Excellent, thank you. Yeah, this is exactly what I was looking for. Looks like they even pay for people to submit walkthroughs.
Thanks,
-junc
Thanks,
-junc
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using UnityEngine;
using System.Collections;
/**
* Player controller and behavior
*/
public class Ego : MonoBehaviour {
// Speed of the player
public Vector2 speed = new Vector2(1, 1);
// Store the movement
private Vector2 movement;
private float egoY;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
// Retrive axis information
float inputX = Input.GetAxis("Horizontal");
float inputY = Input.GetAxis("Vertical");
// Movement per direction
movement = new Vector2(speed.x * inputX, speed.y * inputY);
// Create a dynamic sprite sort order for object layers
// Get the Character Y position
egoY = transform.position.y;
// Set the sort order based on the Y position
if (egoY <= 2.0 && egoY > 1.9) {
GetComponent<SpriteRenderer>().sortingLayerName = "0";
}
else if (egoY <= 1.9 && egoY > 1.8) {
GetComponent<SpriteRenderer>().sortingLayerName = "1";
}
else if (egoY <= 1.8 && egoY > 1.7) {
GetComponent<SpriteRenderer>().sortingLayerName = "2";
}
else if (egoY <= 1.7 && egoY > 1.6) {
GetComponent<SpriteRenderer>().sortingLayerName = "3";
}
else if (egoY <= 1.6 && egoY > 1.5) {
GetComponent<SpriteRenderer>().sortingLayerName = "4";
}
else if (egoY <= 1.5 && egoY > 1.4) {
GetComponent<SpriteRenderer>().sortingLayerName = "5";
}
else if (egoY <= 1.4 && egoY > 1.3) {
GetComponent<SpriteRenderer>().sortingLayerName = "6";
}
else if (egoY <= 1.3 && egoY > 1.2) {
GetComponent<SpriteRenderer>().sortingLayerName = "7";
}
else if (egoY <= 1.2 && egoY > 1.1) {
GetComponent<SpriteRenderer>().sortingLayerName = "8";
}
else if (egoY <= 1.1 && egoY > 1.0) {
GetComponent<SpriteRenderer>().sortingLayerName = "9";
}
else if (egoY <= 1.0 && egoY > 0.9) {
GetComponent<SpriteRenderer>().sortingLayerName = "10";
}
else if (egoY <= 0.9 && egoY > 0.8) {
GetComponent<SpriteRenderer>().sortingLayerName = "11";
}
else if (egoY <= 0.8 && egoY > 0.7) {
GetComponent<SpriteRenderer>().sortingLayerName = "12";
}
else if (egoY <= 0.7 && egoY > 0.6) {
GetComponent<SpriteRenderer>().sortingLayerName = "13";
}
else if (egoY <= 0.6 && egoY > 0.5) {
GetComponent<SpriteRenderer>().sortingLayerName = "14";
}
else if (egoY <= 0.5 && egoY > 0.4) {
GetComponent<SpriteRenderer>().sortingLayerName = "15";
}
else {
GetComponent<SpriteRenderer>().sortingLayerName = "0";
}
}
void FixedUpdate() {
// Move the game object
rigidbody2D.velocity = movement;
}
}
Unity3D Custom 2D Adventure Game Template
Walk Behinds
Walkable Areas
Character Movement
Right
Left
Up
Down
Collision Detection
Animations
Walk up/down/left/right
Pick up high/mid/low
Sit down/stand up
Lay down/stand up
Death
Hit
Throw
Talk
Misc dance/wave/etc
Inventory
Dialog Trees
Score
Save/Load
Interaction
Button Interface
Look
Walk
Talk
Interact
LucasArts Interface
Give
Open
Close
Pick up
Look at
Talk to
Use
Push
Pull
QuoteWell, too be fair, ScummVM have said they would definitely consider supporting AGS games if the file format was made open source.
Quote
In the beginning, Broadway was a Native American trail called the Wickquasgeck Trail. The trail originally snaked through swamps and rocks along the length of Manhattan Island. When the Dutch arrived, the trail became a main road through the island. It was first mentioned, by Dutch explorer and entrepreneur David de Vries, in 1642. At first, the Dutch called it "Heerestraat". In the 18th century Broadway ended north of Wall Street, where Eastern Post Road continued through the East Side of Manhattan while Bloomingdale Road on the west side. By the late 19th century, Bloomingdale Road north of Columbus Circle was widened and paved, and was called "The Boulevard". By the end of the century, however, the whole old road was renamed to Broadway.
function buttonLocWare_OnClick(GUIControl *control, MouseButton button)
{
player.ChangeRoom(4);
}
function buttonLocRep_OnClick(GUIControl *control, MouseButton button)
{
player.ChangeRoom(5);
}
function buttonLocPub_OnClick(GUIControl *control, MouseButton button)
{
player.ChangeRoom(6);
}
function buttonLocReg_OnClick(GUIControl *control, MouseButton button)
{
player.ChangeRoom(7);
}
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