Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Monster Hunting 👹 #21

Open
Gizmotronn opened this issue Dec 10, 2020 · 1 comment
Open

Monster Hunting 👹 #21

Gizmotronn opened this issue Dec 10, 2020 · 1 comment

Comments

@Gizmotronn
Copy link

#19 #20

Established contact with Anitons discord.gg server

See #20 for more

Also did more Django stuff @acord-robotics/game-development for Gizmotronn/django-start and I think there's an issue with python manage.py runserver might be worth checking my acord slack pms

Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Dec 11, 2020
Gizmotronn referenced this issue in Gizmotronn/Unity-Intro Dec 12, 2020
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Dec 13, 2020
@Gizmotronn
Copy link
Author

image
See next commit

Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Dec 14, 2020
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Dec 15, 2020
File that was causing the problem: `Assets/Scripts/PlayerController.cs`

Problem solution: change the class (see the notion document embedded in acord-robotics#21

@acord-robotics/game-development
@randomrok
@artpassos

@IrisDroidology

@EXYNOS-999

Now we've got a new problem - after you finish moving the player (as in after you stop holding down the 'w', 'a', 's', or 'd' keys (or arrow keys)) the player no longer accepts input. @randomrok could you have a look at this? Thanks
Gizmotronn added a commit that referenced this issue Dec 15, 2020
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Dec 16, 2020
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Dec 18, 2020
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Dec 19, 2020
Having trouble with transitioning between idle blend tree and walk blend tree for the animator. The boolean `isMoving` that we set can't have a value changed - what I mean by this is that we want the blend tree to be `Walk` when `isMoving` parameter is `true`, but in the Animator inspector we can't set a value for this. Maybe it's because the variable name is already defined in `Scripts/PlayerController.cs` 
It's something we need to figure out

acord-robotics#21
randomrok added a commit that referenced this issue Dec 20, 2020
Changed isMoving in the animator to a Boolean and added animation boolean switch to code;
animator.SetBool("isMoving", true/false) to the code.

#24

#21
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Dec 22, 2020
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Dec 23, 2020
Part 3
1 problem: can't add the SolidObjects layer in the inspector. @randomrok can you figure this out? We need to add the SolidObjects [regular] layer as a parameter/value for a variable in the script (through the inspector) to prevent the player from walking into things based on the Overworld Tilemap

acord-robotics#21
randomrok added a commit that referenced this issue Dec 29, 2020
Fixed the issue that prevented the PlayerController script from being applied to the character object.
Also made collisions work, but includes minor bug.
@Gizmotronn
#21
#24
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Dec 29, 2020
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Jan 1, 2021
In the previous commit we had the wrong name for Layer Mask; it did not correspond to the variable in the CheckForEncounters() function. We fixed this

Issue: acord-robotics#21

Random encounters and long grass: https://www.notion.so/skinetics/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#db4bba2b2baf4eb8abcfe3ca453568ad

Creating monsters: https://www.notion.so/skinetics/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#7bd089b6350d468f97a0365834e512e4

Create an `enum` for Pokemon types. There is an error in Unity with this current commit but hopefully it will be fixed by the end of the video.
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Jan 6, 2021
Part 5 - https://youtu.be/x8B_eXfcj6U?t=601

acord-robotics#21

Curl error 56: Receiving data failed with unitytls error code 1048578
Assets\Scripts\Monsters\Pokemon.cs(35,45): error CS1061: 'PokemonBase' does not contain a definition for 'MaxHp' and no accessible extension method 'MaxHp' accepting a first argument of type 'PokemonBase' could be found (are you missing a using directive or an assembly reference?)
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Jan 7, 2021
See prev commit

Hey mate, great tutorial series. 

I have a problem with Part 5 of your tutorial. Initially I had an error with Math not being available in Pokemon.cs and then now I've got a number of errors in my Unity editor.

The scripts can be seen here: github.com/Gizmotronn/Unity-Intro/tree/master/Pokemon RPG/Assets/Scripts

Here's a few errors I've got: Assets\Scripts\Monsters\Pokemon.cs(27,27): error CS0117: 'Math' does not contain a definition for 'FloorToInt'

Curl error 56: Receiving data failed with unitytls error code 1048578

Thanks for your time

-L

acord-robotics#21
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Jan 7, 2021
See Assets/Scripts/Monsters/Pokemon.cs

```cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;

public class Pokemon {
    PokemonBase _base;
    int level;

    public Pokemon(PokemonBase pBase, int pLevel)
    {
        _base = pBase;
        level = pLevel;

        //_base.Name;
    }

    public int Attack {
        get { return Mathf.FloorToInt((_base.Attack * level) / 100f) +5; }
    }
    
    public int Defense {
        get { return Mathf.FloorToInt((_base.Defense * level) / 100f) +5; }
    }

    public int SpAttack {
        get { return Mathf.FloorToInt((_base.SpAttack * level) / 100f) +5; }
    }

    public int SpDefense {
        get { return Mathf.FloorToInt((_base.SpDefense * level) / 100f) +5; }
    }

    public int MaxHp {
        get { return Mathf.FloorToInt((_base.MaxHp * level) / 100f) +5; }
    }

    public int Speed {
        get { return Mathf.FloorToInt((_base.Speed * level) / 100f) +10; }
    }                    
}
```

Fix was `Mathf` rather than `Math`

acord-robotics#21
Gizmotronn added a commit that referenced this issue Jan 9, 2021
Merge pull request #28 from Gizmotronn/master
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Jan 9, 2021
In the prev commit (e061743) I had the `moveBase` and `Base` the wrong way around in `PokemonBase.cs` inside the class `LearnableMoves`

acord-robotics#21

acord-robotics#30

https://www.notion.so/skinetics/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#f3fcc1241000411b9f39ab5e73b1ce0e
Gizmotronn added a commit to Gizmotronn/Unity-Intro that referenced this issue Jan 11, 2021
At the level assigned in the inspector, the Pokemon will unlock a move. E.g. Bulbasaur unlocks tackle when s/he reaches level 1. I've just used demo/dummy values for the different moves as I've yet to come up with my own ones, let alone look at Bulbapedia for anything for this phase of the development while we're working with Pokemon

Have got one error that needs to be fixed I believe

acord-robotics#21
Gizmotronn added a commit that referenced this issue Jan 19, 2021
Gizmotronn added a commit that referenced this issue Jan 25, 2021
Gizmotronn added a commit that referenced this issue Jan 27, 2021
Gizmotronn added a commit that referenced this issue Jan 28, 2021
Gizmotronn added a commit that referenced this issue Jan 28, 2021
This was referenced Feb 15, 2021
Gizmotronn added a commit that referenced this issue Feb 16, 2021
Idea: you could just have a `bool` called `critical` and if that is true, double the attack. That's the way I would have done  it originally but both ways work.

#21

Idea!

Just got to fix 5 errors @randomrok can you help?
Gizmotronn added a commit that referenced this issue Mar 20, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant