Godot, scripts para Godot estudios y aprendizajes,
Creacion de videojuegos.
Creacion y publicacion de videojuegos en internet.
Como hacer videojuegos.
C# unity.
Animaciones unity blender.
Personajes videojuegos graficos dibujos.
Diseño grafico.
Comic.
Animaciones gif.
Dibujo de retratos.
Realidad virtual.
Cine y realidad virtual.
La desmotivación, al contrario, es la falta de esas razones para guiar nuestro comportamiento, es la pérdida del entusiasmo, la disposición y la energía para llevar a cabo determinadas actividades. Es un sentimiento de desesperanza y pesimismo que surge cuando nos enfrentamos a determinados obstáculos.)
Breve resumen de mi afición a desarrollar videojuegos asta la fecha
y dificultades que me encuentro actualmente.
Empece publicando en
gamejolt, y con publicidad había alguna motivación para seguir en
esta plataforma, pero como había gente que abusaba de esa publicidad
gamejolt corto por lo sano y no tiene ningún incentivo por ese lado,
puedes publicar de pago, pero pasando datos personales y de momento
no lo veo claro…...resultado me desmotive de gamejolt y ya no pongo
nada hay asta que no sepa mas.
Seguí con itch.io ,
el mejor sitio y cuando estoy empezando a avanzar y ser conocido y a
estar mas motivado que nunca de repente soy invisible en esta
plataforma, por alguna razón estoy vetado y mis mas de 100 juegos
solo los puedo ver yo, y no me dejan poner ninguno de pago, estoy
esperando alguna explicación desde el soporte de esta plataforma,
según ellos me dirán algo, algún error cometí sin ser conciente
de ello, o abuse de subir juegos, o algo esta censurado, pero bamos
que se me han quitado las ganas de seguir con la aficcion de seguir
desarrollando….
Estoy probando otras
plataformas de subir mis juegos, pero no encuentro información de
ningún tipo sobre ellas y no consigo que funcione ningún juego en
html webGL, osea que me acaban de hundir el barco….estas webs
https://www.indiexpo.net
aquí subes uno y no hay manera de corregir ni anular nada ni
encuentro información en ningún sitio sobre este lugar…..
Creo que voy a dejar
el tema y plegar definitivamente….me rindo.
Si ago algo sera sin
internet y sin conectarme ni mostrar nada en ningún sitio, solo por
diversión y curiosidad personal de cuando se me ocurra o me apetezca
hacer algo….
De Steam
no digo nada, no
tengo conocimientos, ni tiempo, y creo que ni una conexión de
internet lo suficientemente buena para meterme hay ni siquiera creo
que pudiese con el juego mas sencillo del mundo.
namespace UnityStandardAssets.Characters.ThirdPerson { [RequireComponent(typeof (UnityEngine.AI.NavMeshAgent))] [RequireComponent(typeof (ThirdPersonCharacter))] public class AICharacterControl : MonoBehaviour { public UnityEngine.AI.NavMeshAgent agent { get; private set; } // the navmesh agent required for the path finding public ThirdPersonCharacter character { get; private set; } // the character we are controlling public Transform target; // target to aim for
private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren<UnityEngine.AI.NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>();
public void Move(Vector3 move, bool crouch, bool jump) {
// convert the world relative moveInput vector into a local-relative // turn amount and forward amount required to head in the desired // direction. if (move.magnitude > 1f) move.Normalize(); move = transform.InverseTransformDirection(move); CheckGroundStatus(); move = Vector3.ProjectOnPlane(move, m_GroundNormal); m_TurnAmount = Mathf.Atan2(move.x, move.z); m_ForwardAmount = move.z;
ApplyExtraTurnRotation();
// control and velocity handling is different when grounded and airborne: if (m_IsGrounded) { HandleGroundedMovement(crouch, jump); } else { HandleAirborneMovement(); }
// calculate which leg is behind, so as to leave that leg trailing in the jump animation // (This code is reliant on the specific run cycle offset in our animations, // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5) float runCycle = Mathf.Repeat( m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1); float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount; if (m_IsGrounded) { m_Animator.SetFloat("JumpLeg", jumpLeg); }
// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector, // which affects the movement speed because of the root motion. if (m_IsGrounded && move.magnitude > 0) { m_Animator.speed = m_AnimSpeedMultiplier; } else { // don't use that while airborne m_Animator.speed = 1; } }
void HandleAirborneMovement() { // apply extra gravity from multiplier: Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity; m_Rigidbody.AddForce(extraGravityForce);
void HandleGroundedMovement(bool crouch, bool jump) { // check whether conditions are right to allow a jump: if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded")) { // jump! m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z); m_IsGrounded = false; m_Animator.applyRootMotion = false; m_GroundCheckDistance = 0.1f; } }
void ApplyExtraTurnRotation() { // help the character turn faster (this is in addition to root rotation in the animation) float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount); transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0); }
public void OnAnimatorMove() { // we implement this function to override the default root motion. // this allows us to modify the positional speed before it's applied. if (m_IsGrounded && Time.deltaTime > 0) { Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
// we preserve the existing y part of the current velocity. v.y = m_Rigidbody.velocity.y; m_Rigidbody.velocity = v; } }
void CheckGroundStatus() { RaycastHit hitInfo; #if UNITY_EDITOR // helper to visualise the ground check ray in the scene view Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance)); #endif // 0.1f is a small offset to start the ray from inside the character // it is also good to note that the transform position in the sample assets is at the base of the character if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance)) { m_GroundNormal = hitInfo.normal; m_IsGrounded = true; m_Animator.applyRootMotion = true; } else { m_IsGrounded = false; m_GroundNormal = Vector3.up; m_Animator.applyRootMotion = false; } } } }
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using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.ThirdPerson { [RequireComponent(typeof (ThirdPersonCharacter))] public class ThirdPersonUserControl : MonoBehaviour { private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object private Transform m_Cam; // A reference to the main camera in the scenes transform private Vector3 m_CamForward; // The current forward direction of the camera private Vector3 m_Move; private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! }
// get the third person character ( this should never be null due to require component ) m_Character = GetComponent<ThirdPersonCharacter>(); }
// Fixed update is called in sync with physics private void FixedUpdate() { // read inputs float h = CrossPlatformInputManager.GetAxis("Horizontal"); float v = CrossPlatformInputManager.GetAxis("Vertical"); bool crouch = Input.GetKey(KeyCode.C);
// calculate move direction to pass to character if (m_Cam != null) { // calculate camera relative direction to move: m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; m_Move = v*m_CamForward + h*m_Cam.right; } else { // we use world-relative directions in the case of no main camera m_Move = v*Vector3.forward + h*Vector3.right; } #if !MOBILE_INPUT // walk speed multiplier if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f; #endif
// pass all parameters to the character control script m_Character.Move(m_Move, crouch, m_Jump); m_Jump = false; } } }
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using UnityEngine; using System.Collections;
public class TransformFunctions : MonoBehaviour { public float moveSpeed = 10f; public float turnSpeed = 50f;
void Update () {
if (Input.GetKey(KeyCode.W))////funciona contantemente al apretar W mayusculas a de ser //if (Input.GetKeyDown(KeyCode.W))// funciona pasito a pasito //if(Input.GetKey(KeyCode.UpArrow)) transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
if (Input.GetKey(KeyCode.S))////funciona contantemente al apretar W mayusculas a de ser //if(Input.GetKey(KeyCode.DownArrow)) transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);
if (Input.GetKey(KeyCode.A))////funciona contantemente al apretar W mayusculas a de ser //if(Input.GetKey(KeyCode.LeftArrow)) transform.Rotate(Vector3.up, -turnSpeed * Time.deltaTime);
if (Input.GetKey(KeyCode.D))////funciona contantemente al apretar W mayusculas a de ser
using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Utility { public class SimpleMouseRotator : MonoBehaviour { // A mouselook behaviour with constraints which operate relative to // this gameobject's initial rotation. // Only rotates around local X and Y. // Works in local coordinates, so if this object is parented // to another moving gameobject, its local constraints will // operate correctly // (Think: looking out the side window of a car, or a gun turret // on a moving spaceship with a limited angular range) // to have no constraints on an axis, set the rotationRange to 360 or greater. public Vector2 rotationRange = new Vector3(70, 70); public float rotationSpeed = 10; public float dampingTime = 0.2f; public bool autoZeroVerticalOnMobile = true; public bool autoZeroHorizontalOnMobile = false; public bool relative = true;
//if (Input.GetButton("Fire1"))/////original que ba //if (Input.GetButtonUp("Fire1"))//////funciona a otro ritmo if (Input.GetButtonDown("Fire1")) {/////ORIGINAL