Lamp Simulator

A little fun with D3

Lamp Simulator
Lamp Color Area
Artist Award

Audio Visualizer

Procedural Audio Visualizer built in unity using the CSCore library to listen to desktop audio

Features

Play your own music
Change colors
Scale to fit desired look

Google Drive download: drive.google.com/drive/folders/1bXooLaWlbcxyL5Bg-IX0AmwRQazVO1cL?usp=sharing

Music Credit

Track: Koven x ROY KNOX – About Me [NCS Release]
Music provided by NoCopyrightSounds.
Watch: https://youtu.be/t2Ti8d992RM
Free Download / Stream: http://ncs.io/AboutMe

Track: MAGNUS x Unread – Cool (feat. Alessia Labate) [NCS Release]
Music provided by NoCopyrightSounds.
Watch: https://youtu.be/2Kh4y7pJjfQ
Free Download / Stream: http://ncs.io/MCool

ProBuilder Showcase

Shrink levels

Just a small game I’m working on in my free time. here are a few of the levels I’ve created with ProBuilder

new level build

Above is a quick demonstration of building a level.

Below is a few images of compleated levels

easy level edits

Museum

Built for a VR demo showcasing photo scanned Items

Mixamo Adventures

Experimenting with Mixamo animations in Unity.

What is Mixamo?

Mixamo is an online character animation service. They have a crazy amount of animations and automatic rigging for bipedal humanoids.
Here is their website if you want to check them out! https://www.mixamo.com/#/

Setup

I began with making my character in MagicaVoxel.

The character must be in T-pose for the Mixamo’s auto rigger.

After just a few steps the character is rigged and ready for animation. Here’s a list of all the animations I was looking to use

  • Idle
  • Right/Left Turn
  • Running Forward/Back
  • Running Forward Right/Left
  • Running Back Right/Left
  • Strafe Right/Left
  • Jump
  • Pick Up Item
  • And of course a Dance

Linking Animations And Movement

With everything we need we can move to Unity

first steps

I started with some simple turning and running forward.
Oh and jumping, but that was not quite working as intended.

A few of the problems I encountered where getting the animations to transition smoothly while also reducing the input lag. As well as matching the movements, like getting the character to jump in time with the animation.

Spending more time in the editor I found that the exit time and more specifically the transition time played a large roll. This was the exact slider I was looking for between smooth and responsive.

I also did some more reading in the unity manual to find that the AnimatorStateInfo.normalizedTime would return the fraction of which the animation was complete from 0-1. This was incredibly useful.

After these improvements I added a few more animations.

Animation State Web

Lastly, I placed a wall to jump over and some coins for the player to pick up

Results

happy dance

I am quite happy with the way this turned out! I went from only dreaming of having awesome character animations to controlling a model of my own around an environment. This gave me a small taste of what I could do with animated characters and I would definitely consider adding them to my next game.

Pixel Caves

Built in Saxion University’s GXP engeine, using free assets from itch.io

Key Elements:

  • Player and enemy state machines
  • Combat combo system
  • Levels are easily made in tiled and read into the engine as a tmx file. A large 2D array of numbers with each number corresponding to a sprite on a tile sheet.
  • Collision system using the map 2D array, independent of tiles, rather than having tiles with box colliders.
  • Maps can be as large as you would like. The tiles on screen are the only ones created and they are never destroyed. Rather once the screen moves the tile width to the right the tiles shift and update their animation sprite based of off the map array.

Shifting viewport

Tile transition Experiments!

By moving each tile in the scene individually you can make some really cool effects

Bullet Space

key elemelts

  • enemy spawning, 2 types laser and chaser
  • player upgrade system
  • upgrades increase firing count and varying firing angle

This was a one-week solo project as a part of DigiPen’s game 100 class.
Programmed in Digipen’s zero engine.

Pongo – Sword game

I was messing around with actions in zero engine, and created a combo system just based of moving the sword in 3d space in a 2d game. And created some snake/worms (smrow’s!) AI that gravitated towards the ground for these S like patters allowing them navigate any environment.

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