later for more jank script tutorials.
This is going to be a new type of post for this page, an actual dev-blog entry instead of just tutorials. I said in the bio that I sometimes make games, and now I have to make good on that.
I'm now working on a stupid rally-racer called Tire Fire Rally, and thanks to a grant from Mangotronics, it's coming to Steam. (These will probably get more polished and focused as time goes on, but I wanted to share this and I'm inpatient.) I've mentioned in some of my tutorial posts that you can support this blog by buying my last game, but if you're looking for a cheaper way to show support, you can go wishlist this game and start spreading it around.
This game exists for two reasons; I got the game Corvette free with my original Xbox and I used to play a game called drunk driving in college with Mario Kart where you had to finish your drink by the end of the race, but couldn't drink and drive at the same time. After a race or two, all the karts started to get a bit sloppy on the corners.With Tire Fire Rally, I'm hoping to combine Corvette and Drunk Driving, having a game that at first presents itself as a serious (but retro) racing game and devolves into the ridiculousness of kart racing mechanics and drunk college kids. I want the other cars to drive like idiots, the announcer to be at least six drinks in, the sponsors to be scams, and the tracks to be designed with negligence.
I hope that you'll all come back in the future to read more (and better articles) about a racing game with toll booths, but if not, you can still always wishlist the game (and start opening that page on all the model computers at Best Buy) and forget about it until launch. And if you're here for tutorials and mad that there's a half-assed blog on the front page, I promise I'll have more for you soon.
I think this is the last piece of the code for the tank, all taking damage, gaining health, and dying. Let's get to it.
After the compare/if bit, you can see the Get Variable block pull the tanks current health, subtract the Enemy_Bullet_Damage, and then it feeds that up to a set variable block to update the tanks health.
This next block I call "popping" the UI, which I go over more thoroughly here. Basically changing the color and size of the UI element just for a moment so the player actually notices something has updated.
This last bit, since Top Down Tank is but a simple game, checks if the players health is less than or equal to zero, and then sends the player to a scene that just says "You Died" if the math checks out. So, now that we have covered losing health and death, I'll show you the whole script and then we'll move to gaining health.
Crash course, the crate in the ruins in the cover image is a health pick up. It has a trigger with a check looking for collision with the player character. When it gets that hit, it sends a message to the dungeon keeper and the player to update their health records, and here's how it goes.
The first block is a Custom Event waiting to receive the message "Health40" from a crushed crate. Now comes the tricky part. We don't want the player to raise their health past the tanks maximum, so we first have a check to see if the players health is at least (Less or Equal) 40 points less than full. This game (unfortunately for me) let's the player select from a number of different tanks with different levels of health, all of which are stored in a list called T6_UpgradeList (Get Variable) from which we are pulling the first slot (List - Get Item - 0) because this tank is not upgrades. If they had two health upgrades, we'd be pulling from Index: 1.
Once we have the health, we subtract the potential health boost (40) and then check if the player has taken at least 40 points of damage. If yes, we just go ahead and add (Set Variable - Add) the 40 points back to the players health.
If the players health is less than 40 points from being full, we just go back to the upgrade/health list, pull the maximum recorded health, and set the player back to full. This sounds annoying and fiddly, but it's very easy to slip up and allow the players health to grow forever line they're the blob.
Anyway, thanks for reading. Maybe next I'll go more in-depth about how pick ups work. If this is helping, maybe throw me something on Ko-Fi, or buy a Kaiju game. I'll probably keep making these either way.
Stay fresh, cheese bags.
Now for a very important piece of the top down tank, the jank way I make the turret track the players mouse. We'll start from the simple bits and get more fiddly from there.
I think I've mentioned this method before in the NPC Turret Tutorial, but we'll go back through anyway. There is an empty object attached to the tank called the Sight. It's only job in the world is to look to where the mouse beacon (Mouse_Sight) is in the world at any given time so the turret can get the coordinates. So, On Update -> Look At: Variable - Mouse_Sight. All simple and good.
Just like the sight, we're having this chunk of script fire every update because we want the turret pointing constantly at the players mouse. We're grabbing the rotation (Get Rotation) from the mouse sight from the panel just above (Object Variable: Sight) and then taking only the Y and W coordinates from that rotation data. The turret in this game is essentially 2D and stuck on the Y axis. No need for Z and X.
We're taking the Y and W to create a new, more basic rotation and then forcing the tank turret (Set Rotation) to adopt that rotation. Still pretty simple.
That's it for now. I'll try to have what I expect to be the last part up next week. If this is helping, maybe throw me something on Ko-Fi, or buy a Kaiju game. I'll probably keep making these either way.