afer a few days rest frm game making, i have picked up the abandoned project of the lady with the black and white dress. i have now all the meshes cleaned up, zremeshed them, and have painted the textures. they need to be cleaned up in photoshp still… i am not sure about the fringe at the lower dress, in the reference image it was in black and white stripes as well, and i tried it too, but i don’t like it too much… maybe i redo these two fringes in blender, with cloth sim, and may be then stripes will look good… so, here is how far i am, a zbrish screenshot:
finally, the freddie game is finished, yippie! 🙂
this game was quite an experience. almost 8 weeks in the making, and what a wild ride it was 🙂
it had three incidents, that almost made me give up.
the first early on, with animating in blender and the copy-flip-x not working. here i got good support from my dear readers, that helped me over the crisis.
the second, a bug appearing in the first level a week before the intended release, that crashed the game and even my whole mac quite badly. i still don’t know why this was, but i gave up on tracking the bug down and rebuilt the first level. so, this issue was fixed.
the final issue appeared two days before intended release, where it became apparent to me that my monsters were not count correctly by the scripts, and thus the game played much different than it should have (i often had wondered a little, but thought it was the random choices i do at several places) …lol… this last one was a good one in the end, since it teached me what a “public static variable” in c# for unity really is. namely it holds its content even over loading new levels thus is a very global variable. now while i had always read that unity destroys all gameobjects on loading the new level, i assumed the variables were freshly initialized on a new level, as the gameobject that carried the script with that variable was destroyed, and thus a new fresh copy loaded in the next level. but despite their “carrying object” was destroyed, the content of the public static variables were not destroyed, and hence in the next script the monster counting did not start at zero, but at the number of monsters it had already counted in the previous levels… and, since i had also a “public static list” for the monsters, that had the same way of surviving on level load, all went crazy and it was quite hard to track down why everything works fine if i play a single level, no matter which one, but the monsters behave like they want and not like i have scripted them in the following levels… hehe, now i know what a “public static variable” in unity c# is 🙂
despite these three quite nerve wracking incidents, the game making was quite fun. i learned a lot on how to quickly sculpt, retopo, texture and animate game characters. i learned a lot on scripting. this game has many features, i could not program on my first game. the game comes in about the same size of around 200mb, but has much more graphic content and audio content. the graphic part took, amazingly, only about one third of the time of the game creation, the other two thirds i needed for scripting. the game is driven by a whopping number of 33 c# scripts, that got controled to play nicely together by 2 master scripts. the graphic has quite a number of huge textures, and a lot of animations. in some places, i would have liked to fine tune the animations more, but i ran out of time, and had to focus on getting it complete rather than perfect… but, i am happy with how it looks, in general. and, declare it finished. it runs smoothly, and does what it should do. there might still be some glitches in it, but i did not notice any on the many hours of testing everything.
so, i want to share this game with my dear readers. it is a mix of the 80’s game “frantic freddie” and “flip and flop” for the c64. so, it is a platformer, and additionally mixed with dexterity (hope this is the correct translation, but if not you will see in game what i mean).
the game is to be played with keyboard and mouse, where the keyboard input is used for moving freddie, look up the keys (a,w,s,d or arrows) on the start screen, and edit them if you don’t like my choices. the mouse input is used to turn freddie around. you can also set the sensitivity of the input, if your feeling for keyboard is different than mine. i have put the values that feel best for me. … all other things you need to know will be explained while the game is running 🙂 … oh, and my husband says it is on the more difficult side to play, so maybe you try easy setting first, or even “very easy” …;-)
i would appreciate to hear back constructive critique when you download and play it. such feedback would help me tremendously for desigining new games. so, any feedback would be great, and i would appreciate very much.
the game is free, but as with the previous one, it stays my copyright. you may share the original zip.files with friends, but you may not earn money with it and you may not use any graphic content for your own works without my permission … ok, enough talking, here are 3 versions, for mac, linux and pc. i hope the latter work too, as i could not test them, being on mac only. (in case they do not work, please let me know quickly, so that i can remove the download links, to save next people the download time and frustration if it not runs at all)
yesterday was the birthday of my husband, and my game was only kind of ready. that is, i had the first levels running smoothly, but there is a bug, i not could track down yet, which prevents a level change at a higher level. so, as it is now, the game stops at this point. it does not crash, but one cannot do anything, as freddie is not showing up anymore 😦 … maybe he is gone into holiday after the stress …lol… but, my husband said he would like see it and try it a little anyway, and then wait for me to bring it to final… so, i compiled a version for him, and let him play. and, he loved the idea 🙂 ..but he also found two other bugs, that never showed up when i tested it …lol… and he already had a wish for me to include 😉 … so, i will work these issues, otherwise it is complete… and when it runs smoothly, which i hope is soon, i will share here too, as promised. to shorten the waiting time, here is a little teaser, the game intro screen, as a screen shot from within the game:
i hope you all had a nice holiday 🙂 … i managed to work more on my game, mostly coding, since i am still very slow with it… but today, i worked on a new enemy, as i want some different way of movement in the game. so, he will come in level 5, i think, and he is not walking but jumping. here is a screenshot within blender, where i had just rigged him, and tried out the weightpaint if it works with the intended poses…
i really like, that due to the game making, i am learning how to work quickly and efficiently. this guy took only 3 hours, sculpting from scratch in zbrush. then i zremeshed thim from 7 mill down to 5000 polygons. then i made polygroups for the uv islands in zbrush, goz to blender to use those polygroups for uv making. and arranged the uvislands to use best space. back to zbrush, i painted the texture, and sculpted detail. here i noticed i have not enough polgones on the head. so, i bring back to blender, selected the face and subdivided this once. yes, this made an ugly border of polygons, but i had chosen this border away from the uv seam, and in an area that will not move in animation. then i brought back this mesh, that now had 7000 polygons, to zbrush, and let zbrush project the details back to this higher mesh… then i finished sculpting detail and texture paining in zbrush, and finally calculated normal map and occlusion map and texture map and back to blender. … all this was only 3 hours 🙂 … then i first tried that the maps and the lowpoly works well in unity, and it does. then i made a rig and skinned it to the mesh, and the image shows one of my tests for the rig 🙂 … and, yes, as you can see there is still some fixing needed with the weightpaint, as the mesh at the neck is stretched in this pose…
weekend is sculpting time 🙂 so, i created enemy number four for the game… sculpted and textured in zbrush, then zremeshed and brought to blender. there i fixed some issues with the mesh given by zremesher. then i made uvs in blender, and back to zbrush, so that i could export all i needed, obj, texture, normal and ao map. back in blender i adapted the rig from enemy number 3 to fit this one, and altered the walkcycle to reflect more the character of this enemy. and finally i imported it to unity, in an empty scene, just to see how it would look… colors are slightly different, but i think with my game lightning it will look great…
and, since i love arranging the uv tiles, did i mention that already?, here is the result. not much space unused 🙂
i am very happy with this one, since the difference of the zbrush mesh, which had 2.7 mill polygons, and the mesh inside unity, which has only 8000 is hardly noticable 🙂
today, i worked on more animations for freddie, here is an opengl render in blender of the idle animation:
it does not look as pretty as a render with cycles, but only took 2 seconds to render the whole animation:-)
i made also sidesteppings and jump animations, and imported all to unity. then i created the statemachine for the animator, it looks kind of neat, i think 🙂
oh, btw, i made three types of ladders, where the steps have different heights. and since i wanted that freddie properly climbs up each laddertype, with his feet on the steps as needed, i made 3 different animations for these climbing the ladders 🙂
all the arrows carry boolean statements, which i then used to script what freddie does when the user hits certain keys. now freddie can do everything i want him be able to do 🙂 (… or rather, i still do have a pretty advanced idea, but i do that only later, if i have still the urge to get it in, since it is not essential for the game, only a fun addition … )