Journal Entry 1-2
Date: 04.03.2025
Activity:
- Went through environment preparation (Unity account, Unity Hub, Unity Editor, 2D Game Kit, VS)
- Did the small in-editor tutorial for 2D platformer microgame (getting familiar with the editor, small changes so no build attached for this one)
- Went through the Unity Learn tutorial
- Made a level using the 2D game kit and its tutorials
Notes:
The tutorials for the 2D game kit are nice and intuitive, just like the included assets. I ran into a couple of problems while making my level. First, I couldn't figure out how to change "Color" in the SpriteRenderer component of the Sky as an action from another game object. I have a trigger for a hardmode in the level that I wanted to dim the sky. Also for this trigger, I couldn't figure out how to access the Damager script or projectille prefab scripts inside of the Enemy Behaviour component. I edited the damager script to allow changing the amount of damage dealt, I was able to change this for the acid, but not the enemies. There seem to be a couple of bugs I am not sure how to fix. One of them is the health UI not updating when health is lost. The health loss seems to be tracked correctly - the player can die - but the UI doesn't update to show empty hearts. Also, I have an info post to signify the end of the level, that resets the zone using SceneControllerWrapper.RestartZone, but it only works once and on subsequent activations/level completions nothing happens.
Invested hours:
- Installations: 1 hour
- Tutorials: 1.5 hours
- Level construction and tinkering: 1.5-2 hours
Outcome:
Build (uploaded as .zip of folder where I built the WebGL version. The HW instruction document says to upload a .exe but a WebGL version seems to not give an .exe only a .html and I also needed to run it through a local webserver)
Files
Get Project T
Project T
mff-gdintro-2025-t
Status | Prototype |
Author | lekib |
Genre | Platformer |
Languages | English |
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Comments
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Another thing, if I wanted to change some value, such as the damage dealt to each enemy, I don't know how to do a "temporary prefab update," which would go into effect for the duration of the zone and be applied to all enemy instances, whether already spawned in or not.