https://github.com/gfargo/gametechii_trifi
TriFi Tower Defense - Game Tech II @ Champlain College
https://github.com/gfargo/gametechii_trifi
Last synced: 3 months ago
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TriFi Tower Defense - Game Tech II @ Champlain College
- Host: GitHub
- URL: https://github.com/gfargo/gametechii_trifi
- Owner: gfargo
- Created: 2013-02-24T06:20:51.000Z (about 12 years ago)
- Default Branch: master
- Last Pushed: 2013-02-24T06:25:50.000Z (about 12 years ago)
- Last Synced: 2025-01-12T05:40:59.745Z (4 months ago)
- Language: C#
- Size: 6.75 MB
- Stars: 0
- Watchers: 3
- Forks: 1
- Open Issues: 0
-
Metadata Files:
- Readme: README.md.txt
Awesome Lists containing this project
README
Team Name: Team Miraculous Dudes
Game Title: D'OrchestraAuthors:
Producer: Timothy Scribner
Lead Designer: Griffen Fargo
Designers: Philip Holland, Steven Cannon
Artist: Joshua Stowe
Programmer: Chris BroughPlease use Unity3D Project folder structure:
./Extensions/ // (for extensions, e.g., iTween), name must be 'extensions', otherwise iTweenpath will break
./Resources/ // (for prefabs, sounds, etc.)
./Scenes/ // (for scenes)
./Scripts/ // (for scripts [C# ONLY!])Important! Upgrade to Unity 3.5 Public Beta: http://unity3d.com/unity/preview/download
Git Help: http://progit.org/, http://progit.org/ebook/progit.pdfControls:
---------Mouse Hover: Highlights Tiles
Mouse Click: Activates Tiles
Key V: Build Tower (note: a tile must be active)
Key X: Destroy Tower (note: a tile must be active)** these are just temporary controls. **
Tile Map:
---------
Adding new Tiles and Editing Tile IDs:
1. Add new tiles to Unity project in: "Project > Resources > Prefabs"
2. After adding new tiles to prefabs, you must add the tile and an id to 'id.txt' in: "Project > Resources > Tiles"e.g.,
ID Name
--------
0, Default
1, Base
2, Void
...Tile Map Creation:
1. Create a '.txt' file in: "Project > Resources > Tiles"
2. Make a grid of numbers (i.e., the IDs associated with tiles).e.g.,
0, 0, 0
0, 1, 0
0, 1, 0
0, 0, 0
Tile Map Loader Setup:1. Add 'TileMap' script to an object that persists through the entirety of a level (e.g., the 'Main Camera')
2. Attach the 'id' and 'level-?' text asset to the 'TileMap' script in the Inspector.
3. That's all!edited by cb on 2/9/12 at 10:00 am
edited by cb on 2/8/12 at 7:38 pm
edited by cb on 2/1/12 at 9:01 pm
edited by cb on 2/1/12 at 4:17 pm