PILLAGE! assets page

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This page contains updates of assets as I create for the PILLAGE project. Feel free to download anything and use it at your leisure. CLICK THE IMAGES TO SEE A WEB DEMO

12-30-2009 ROCK, OKTOKING DEATH 2d contraints

Picture 4
turns out the unity packager isnt getting all of the associated assets – so here’s the whole project. The scene “level1″ is the want you want to tinker with. Each king has a health, and dies with a basic blood splat, but it only shows up on the cardboard cutout, i’m assuming because of the cutout/transparency used on the other kings. Rock is much heavier now, modeled and textured. Also, the kings and rocks are constrained to 2d.

DOWNLOAD WHOLE PROJECT HERE

12-29-2009 oktoking and catapult v1

rollover over the catapult arm (more accurately, the scoop that holds the rock) – it should turn blue. click and hold to pull back the arm. release to launch.
uses a hinge joint and motor controls.
Picture 3

CLICK TO DOWNLOAD scriptedCatapult unity package

Written by Jesse

December 29th, 2009 at 8:11 pm

Posted in PILLAGE!, blog, project log

unity3d xml level parser

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again for PILLAGE! catapult game. this package parses an xml file to create object on the screen relative to the “castleHolder” position. import the package. create a ground plane (a big one) at (0,0,0) and then drag the “castleHolder” prefab onto the world view. it’s y should 0 but X and Z can be changed.

Any models you want to instantiate are done at runtime by their name, which means they HAVE to be put in the Resources folder.

castleHolder has a pillage level parser script. simple and magical.

pillageParser_1 DOWNLOAD HERE

Written by Jesse

December 27th, 2009 at 3:01 pm

Posted in PILLAGE!, blog, project log

box2d quickbox2d based level editor

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A small group of friends and I are making a Unity3d based catapult game. It needs a level editor, which i plan to do in Unity itself, but I’m still much faster in flash and AS3.
So I spend a few hours and through together this flash based level editor for our game. feel free to use it if it’s useful. it’ll spit out XML, which is great and works with the unity parser prefab I made for unity. Hooray for rapid prototyping.

level_editor_beta live demo

level_editor_beta FOR DOWNLOAD

To use it, open the presets.txt file and add in any game object you want to instantiate at runtime. Prefab = unity3d prefab name. The size is in meters, just like unity3d. the rest is optional. Run the html. A corresponding button will appear in the top bar – roll over to see it’s name. Click it to drop a piece down. rotation is turned off to make it easier to align things. click the save button to save a backup before you test it – which just turned the rotation back on and run a simulation. it’s pretty easy to follow i think.

Written by Jesse

December 27th, 2009 at 3:10 am

Posted in PILLAGE!, blog, project log