Sabtu, 30 November 2013

Cheat Code & Tutorial Game The Last Of Us

  • Infinite Shivs
Untuk menduplikasi bahan belati setiap saat, Kamu harus terlebih dahulu mendapatkan upgrade senjata jarak dekat pada awal Kota Bill (senjata terletak di atap bangunan kecil di dekat papan kayu sebelum Kamu memasuki kota). Senjata ini memungkinkan Kamu untuk Mengupgrade senjata jarak dekat. Untuk menduplikasi bahan belati, hanya melengkapi sebuah Upgrade senjata jarak dekat , dan swap dengan senjata jarak dekat lain yang Anda temukan dalam lingkungan (2x4, kapak, kelelawar, pipa timah, atau parang). Kemudian, swap dan reacquire upgrade senjata jarak dekat ke bahan belati diisi ulang dan masih memiliki upgrade senjata jarak dekat. Ini sangat membantu jika kamu kehabisan/kekurangan bahan dan perlu belati untuk pertempuran atau untuk membuka pintu shiv yang terkunci.
  • New Game + Mode
Berhasil menyelesaikan permainan untuk membuka New Game + mode, yang memungkinkan kamu untuk memulai Bermain baru dan mempertahankan semua statistik kamu, koleksi, upgrade senjata, dan tingkat Upgrade. Catatan: Kesulitan yang digunakan dalam Bermain asli kamu akan menentukan kesulitan yang tersedia di New Game Mode +. Misalnya, menyelesaikan permainan di kesulitan Hard akan membuka Easy, Normal, dan Hard kesulitan di New Game Mode +.
  • Lokasi Semua Koleksi
Cari lokasi yang ditunjukkan untuk menemukan semua koleksi 141 ( 85 artefak , 14 buku komik , 30 liontin kunang-kunang , dan 12 pedoman pelatihan ) . Mendapatkan semua koleksi untuk membuka lima trofi : Endure Dan Survive ( Perunggu ) , I Got This ( Perunggu ) , It Was All Just Lying There (Silver ) , Look For The Light (Silver ) , dan Scavenger ( Emas ) . Ada koleksi di semua bab kecuali prolog . Kamu dapat melacak kemajuan total bawah " Koleksi " bagian dari menu Bonus , atau dengan menekan Select saat bermain game . Setelah menyelesaikan pertandingan untuk pertama kalinya , kamu juga dapat melihat dalam bab memilih berapa banyak koleksi dari setiap jenis yang telah kamu temukan per bab . kamu harus mencapai pos pemeriksaan berikutnya setelah menemukan koleksi atau kemajuan akan hilang , dan kamu akan harus mengumpulkan lagi . Semua kemajuan tertagih kamu membawa ke playthroughs lainnya . Kamu juga bisa mendapatkan koleksi yang hilang melalui bab pilih . Catatan: Beberapa koleksi secara otomatis akan disimpan dalam persediaan Kamu dan tidak bisa dilewatkan . Dengan demikian , mereka tidak termasuk dalam daftar karena mereka tidak memiliki lokasi tertentu .
  •  Trophies
Berhasil menyelesaikan tasks untuk mendapatkan trophy:
    It can't be for nothing (Platinum): Collect all other trophies.
    Look for the Light (Silver): Find all Firefly Pendants.
    Endure and Survive (Bronze): Collect all comics.
    It was all just lying there (Silver): Find all artifacts.
    I got this (Bronze): Find all training manuals.
    Scavenger (Gold): Found all collectibles.
    Let's gear up (Bronze): Craft every item.
    Master of Unlocking (Bronze): Unlock all shiv doors.
    Everything we've been through (Silver): Fully upgrade Joel with supplements.
    For emergencies only (Gold): Fully upgrade all weapons.
    I want to talk about it (Silver): Engage in all optional conversations.
    No Matter What - Easy (Bronze): Complete the game on Easy.
    No Matter What - Normal (Silver): Complete the game on Normal.
    No Matter What - Hard (Silver): Complete the game on Hard.
    No Matter What - Survivor (Gold): Complete the game on Survivor.
    The Last of Us - Easy + (Silver): Complete the game on Easy +.
    The Last of Us - Normal + (Silver): Complete the game on Normal +.
    The Last of Us - Hard + (Silver): Complete the game on Hard +.
    The Last of Us - Survivor + (Gold): Complete the game on Survivor +.
    Knowing the Basics (Bronze): Win a game of Supply Raid and Survivors in find match.
    Populace (Bronze): Build your clan to 40 people in Factions.
    Firefly (Gold): Complete the Firefly Journey.
    Hunter (Gold): Complete the Hunter Journey.
secret trophy:
    That's all I got (Gold): Survive all of Ellie's jokes
Primbon Jawa Cheat

Game The Last Of Us

The Last of Us adalah Kelangsungan Hidup orang ketiga - Aksi Permainan yang memanfaatkan pilihan dalam aksi gameplay untuk mengembangkan alur cerita game, serta hubungan antara dua karakter utama , Joel dan Ellie . Permainan ini memiliki kombinasi pertempuran , eksplorasi , siluman dan mekanik platforming game. Meskipun Joel dan Ellie keduanya penduduk dunia pasca - apokaliptik , mereka telah memiliki pengalaman yang berbeda yang mempengaruhi cara mereka melihat dunia di sekitar mereka , dan merasa tentang apa yang mereka lihat dan lakukan . Joel memiliki kehidupan sebelum pandemi , sementara dunia pandemi adalah semua yang Ellie yang pernah dikenal . Sebagai bagian dari pekerjaan Joel untuk menyelundupkan Ellie keluar dari zona karantina , pemain harus membuat pilihan dalam bagaimana mereka berurusan dengan musuh , yang meliputi , keliling geng pemulung manusia tidak berbeda sendiri , unsur-unsur militer dan sipil yang terinfeksi . Pemain juga memiliki kesempatan untuk bersama-sama berinteraksi dengan elemen-elemen dari dunia di sekitar mereka , yang membantu untuk membangun ikatan antara Joel dan Ellie . Sumber daya dalam permainan langka , memanfaatkan senjata tidak mungkin dan tidak bijaksana dalam konflik luar biasa , dan misi mengumpulkan sumber daya . Selain itu, sebagian warga lain dari dunia hancur yang dihadapi hanya mencoba untuk bertahan hidup - mengaburkan batas antara orang baik dan orang jahat . Akhirnya , permainan AI bereaksi berbeda tergantung pada spesifikasi tindakan pemain , membuat pilihan dalam gameplay pertimbangan utama .


PREVIEW GAME THE LAST OF US 

Primbon Jawa Playstation 3, Sony
Rabu, 27 November 2013

Progres 1 : FP Game "BROW : Calculate and Race"

Progres Pembuatan Final Project Game
Oleh : Erlangga 5109100169 dan Eva Yuiani 5109100194


1. Tanggal 27 November 2013

  1. Ide
  • Membuat game yang merupakan gabungan dari 2 minigame yang bernilai edukasi dan simulasi. 2 minigame yang diangkat itu adalah inspirasi karena 2 dari minigame tersebut yang paling diminati oleh penulis saat menemani di waktu senggang.
  • Edukasi : Membuat game seperti salah satu minigame dari POU namun yang berhubungan dengan matematika. POU kita ganti dengn nama BROW. Dan si BROW harus menangkap angka-angka atau balok-balok yang dijatuhkan dari atas. Namun tidak emua angka atau balok yang diambil, hanya yang sesuai dengan perintah saja yang diambil.
  • Simulasi : Membuat game mini racing yang merupakan ajang balapan antara Pemain [USER] lawan dengan komputer. Mobil lawan kecepatannya di random oleh komputer.

2. Aturan Main Global [GENRE]
  • Genre : Action Racing
  • Tema : Edukasi dan Simulasi
  • Target Pengguna : Anak-anak mulai umur 5 - 10 th. Tapi jika yang dewasa mau main silahkan :)
  • Aturan Main : 
  • Calculate Game : Pemain menang jika telah menyelesaikan semua level, yang mungkin terdiri dari 10 level. Setiap level memiliki tingkat kesulitan yang berbeda. Pemain diberikan nyawa sebanyak 3 nyawa. Jika melakukan kesalahan melebihi 3 kali dalam setiap level maka Game Over.
  • Racing Game : Balapan untuk mencapai laps terakhir. Akan terdiri dari 3 laps. Siapa yang lebih dulu mencapai laps maka akan menjadi pemenang.
3. Referensi

  •  Mini Game POU

  • Mini Game Racing


Progress by
Eva and Erlangga

Selasa, 19 November 2013

Grapple is nearly at beta!


The "Splash Screen" and all the level select screens are placed along the x axis next to each other and the camera snaps to each spot as you swipe or use the arrow buttons. The background is made the same way as the levels which saves space by not using any additional assets and it looks pretty sweet.


The level select screens, following design patterns for mobile level based games.



This is one of the first images listed on the Play page, it really shows the gameplay of grapple in one image.




But one image is too little so I put all these on the Play store page as well. The trail rendered behind the player makes it really clear how the player has been moving.


Recently did up a new menu to match the new cartoony style of the game and also saved some space using meshes with vertex colors to create this while the old one used textures. The carrot score bar has a pretty nice bounce animation as it fills which is coded in by scaling the carrots. I'll have to get a GIF of that.

Pretty soon Grapple will be entering Beta and I'll be looking for people with android phones to try out the beta release and new maps as they're made!

Primbon Jawa Grapple, Unity
Minggu, 03 November 2013

Unity Voxel Tutorial: Webplayer and Project



A bunch of people asked for a demo of the completed project so here's a webplayer with a first person controller, wasd and space to move and left and right click to destroy/place blocks: http://naglestad.net/alex/

And here is a unitypackage of my project after the last part if you'd like to play around but I strongly recommend that you do the tutorial first. You won't understand the code without having done the tutorials and you won't be able to make much without an understanding of the project: http://www.mediafire.com/?o9nagnm0aa1d6lc
Primbon Jawa Tutorial, Unity, Voxel Tut, Voxels
Jumat, 01 November 2013

Unity Voxel Tutorial Part 8: Loading Chunks


So here we are at the eighth and final part of the C# voxel tutorial. I hope everyone who has followed this tutorial has gotten what they want out of it. In this part we'll be making chunks generate around the player and despawn when they are outside of a certain range. This was the last part that I felt was necessary for this kind of game. The reason I think I'll be stopping here is that at this point and onward different types of voxel games will be using very different setups depending on what's necessary and I don't want to make a tutorial on how to make a minecraft clone. Lighting is one point that could be useful but personally I prefer deferred lighting so I haven't done the research to write a tutorial that I think would give the best technique. That said if you've come this far you're well on your way to making whatever voxel game you want and I'll add some links to great resources for further development.

On to loading chunks, we'll be replacing the code that instantiates chunks all at the start with something new both to reduce startup time and to reduce drawcalls. This will mean that we can have much larger levels but it won't reduce the ram cost very much because the data of the entire level is still loaded at all times so we still can't run massive levels. To do that you would have to consider writing the level data to disk and loading it per chunk.

Anyway, wall of text above so we'll get started. We'll start by making two new public functions in our world class:
public void GenColumn(int x, int z){

}

public void UnloadColumn(int x, int z){

}


We'll be moving chunk generation to GenColumn in columns at a time and Unload column will delete the game objects. Start with GenColumn which will use the previous chunk spawning code so copy this from the end of the start function and paste it into the GenColumn function.

for (int x=0; x<chunks.GetLength(0); x++) {
for (int y=0; y<chunks.GetLength(1); y++) {
for (int z=0; z<chunks.GetLength(2); z++) {

//Create a temporary Gameobject for the new chunk instead of using chunks[x,y,z]
GameObject newChunk = Instantiate (chunk, new Vector3 (x * chunkSize - 0.5f,
y * chunkSize + 0.5f, z * chunkSize - 0.5f), new Quaternion (0, 0, 0, 0)) as GameObject;

chunks [x, y, z] = newChunk.GetComponent (\"Chunk\") as Chunk;
chunks [x, y, z].worldGO = gameObject;
chunks [x, y, z].chunkSize = chunkSize;
chunks [x, y, z].chunkX = x * chunkSize;
chunks [x, y, z].chunkY = y * chunkSize;
chunks [x, y, z].chunkZ = z * chunkSize;

}
}
}

Now this is to generate the whole level so remove the x for loop and the z for loop and the corresponding closing brackets. Now it will spawn all the chunks at a given x and z.

For the UnloadChunk function copy the for loop from GenColumn but inside it we'll destroy the gameobject for every script in chunks with the specified x and z:
for (int y=0; y<chunks.GetLength(1); y++) {
Object.Destroy(chunks [x, y, z].gameObject);

}

This calls Object.Destroy on the gameobject of every chunk script we have in the array at x and z. Now we just have to call these functions. We'll do that in the modify terrain class so move over there and create a function called LoadChunks:
public void LoadChunks(Vector3 playerPos, float distToLoad, float distToUnload){
}

What this will do is generate chunks around a position, if it's within distToLoad it loads them and outside distToUnload it removes them. So for each chunk x,z get the distance to the player and then if it's closer than distToLoad and it hasn't been spawned yet spawn the column, otherwise if it's further than distToUnload and it is spawned unload the column:
public void LoadChunks(Vector3 playerPos, float distToLoad, float distToUnload){


for(int x=0;x<world.chunks.GetLength(0);x++){
for(int z=0;z<world.chunks.GetLength(2);z++){

float dist=Vector2.Distance(new Vector2(x*world.chunkSize,
z*world.chunkSize),new Vector2(playerPos.x,playerPos.z));

if(dist<distToLoad){
if(world.chunks[x,0,z]==null){
world.GenColumn(x,z);
}
} else if(dist>distToUnload){
if(world.chunks[x,0,z]!=null){

world.UnloadColumn(x,z);
}
}

}
}

}

When this runs it will make sure that all the chunks are in check. We'll call it in the update loop for ModifyTerrain, I've used 32 and 48 for the distances this way you'll see them load not to far away but not be able to fall out of the world. I also get the player position using the Player tag.
LoadChunks(GameObject.FindGameObjectWithTag("Player").transform.position,32,48);

This doesn't need to be run every frame, once a second should be more than enough especially if the distance is large enough. To make this work you'll have to tag something as the player, the camera will do if you change the tag from MainCamera to Player and you can move it around in the editor and see the chunks update around you or you can import the standard unity FPScontroller from Assets>Import Package>Character Controller and tweak the capsule collider radius to 0.4.

Now if you run the game you should see that chunks only load around the player and nowhere else meaning you can have a map size much larger and run it smoothly. Try 512x32x512 for example and see how that works. If you walk to the middle you'll see a large circle of chunks loaded around the player tagged object if you look in the editor view.

Thank you everyone who has followed through all this way I hope your satisfied. Please let me know what you think of this tutorial series as a whole and this part. As always any bugs you encounter I'll try to fix right away. I may be writing a beginner tutorial after this but I haven't decided yet, if you have any suggestions let me know.

Complete unity project file and web player demo

Here are some resources to help you further:

Let's make a Voxel Engine: Concepts behind a Voxel engine explained in detail by the developer of Vox.
LibNoise: Using noise functions to do amazing things
Save Mesh Created by Script in Editor PlayMode: How to save a mesh generated from code ingame
Pathfinding in unity for voxel structures: Again from UnityCoder.com pathfinding for voxel games
Unity forum's "After Playing MineCraft" thread: Unity thread where people have made MineCraft like games using Unity
Cubiquity: An excellent free voxel terrain asset for Unity
More Voxel Resources: Lastly, UnityCoder.com lists even more voxel resources
If you want to stay updated on my next tutorial follow me on twitter (@STV_Alex) or on google+ (+AlexandrosStavrinou). 
Primbon Jawa Tutorial, Unity, Voxel Tut, Voxels