[FREEBIES] Getting back on track.

Hey all,

I’ve been away from the forums (and Unity in genera)l for some time. Back in the day I started learning and made some small projects with awesome feedback from you guys/gals (ex: http://forum.unity3d.com/threads/68743-Cave-Run-3D-(WIP)-Need-Feedback).

In the past few months I’ve been starting projects, only to abandon them after a while. It was a bit overwhelming to handle design, 3d modeling, animation, code, and sound all at the same time. But now I’m taking another shot at what I consider the best piece of software for game devs ever made. So here’s to a new beginning.

I’d like to thank the immensely helpful community here by giving some of my abandoned projects, starting with MicroRacers:

In the package you’ll find:

  • 3ds Max/FBX models for racer, nitro canister, and road parts.
  • GUI elements for menus and buttons
  • Script for a cascading menu, like you see in the video
  • Scripts for floating object, player controls, and nitro boost
  • Script for enemy racer AI, with customizable difficulty level.
  • Script for enemy path detection based on the created track.
  • basically whatever you saw in the video is in the download package

DOWNLOAD HERE!

WarShips:

In the package you’ll find:

  • 3ds Max/FBX models for ships, tower,wall, treasure, cannon, and houses.
  • GUI and 3ds Max/FBX elements for menus and buttons
  • Script for ship keyboard controls
  • Script for mouse controlled cannons, shooting with angle, force, delay etc
  • Script for enemy ships, chasing the player when in range, and rotating to shoot at him with broadside cannons, stop chasing when player is out of range
  • Script for enemy towers that shoot at the player when in range, and collapse when destroyed
  • Script for mini-map showing enemy/treasure/player positions
  • basically whatever you saw in the video is in the download package

DOWNLOAD HERE!

Thank you all again,
Majd

4 Likes

Crazy and fantastic !!!
Thanks a lot Puppeteer…

6R

WOW! Downloaded, though I don’t have a racing game in the queue :wink:

Great job, and its free! Very generous.

Awesome:) Nice initiative!

Thanks all, hope you find some use in them.

Here’s another one:

WarShips:

In the package you’ll find:

  • 3ds Max/FBX models for ships, tower,wall, treasure, cannon, and houses.
  • GUI and 3ds Max/FBX elements for menus and buttons
  • Script for ship keyboard controls
  • Script for mouse controlled cannons, shooting with angle, force, delay etc
  • Script for enemy ships, chasing the player when in range, and rotating to shoot at him with broadside cannons, stop chasing when player is out of range
  • Script for enemy towers that shoot at the player when in range, and collapse when destroyed
  • Script for mini-map showing enemy/treasure/player positions
  • basically whatever you saw in the video is in the download package

DOWNLOAD HERE!

Here’s another abandoned project. This one was dear to me and I really thought I would make something cool out of it:

In the package you’ll find:

  • 3ds Max/FBX models for rocketman, rock obstacle, and maybe some other unrelated things
  • GUI and 3ds Max/FBX elements for menus and buttons
  • Script for mouse controller player
  • Script for player movement with forward/side speed, boost, picking up itemsetc
  • Script for ring item that opens up when the player is close, and can be picked up
  • Script for obstacle which the player can crash into
  • Script for obstacle/item dispenser which alternates between creating rings and rocks
  • basically whatever you saw in the video is in the download package

Just note that this one is truly a jumble. You may find leftover assets from other projects, and the scripts have minimal comments. I may organize it later to make it more useable.

DOWNLOAD HERE!

Thank you very much! These are great!

Here’s another old project I’ve abandoned. This one was supposed to be a real time strategy starter kit. It sort of got stuck near the time where I realized making a pathfinding script is no simple task :smile:

In the package you’ll find:

  • 3ds Max/FBX placeholder models for units and buildings, and maybe some other unrelated things
  • GUI and 3ds Max/FBX elements for menus and buttons
  • Script for unit controls, moving, attacking,gathering resources, repair, guard, etc
  • Script for camera movement, scroll, pan, zoom, focus on unit
  • Script for minimap which you can click on to move the camera there
  • Script for buildings with build list and queue
  • basically whatever you saw in the video is in the download package

DOWNLOAD HERE!

hi thanks! best regards!

Very kind of you to offer these to the community.
These are excellent learning resources.
Thanks.

Here’s another one I found ( Some spring cleaning for my computer :smile: ). This one was supposed to be a BeachHead type of game with planes going over, sometimes shooting or dropping bombs ( Obviously, I didn’t make it to the shooting part ).

In the package you’ll find:

  • 3ds Max/FBX placeholder models for units and maybe some other unrelated things
  • Script for anti air gun rotation and shootin
  • Script for planes that approach, then escape and approach again
  • basically whatever you saw in the video is in the download package

Note: The height map in the project wasn’t created by me. It was a placeholder I found on Google, but now I just can’t find its source again. If someone knows where this is from, tell me so I can give proper credit.

DOWNLOAD HERE!

1 Like

I don’t know where else to put this so I’m putting it here for any potential game dev who may find it useful. I’m giving away my Flash games. Time to put that part of my dev-life in the past. I’ll still be using Flash CS3 (religiously) for all my vector art, but no more game development.

You can download them here:

puppeteerinteractive.com/freebies/BubbleBuster.rar

puppeteerinteractive.com/freebies/CartRider.rar

puppeteerinteractive.com/freebies/CaveRun.rar

puppeteerinteractive.com/freebies/LuckyTreasure.rar

puppeteerinteractive.com/freebies/MissileDefense.rar

puppeteerinteractive.com/freebies/PixieCatcher.rar

Another final batch of Flash game sources I made over the years. This is it, no more flash development for me.

You can download the rest here:

puppeteerinteractive.com/freebies/PogoGame.rar

puppeteerinteractive.com/freebies/RocketMan.rar

puppeteerinteractive.com/freebies/ScooterRide.rar

puppeteerinteractive.com/freebies/TwoOfAKind.rar

puppeteerinteractive.com/freebies/UFO2D.rar

puppeteerinteractive.com/freebies/ZombieShooter.rar

Another neat script I started using recently, this allows you to animate an object even when Time.timeScale is set to 0 ( ie when the game is paused ). Just attach the script to the object you want to be animated, and it will always animate when enabled.

using UnityEngine;
using System.Collections;

public class CFGAnimateUI:MonoBehaviour
{
    // The current real time, unrelated to Time.timeScale
    internal float currentTime;
  
    // The previous registered time, this is used to calculate the delta time
    internal float previousTime;
  
    // The delta time ( change in time ) calculated in order to allow animation over time
    internal float deltaTime;
  
    [Tooltip("The intro animation for this UI element")]
    public AnimationClip introAnimation;

    // The animation component that holds the animation clips
    internal Animation animationObject;
  
    // The current animation time. This is reset when starting a new animation
    internal float animationTime = 0;
  
    // Are we animating now?
    internal bool isAnimating = false;
  
    [Tooltip("Should the animation be played immediately when the UI element is enabled?")]
    public bool playOnEnabled = true;
  
    // Use this for initialization
    void Awake()
    {
        // Register the current time
        previousTime = currentTime = Time.realtimeSinceStartup;
      
        // Register the animation component for quicker access
        animationObject = GetComponent<Animation>();
    }
  
    // Update is called once per frame
    void Update()
    {
        // We are animating
        if ( introAnimation && isAnimating == true )
        {

            // Get the current real time, regardless of time scale
            currentTime = Time.realtimeSinceStartup;
          
            // Calculate the difference in time from our last Update()
            deltaTime = currentTime - previousTime;
          
            // Set the current time to be the same as the previous time, for the next Update() check
            previousTime = currentTime;
          
            // Calculate the current time in the current animation
            animationObject[introAnimation.name].time = animationTime;
          
            // Sample the animation from the time we set ( display the correct frame based on the animation time )
            animationObject.Sample();
          
            // Add to the animation time
            animationTime += deltaTime;
          
            // If the animation reaches the clip length, finish the animation
            if ( animationTime >= animationObject.clip.length )
            {
                // Set the animation time to the length of the clip ( make sure we get to the end of the animation )
                animationObject[introAnimation.name].time = animationObject.clip.length;
              
                // Sample the animation from the time we set ( display the correct frame based on the animation time )
                animationObject.Sample();
              
                // We are not animating anymore
                isAnimating = false;
            }
        }
    }
  
    void OnEnable()
    {
        // If the object has been enabled. play the animation
        if ( playOnEnabled == true )
        {
            PlayAnimation();
        }
    }
  
    public void PlayAnimation()
    {
        if ( introAnimation )
        {
            // Reset the animation time
            animationTime = 0;
      
            // Register the current time
            previousTime = currentTime = Time.realtimeSinceStartup;
      
            // Start animating
            isAnimating = true;

            animationObject.Play();
        }
    }
  
  
}

I use this to make some UI elements animate into view rather than just pop in, like this:

1 Like

I’m giving away a couple of vouchers for Coin Frenzy, so if anyone wants a code just contact me here!

Here’s the game btw:

I’d be interested in a voucher for coin frenzy.

@sicga123_1 Check you messages!

Why not testing Coin Frenzy ??? Could have a voucher, please ???
6R

Would love to check out coin frenzy also!