RocketGirl
Play it here: http://joel.hillspawn.com/RocketGirl/
Where to get software
- Tiled2D: Tile map editor for generating prefabs (No longer really used).
- SourceTree: An excellent GUI based version tracking app. Works with BitBucket and GitHub.
Important Files and What They Do
Assets/
- SpriteCollider.cs - Script to handle collision logic for entities. Based on sending raycasts.
- Rotate.cs - Script to rotate the level and level objects to shift player perspective
- zPosition.cs - script to position the attached object into the appropriate z depth.
Assets/Utilities/
- Trile.cs - representation of our basic level building block. Is basically a game object with 6 sprites forming a 3D cube.
Assets/Player/
- Avatar.cs - base class that handles entitiy movement. Also currently resolves collsions.
- FollowTarget.cs - simple script that has camera follow target movement.
Assets/MegaMan/
- Player.cs - Extends Avatar class. Handles player movement and user interaction.
Assets/Editor/
This folder has many helper scripts used to generate "Triles" from sprites, edit levels in 3D, or import levels from Tiled2D (a now outdated and broken script).
Tiled2d settings (Depreciated - this appoach no longer used in game)
Importing tile maps and levels from Tiled2D relies on setting the properties on a per tile basis. Currently, the properties for setting the cube faces and collision behaviours are customizable:
-
"collider" - can be set to these types:
- "None" - object will not collide with anything
- "Solid" - will collide with everything from all sides. Entities cannot move through these blocks
- "SemiSolid" - One way platforms
- "Moveable" - Solid blocks, but can be moved by player.
-
To set the faces of the cubes to specific tiles, set each of the following to the index of the tile you want:
- "top"
- "bottom"
- "left"
- "right"
- "back"
The front of the cubes are always set to the index of their tile.
Default Properties for tiles
- "collider" - None
- All sides are set to the index of the tile.