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	<title>Jesse Gomez &#187; PILLAGE!</title>
	<atom:link href="http://thecoho.net/category/blog/project_log/pillage/feed/" rel="self" type="application/rss+xml" />
	<link>http://thecoho.net</link>
	<description>Swimming upstream since 1978</description>
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		<title>PILLAGE! assets page</title>
		<link>http://thecoho.net/2009/12/29/pillage-assets-page/</link>
		<comments>http://thecoho.net/2009/12/29/pillage-assets-page/#comments</comments>
		<pubDate>Wed, 30 Dec 2009 00:11:15 +0000</pubDate>
		<dc:creator>Jesse</dc:creator>
				<category><![CDATA[PILLAGE!]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[project log]]></category>

		<guid isPermaLink="false">http://thecoho.net/?p=656</guid>
		<description><![CDATA[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

turns out the unity packager isnt getting all of the associated assets &#8211; so here&#8217;s the whole project. [...]]]></description>
			<content:encoded><![CDATA[<p>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</p>
<h1> 12-30-2009 ROCK, OKTOKING DEATH 2d contraints</h1>
<p><a href="http://thecoho.net/wp-content/uploads/2009/12/kingdeath.html" rel="shadowbox;height=600;width=960" ><img src="http://thecoho.net/wp-content/uploads/2009/12/Picture-4-250x130.png" alt="Picture 4" title="Picture 4" width="250" height="130" class="alignright size-medium wp-image-680" /></a><br />
turns out the unity packager isnt getting all of the associated assets &#8211; so here&#8217;s the whole project. The scene &#8220;level1&#8243; 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&#8217;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.</p>
<p><a href="http://thecoho.net/upload/files/pillage_jesse_12_30_2009.zip">DOWNLOAD WHOLE PROJECT HERE</a></p>
<h1> 12-29-2009 oktoking and catapult v1</h1>
<p>rollover over the catapult arm (more accurately, the scoop that holds the rock) &#8211; it should turn blue. click and hold to pull back the arm. release to launch.<br />
uses a hinge joint and motor controls.<br />
<a rel="shadowbox;height=600;width=960" href="http://thecoho.net/wp-content/uploads/2009/12/levelparser.html" width="620" height="440"/]"><img src="http://thecoho.net/wp-content/uploads/2009/12/Picture-3-250x137.png" alt="Picture 3" title="Picture 3" width="250" height="137" class="alignright size-medium wp-image-662" /></a></p>
<p><a href='http://thecoho.net/wp-content/uploads/2009/12/scriptedCatapult.zip'>CLICK TO DOWNLOAD scriptedCatapult unity package</a></p>
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		<title>unity3d xml level parser</title>
		<link>http://thecoho.net/2009/12/27/unity3d-xml-level-parser/</link>
		<comments>http://thecoho.net/2009/12/27/unity3d-xml-level-parser/#comments</comments>
		<pubDate>Sun, 27 Dec 2009 19:01:52 +0000</pubDate>
		<dc:creator>Jesse</dc:creator>
				<category><![CDATA[PILLAGE!]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[project log]]></category>

		<guid isPermaLink="false">http://thecoho.net/?p=652</guid>
		<description><![CDATA[again for PILLAGE! catapult game. this package parses an xml file to create object on the screen relative to the &#8220;castleHolder&#8221; position. import the package. create a ground plane (a big one) at (0,0,0) and then drag the &#8220;castleHolder&#8221; prefab onto the world view. it&#8217;s y should 0 but X and Z can be changed.
Any [...]]]></description>
			<content:encoded><![CDATA[<p>again for PILLAGE! catapult game. this package parses an xml file to create object on the screen relative to the &#8220;castleHolder&#8221; position. import the package. create a ground plane (a big one) at (0,0,0) and then drag the &#8220;castleHolder&#8221; prefab onto the world view. it&#8217;s y should 0 but X and Z can be changed.</p>
<p>Any models you want to instantiate are done at runtime by their name, which means they HAVE to be put in the Resources folder.</p>
<p>castleHolder has a pillage level parser script. simple and magical.</p>
<p><a href='http://thecoho.net/wp-content/uploads/2009/12/pillageParser_1.zip'> pillageParser_1 DOWNLOAD HERE</a></p>
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		<title>box2d quickbox2d based level editor</title>
		<link>http://thecoho.net/2009/12/27/box2d-quickbox2d-based-level-editor/</link>
		<comments>http://thecoho.net/2009/12/27/box2d-quickbox2d-based-level-editor/#comments</comments>
		<pubDate>Sun, 27 Dec 2009 07:10:23 +0000</pubDate>
		<dc:creator>Jesse</dc:creator>
				<category><![CDATA[PILLAGE!]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[project log]]></category>

		<guid isPermaLink="false">http://thecoho.net/?p=636</guid>
		<description><![CDATA[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&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p>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&#8217;m still much faster in flash and AS3.<br />
So I spend a few hours and through together this flash based level editor for our game. feel free to use it if it&#8217;s useful. it&#8217;ll spit out XML, which is great and works with the unity parser prefab I made for unity. Hooray for rapid prototyping.</p>
<p><a href='http://thecoho.net/wp-content/uploads/2009/12/level_editor_beta.html' rel="shadowbox;height=900;width=1060">level_editor_beta live demo</a></p>
<p><a href='http://thecoho.net/wp-content/uploads/2009/12/level_editor_beta.zip'>level_editor_beta FOR DOWNLOAD</a></p>
<p>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 &#8211; roll over to see it&#8217;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 &#8211; which just turned the rotation back on and run a simulation. it&#8217;s pretty easy to follow i think.</p>
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