Added multi-language, trophy system, graphic settings as well as disable post-processing by settings or enabling Snapdragon's algorithm for upscaling (Snapdragon Game Super Resolution), touch controls by swipping and touch as well as game controllers on mobile.
Exported to Windows, MacOS...
We are missing the stump to which the rope is tied. A cube with displaced vertices and a texture will do the job :D
Also, to make it look a little more like the original we add the thickness of the rope as a parameter to our rope script and so the thickness of the line renderer is modified.
In...
Here you have it in motion. It still needs a lot of fine tuning but for now you can “Play”. By adding a timer we can save how long it takes for the player to lose.
In the original game pressing (A) lowers the Hoppip in front of pichu so when this happens we simply decrease the game manager's array hoppip by 1.5 units while playing Pichu's jumping animation (THANK YOU GAME FREAK FOR MAKING ANIMATIONS FOR EVERYTHING). The good thing is that the rope physics...
Now we only have to make that while the game is started the hoppips go up in Y position until they reach a limit (out of camera). If any of them reaches the limit, the game ends. On the other hand the control of Pichu is simple: If we press A/D, Right/Left on the controller (thanks to the New...
With a little help from mathematics we can implement a simple rope solver that based on constraints simulates the physics of a rope. They don't react to the AABB of other objects but the good thing is that we don't need it either. It can be fixed in every end to a transform, rigidbody and even...
Now comes a “tricky” part: Adjusting the props polygonage so that the low-mid end mobiles don't die and implementing the rope solver, since in the original the hoppip are tied by ropes. In addition, we can rotate the hoppip and pichu so that they look at the camera when they look at “Frontal”...
We start with the game itself:
We extract Pichu and Hoppip from Pokémon Ultra Sun and import them into Unity with Pokemon3DSToUnity
We import them into our new project and place them in our game scene with a new skybox.
From here I will be posting the steps I followed to make the first minigame (Hold Down Hoppip) in case someone is interested. That's why all of them will be presented in first person of the plural :)
| Game 1: Hold Down Hoppip | Devlog:
The first thing we do is making the main menu of the...
Hey folks! I've been planning this project for a while and what better excuse than the “Beta Contest in 30 days” challenge of the Spanish community to finally put it onto the table. For context, most people have played the third generation Pokémon games. However, not everyone knows that they...