Unveiling the Tech Salsa of LAMs with Janus in Real-Time Applications
Earthworm Platformer Package
1. Earthworm Platformer
Package
Thank you for your support.
We hope the purchase of the Asset will be great help to you.
If you have any inconvenience or question in use,
Please contact us at eastfever5@naver.com
1
2. 1. How to run ----------------------------------------------- 3
2. About test scenes --------------------------------------- 4
3. Game Information Editor ------------------------------- 5
4. Adding / Removing Character ------------------------- 10
5. How to change character look ------------------------- 13
5. Level Editor ---------------------------------------------- 14
6. How to read game logic scripts ----------------------- 16
Contents
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3. 3
How to run
1. Load one of the following scenes
Intro.scene Game.scene
2. Push the play button. That'all. I hope to it makes you enjoy.
4. 4
About test scenes
EdgeOnly.scene
This scene is
where you can
test control
the main character
Edge
StoneFloors.scene
It's a level with
stone placed
on each floors.
You can see
the interaction
with the stone.
It's scene where
put the some
level objects
in the game.
LevelObjects.scene
6. Game Infomation Editor
1) Tables
Map It's used to set the background theme.
Character
It's used to set the appearance, sound, and data of the
earthworms.
BM It's used to set up business model data for games
Property It's table data for general use.
2) Object field
You can identify path of linked object by clicking object field.
And Object field can use only resource paths.
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7. Game Infomation Editor
3) Data configuration
▶︎ You can add new table or delete exist table.
▶︎ You can add or edit table records freely.
▶︎ You must save table after table editing.
Otherwise, your editing will disappear.
4) Table setting mode
You can add or modify table field schema. Try it.
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! CAUTION
Your data editing can cause some problems.
So, back up
Assets/HighHigh/Resources/GameDataTable folder.
And if you saw error, replace folder to back up.
8. Game Infomation Editor
5) Accessing table data using script
Search below methods to find example codes
➤ GetFieldData
➤ GetEnumData
➤ GetResourcePath
9. Game Infomation Editor
6) Using in another project
Fix RESOURCE_PATH of GameInfoTable class script to your project resource path.
In normal case, It will be "Assets/Resources/".
9
And as above, You got to add 9 scripts to your project.
10. 10
Adding Character 1
1) Add enum into eCharacterType
2) Add Character info
Open HighHigh/Scripts/Constants/Enumerations.cs.
And add enum into eCharacterType for new character.
Open GameInfoEditor( Alt + I ).
And add or copy record to the
new.
We recommend to copy record.
Then modify infoes for the new.
Don't forget modify Type section.
You must set ( Type ) section to
new enum which added to
eCharacterType.
11. Adding Character 2
11
3) Add sprite to Potrait atlas for character select scene
4) Open CharacterSelect scene. And check your new character.
Select Portrait atlas file.
You must add new sprite to it.
It will be used by character select scene.
Then, open GameInfoEditor and modify new character info.
OrderInList : new character button order in scroll view.
Potrait_ON : character sprite name when user owned it.
Potrait_OFF : character sprite name when user not owned it.
Check any errors or troubles in HighHigh/Scenes/CharacterSelect scene.
If you done well, the new character will be showed in scroll view.
Then select new character and play in game scene.
Your attempt may not work well.
If you wanna help, please contact us.
12. 12
Removing Character
2) Remove enum from eCharacterType
Open HighHigh/Scripts/Constants/Enumerations.cs.
And remove enum from eCharacterType to delete character.
1) Delete information from Character table using GameInfoEditor( Alt + I )
3) Open CharacterSelect scene.
And check deleted character.
Deleted character must be invisible in this scene.
If the potrait still is visible in scene,
check if you've erase enum of character to delete.
13. 13
How to change character look
1) Make your character sprite object which attached Animator component
2) Open GameInfoEditor( Alt + I ),
modify Look field to your new character prefab.
Check HighHigh/Resources/Prefabs/Character folder.
The folder contains prefab files for your reference.
Also, these prefabs are used in main game.
Look( Object ) field used to set prefab path
for character look.
The player object will own that prefab in itself.
Modify this field to your sprite prefab for new look.
15. Level Editor
!
"
#
$
%
&
! Name and floor range setting of level.
" Positioning, copy, and delete of level range.
#
Level object Configuration.
% is propability of appearance in that level range.
$ Add new level object in that level range.
%
&
Add new level range.
You must save after level editing.
Otherwise, your editing will disappear.
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Create Level Data for backup
You can create another level data for back up.
Created new level data will be in current selected folder.
It's OK that project has many level datas.
However, used data file name is 'LevelData' in resources folder.
! CAUTION
Your data editing can cause some problems.
So, back up
( Assets/HighHigh/Resources/LevelData.asset ).
And if you saw error, replace file to back up.
16. How to read game logic scripts
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▶︎ All playable scenes have game object which added SceneDirector component.
▶︎ SceneDirector::Awake() is start point of scene's game logic.
▶︎ Check scripts in Scripts/Constants folder. Especially, Notifications.cs script.
▶︎ Check scripts in Scripts/FSM folder.
You can identify main character logic and tutorial logic.
17. Thank you for your support!
If you have any question about this package,
Contact us at eastfever5@naver.com