11. Unity3d Tutorial - Character Statistics 1/7

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Uploaded by on Jul 30, 2010

Come visit us at: http://www.burgzergarcade.com

In this tutorial, we will create the BaseStat class that we will use to later create our Attribute, Vital, and Skill classes.

Community donated assets can be found here: http://www.burgzergarcade.com/hack-slash-rpg-unity3d-game-engine-tutorial

Save time typing out the scripts, or just buy me some coffee: http://www.burgzergarcade.com/product/tutorials/hack-and-slash-tutorial-scripts

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Howto & Style

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Uploader Comments (BurgZergArcade)

  • Hey burgzerg, what does return means in this "return _expParaLvl * _valorLvl;"

    without return it doesn't work?

    and thanks for the tutorials, i'm gonna watch them all ;)

  • @Seyhk Is that from my tutorial?

  • I have a question about the character's name and statistics.

    I was wondering if I could skip the code to add in the name and the statistics since I would like to not have the option of naming the character and to modify the statistics.

    Should I skip the Character Statistics section and move onto the next part, or will that mess up the scripting?

  • @InsanityLaughsxD I would do it. Then learn what you have to do to properly remove it.

  • Hi, is there a way to fix the autocomplete facility in the MonoDevelop editor. Mines barely working at all but its seems to be working well in the videos. When I programmed before in Visual Studio Express , I preety much came to rely on IntelliSense to give programming clues & available options. Also it lets you know your on the right track. Anyway to fix it?

  • @Jeorney I have done nothing to monodevelop to work any differently. Only thing that I can think of is not opening it via it's icon, but instead double click a script and let Unity open it for you.

Top Comments

  • @TrailerFarm This was the only way to get it under 10 minutes. All of the code is there, you just have to pause it.

  • @Samirk92 I basically restarted the tutorial over at #11 as there was a lot more interest in the series than I originally expected. Right now we are going through the basics. What this means is that we just want to get something working. In the second wave of tutorials, we will go though and add a few more features, but spend most of the time polishing things up so they look cleaner and are more efficient. The last phase, we will try to make the game multiplayer.

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All Comments (69)

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  • I think you are purposely leaving pieces out in your video so people will buy the correct script because I pause and copy everything exact and get multiple errors on every tutorial

  • man 200 videos! iv never seen someone commit so well!

  • Ok i just finished making all these scrips and for some reason when i hit the play button the hole set up that u have shown in the very begining of this episode part does not show up. y is that?

  • @TheHellhound17 nvm bout this :/ u fix in ep 12

  • I get this error

    Cannot implicitly convert type `float' to `int'. An explicit conversion exists (are you missing a cast?)

    Pls help?

  • i ran into a problem making a script similar to yours. I recreating the rules for Dungeons and Dragons 4E. around the CalculateExpToLevel part. Because of the way DnD lvl chart is set up, the amount of exp to level can't simplify to an equation. so i have to set each level manually.

    I added another int _currLevel;

    public int CalculateExpToLevel() {

    if (_currLevel = 1) { _expToLevel = 1000; return _expToLevel;

    }

    }

    and i'm getting an Error: "Cannot Implicitly convert type 'int' to 'bool'"

  • warning! on these 7 parts there will be much jumpings through the script's and codes. Last time i did this i got many typos and got very confused and quitted. Now imma give it another try.

  • @losreyeseternos I got it, i know what a struct/function can do, i just don't know which one is struct or function, but thanks for the help.

  • @Seyhk Also, CalculateExpToLevel is not a struct, its a function. They are very different things which cant be explained in 500 characters :)

  • @Seyhk the return statement defines what value will be returned by the function its written in. In this case, when you call CalculateExpToLevel() from somewhere else, you will get _expToLevel * _levelModifier, and you could store it in a variable or use that value for other calculations, example: int whatever = CalculateExpToLevel();

    I would suggest looking for some programming tutorials first if you are having trouble with this, a return statement is vital for most functions.

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