Last year I spent learning how to code and built my first game I am very proud of. It is a 2D arcade game about evading rockets and trying to get the best score. I would be happy if you give it a try and if you like it, rate or post a review. :)
Had a couple of people asking me how I made soft body physics in Gastro Blaster. So here's a video that hopefully answers some questions.
Disclaimer: There might be better ways to do this, but it works for me.
Edit: It was late at night when I posted this and I didn't notice the 60 second limit for gfycat.
So here's PART 2
About a year ago i started to learn Unity from scratch. And here i am and my game 'Just Slide'.
What can i say. Year ago: almost zero programming skills, chose C#, tutorials from Unity main page, let's go. First game released after 2 or 3 months, super easy to make, just to learn all process from concept to market. Second game on ~7 month, a bit harder to make, thought i can create decent arcade game (haha, yeah). At least now i know how to work with particles. Third game released today, pretty happy about it, sharing with you guys.
Learning curve was not that easy, but oh my, big thanks to Unity Answers and all active members of it, the best place for such newbie like me to ask and search dumb (veeeery dumb) questions :D
What about game. I was inspired by old mechanical arcade game called 'Ice Cold Beer' and put it on modern mobile-touch rails. You are trying to help some blob to stay alive when someone is dropping tons of traps on it. Main feature is not so common control system. store link: https://play.google.com/store/apps/details?id=com.FunnyStoryHa.JustSlide
Hope you'll like it.
Post here any questions or feedback, i'll try to answer to all.
ps. sometimes i had very big problems with motivation, but local posts with finished games brought me back to work, hope i can help someone too, work hard no matter what.
psps. my apologies for bad english skills, non-native speaker here :D
Hello guys!
This is my first unity game, I started nearly from 0. After many hours of work this is where I got to.
The game is heavly inspired by Super Meat Boy and somewhat by Sin City. The rules are easy, get to the finish and don't touch anything red.
You will have to open doors, get power-up (Dash and more), escape following deathzone(not yet implemented).
The game doesn't have a name yet, "art" might suffer some modifications, finish sprite will be changed, audio to be added.
Ups of the game:Quick respawn, fast paced, tight control.
Audio assets, maps (even made in paint), power-ups, story, name ideeas are most welcomed.
LOOKING FOR FEEDBACK, any feedback is really welcomed, be it negative. Thanks a lot guys :)
If anyone is intrested of the demo I can upload it. Might take some time to answer cause tomorrow will go on a holiday.
Download demo: https://files.fm/u/y5mfhvpq Controls: Xbox Controler - A for Jump (if you hold you jump higher) - X for Dash Keyboard - Arrows and Space for jump, "A" for Dash.
NOTE: You can dash only after the maze level.
Edit: You guys are awesome! Thanks for the feedback, some small things might look evident, impossible to miss but after you bug test it many time you miss a lot of things.
Farm Maze is my first unity project, released it a couple of days ago for android.
It starts out simple enough but doesn't stay that way, there are also different animals with different mechanics (faster horse, pooping goat).
You are more than welcome to try it here: Google Play.
I tried to go light on the monetization so there are no random ads, you will only encounter them in exchange for hints.
Here is our second game, 100 Drops!
Hey guys, I was real nervous to post these first couple games even though I made them for June and July. Hopefully you guys like this game!
In this fun and addicting puzzle game drop 3 different colored blocks and combine them in groups of 4 or more to take them off the board. Get multipliers by creating combos of matches one after the other.
When making this game I had a lot of fun with the animations and the UI. I really focused on how I could make that the best I could.
Let me know if you have any questions about my process. I was thinking about trying to write a blog post about what goes into making one of these games in a month. Would you guys be interested in something like that?
As always thanks for your support!
Web: http://www.ivorycrowgames.com/games/100Drops.html
Android: https://play.google.com/store/apps/details?id=com.ivorycrow.hundodrops
I published my game Rodha a month ago on google play store didn't get much attention or feedback there, any feedback from anyone is welcomed and appreciated.
C# C# C# all the way.
Unityscript can KINDA be simpler to learn up front, and if I remember correctly the debug errors are easier to comprehend, but you'll be doing yourself a favor by learning and sticking with C#, both inside Unity and in the outside world.
As for books, I've yet to go beyond 1/4 to 1/3 of ANY programming book. Pick up any ye ol' generic "Learn C# in X amount of days/hours", and just learn those core initial basics used throughout most all popular programming languages: Variables, loops, functions, arrays, etc.
Once you have the basics down, you can pop on to Unity's tutorial page here to see how your new found knowledge translates into Unity.
Hey Unity2D!
My name is Joel Rochon, and I'm the developer of BACKFIRE. You may have seen me post here earlier this year.
Since then I have been hard at work on a major update to the game, that includes a new game mode, new bosses, and a secret final ending.
This Update was a huge in-devour and one that I likely should have not pursued, but something about BACKFIRE kept drawing me in and telling me to "make more". Overall, I'm really happy with the way it turned out.
Nevertheless, I am very eager to move on to new projects and continue to learn and grow as a developer. This was my first game, and I feel I still have so much to learn. This community has helped me countless times during development, and I feel once again compelled to share my gratitude.
If you're interested in the game you can check it out here. It's currently on sale for $0.99 to celebrate the update.
As always, I am more than happy to answer any questions here, or by email at [email protected]
Thank you so much.
Like with any engine, you should really step back and take the time to learn all the nuances of the engine. Previous experience is great, but you should approach each engine as a newbie, at least initially.
That being said, Unity is made in a way to help get a lot of the "basics" out of the way. Some of the stuff you mentioned is done inherently within Unity itself, with no need to create special classes or systems.
I'd HIGHLY recommend going over the 2D tutorials, notably the 2D "walk trough" here.
I would really appreciate if you guys are able to provide some feedback and comments on my first game Duo Dodge: Endless Blocks. I did all the art and programming by myself so I’m pretty proud of myself lol
How the AI figures out where to shoot in the physics-based shooter Gravity Fighters. We create a few dummy projectiles and simply step through the physics calculations in a single frame, taking note of how close they come to other space stations, which creates some pretty amazing shots that are really fun for players to watch.
You try to save Martians from Humans in the game.
Google play reviews and feedback would be appreciated.
You can download it here https://play.google.com/store/apps/details?id=com.unoflatugames.marsnomore
P. S. If you wish to ask anything about programming stuff in game I would gladly answer it :)
So this is a little game me and my friend started when we were fresh out of university. We were both really interested in game development and were keen to make a game from start to finish to really get a feel for game dev.
We wanted to make something simple as there were only two of us, and we had to work on it in our spare time so that we could survive off other jobs.
We had the basic gameplay down in a day or two, but even so it ended up taking us a whole year to finish due to work interference, lots of experimenting, periods of inactivity where we just couldnt figure out what to do with it, and our own perfectionism. But we finally made it!
I loved the experience and learned a ton, and even if this game isn't a success I will definitely be doing it again for one of our other game prototypes. Hopefully the next one wont take as long :)
http://unity3d.com/learn/tutorials/modules/beginner/editor
Follow tutorials 1-7, then...
http://unity3d.com/learn/tutorials/modules/beginner/scripting
Follow tutorials 1-13.
From that point on, you can follow any of the other tutorials listed around the site, notably the 2D section.
In regards to your code: your sprite is probably moving well beyond the view port of both the camera and scene view. Try something like 0.1f first (always start with low values first)
iOS and Mac store:
https://apps.apple.com/us/app/theactualgamerescue/id1571409378
Android Play Store:
https://play.google.com/store/apps/details?id=com.theactualgame.www
Website:
www.theactualgame.com
If you're interested in testing it out, feel free to download it at https://play.google.com/store/apps/details?id=com.Phalarax.Zag and let me know what you think :)
It may not seem like much but after learning the basics of animations, scene transitions, player movement, scripting in a month I really hope to make better games in the future.
Hi,
I updated my app, added 2 new Game Modes to it. If you are interested in Math feel free to try this, and share it as well to anyone who are into Math.
Here's the link for the app (Android)
https://play.google.com/store/apps/details?id=com.reueljohn.numerals.mathgames
The Game Modes are basically just simple and basic Math, but you could adjust the Game Settings and choose a difficulty to make it more challenging.
The game is completely free and no annoying ads popping.
Feel free to give a honest rating and feedback, I wouldn't mind if it's harsh or not as long as it's true. And feel free to give any suggestions as well.
Thanks everyone :)
Link - https://play.google.com/store/apps/details?id=com.JakubSzymanik.Discs
PS wanted to write "Sid Meier's" above the title, but he didn't reply to my emails so i put mine ... :D
Hey, I have not checked it yet, but if you accept suggestions, you can add a README.md file instead of a tutorial.txt and use "Markdown" to create the tutorial https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet.
That way will be more atractive when someone enters to the repo!
I have not tested it yet, if I do, I will let you know.
For those wondering this was inspired by this article about the dynamic skybox in the game Firewatch by Camp Santo and the art style of Alto's Adventure
Try a data recovery software?
https://www.ccleaner.com/recuva
Also next time I recommend an online backup with version control, or a mirror backup to different drive or something: https://freefilesync.org/
This is a prototype to see if I can use my new toy NextGenSprites from asset store and boy I am so happy with the results! It is not very mobile friendly because of bloom + too much transparent fx and distortion but for pc it should work like a charm.
Stuff other than the knight has normal maps.
There are two layers for reflection in water. Well actually 1 reflection layer and 1 distortion layer on top of it. For reflection I used an inversed camera rendering to a texture renderer and linked that to sprite ofc magic is in shader from said asset :)
Sources: I have found sprites from opengameart.com http://opengameart.org/content/knight-of-finlandia Tileset is and dragon is also from there.
I used unity2D to make a strategy game for ludum dare without issue. There's nothing in the engine (to my knowledge) that would favor one genre over another. You should be good for whatever you want to make!
To respond to your comment below (above? I'm still not certain how reddit works). Start here: http://unity3d.com/learn/tutorials/modules/beginner/editor From there you can do whatever tutorials you want to do on the website, they're all good to my knowledge. After that you can find tutorials for specific things you want to do all over youtube.
It'd also help to get familiar with the documentation. It has detailed information on everything that comes with unity and more often than not includes example uses. Documentation: http://unity3d.com/learn/documentation
Good luck getting started!
There are a few things to do with sprites that you can find listed here under the 2D heading.
I think the most significant is Sprite Packing (Atlasing). Also mentioned:
Like others have stated though, there are other pro features that are used in 2D games, but are also used for 3D.
Hey guys, I published Strict Jump on Google Play Store few days ago. Just fixed some minor bugs recently. I really would love to hear what you guys think of this game. Any feedback is very appreciated!
Click here to download the game XD
The game focus more on perfect timing, currently have 40 levels and Competitive mode.
So two years ago late 2016, my father went into mid life crisis and it was tough for me to look at that. Since then I started thinking of mobile games ideas to make a simple hyper casual game and get to the top of the charts quickly and help my old man out with the revenue I get. But the 2 previous years were only me thinking for ideas all the time but not doing any work on them, I dunno I guess I wanted to make them perfect. On the other hand my father was totally against me doing stuff like this thinking of games and learning to make them, "waste" it was to him. But recently when I got more focused at this he slowly but steadily seem to understand my passion for this and started supporting me, started giving me ideas for games! How Crazy? And then the world record egg hype hit up, and one day me and my dad were sitting and I asked to why don't we make some game on the World Record Egg and cash the hype out and he pops up with this idea Like The EGG, I was really amazed because it was I guess it was his 10th idea and it was pretty impressive, so for the last one sleepless week and constant stress I made this with him and released it on google play 2 days ago. It would mean a lot to me and my dad if you would give it a look and rate it! Btw it is only available on google play, app-store license was too much for me! ANDROID: Like The EGG Game
I’ve taken in some of your suggestions and darkened the background to balance out the fuzziness of the glow effect. I’ve also updated the game with 15 more levels bringing the total to 65 along with a new game mechanic!
It’s also finally out on the android store!
You can find them here: Apple: Blox: https://itunes.apple.com/us/app/blox-brick-breaker/id1365237616?mt=8
Android: https://play.google.com/store/apps/details?id=com.Guacamol.Blox
If you enjoy the app consider giving it a rating on the store and telling friends. It would be a huge help. thanks!
Excellently executed! Kudos to you! :D
If anyone wants to get this, here are the links to the game:
iOS: https://itunes.apple.com/us/app/just-maths-training/id1330359537
android: https://play.google.com/store/apps/details?id=com.studiokurage.maths
Hi Redditors :)
This is Space Evolution, a puzzler for android in which you combine 3 Space Objects to the next one until you get a black hole!
If you're interested here is the link to the free test version: https://play.google.com/store/apps/details?id=com.StefanBeeler.SpaceEvolution
Hi Redditors
I'm so glad I could finally publish Space Evolution, a puzzler for android. :D I've been working on this game for the past few months in my freetime. The goal is to create a black hole at the center of the map by combining stardust, asteroids, moons and so on.
Everyone who leaves a comment will get a free gift code for the play store per pm!
I hope you like it :)
Here is the link to the play store page: https://play.google.com/store/apps/details?id=com.StefanBeeler.SpaceEvolution
Formatting his text post so anyone who can help him doesn't get confused
Info build:
Textures 15.7 mb 75.5% --" big size I use packing unity https://www.reddit.com/r/Unity3D/comments/6kr7z3/error_use_packing_unity_how_to_fixerror_use/ "
Meshes 0.0 kb 0.0%
Animations 7.8 kb 0.0%
Sounds 28.1 kb 0.1%
Shaders 12.2 kb 0.1%
Other Assets 226.3 kb 1.1%
Levels 301.5 kb 1.4%
Scripts 571.9 kb 2.7%
Included DLLs 3.9 mb 18.9%
File headers 37.2 kb 0.2%
Complete size 20.8 mb 100.0%
Link game store: Memory Quest https://play.google.com/store/apps/details?id=com.dproject.memoryquest
You can try it out on both iOS and Google Play. It's by no means a large game, but it feels nice to complete something. Thanks everyone for being an inspiration. I haven't participated much, but I've definitely drawn inspiration and motivation from all of the cool stuff that happens here.
While MrSilkyJohnsons answer by itself is great, I think you should digg a bit more into C#, OOP and programming in general. This is actually some very basic stuff in C#. Understanding the language helps fixing problems and you will know why certain things work how they work (e.g. why you can't assign the x,y,z of the position in the transform directly).
For the Monobehaviour-understanding I think you should start with this nicely written article about OOP (it looks long but it isn't actually): http://www.codeproject.com/Articles/22769/Introduction-to-Object-Oriented-Programming-Concep
Think about what makes your prefabs unique. What's the difference between two enemies in your game? Is it their model? Their hp, mana, or stats in general? Do they have different attacks? All of the above?
Good news: you should only need 1 prefab, even if all of the above is different. What you need to do is use classes and inheritance to create your variety of enemies. Start by creating a new script, in which you will declare a base class for all your enemies.
In that class, you should define what is common between all enemies. Do all enemies have hp? Then define a hp variable. Can all of them attack? Then define an attack function. Then if you have enemies that are special (for example spellcasters that have mana and can throw a fireball), you will create a new class that inherits from your base class, and add the new attributes that are special to this specific enemy type, in this example a mana variable and a CastFireball function.
Then, when you want to create an enemy, you will create a new instance of the appropriate class and pass the arguments you need for this specific enemy, for example his name, his hp number, his sprite and so on.
Unity uses object oriented programming, and this right here is the basis of it. You can learn more here. Pay special attention to the "Abstraction" part, this probably exactly the answer you're looking for.
1) As somebody new to Unity myself and having some Javascript experience, I found it best for me to learn C# because a lot of the Unity videos are taught in C#. 2) There are tons of scripting resources on Unity's website such as: http://unity3d.com/learn/tutorials/topics/scripting 3) Start with the tutorials! :) http://unity3d.com/learn/tutorials
You can use almost any image editing programs to make sprites, it kind of depends on what you are used to using. If you get serious about sprites and sprite animations I recommend Aseprite, It's not that expensive ($14.99) and is an amazing program once you get the feel for it. It also has a demo/trial.
If you are learning unity you can just use google and download placeholder images/sprites or free sprite packs to get something in until you can focus on art. Most of the time in my process I just use placeholder art to get the base game mechanics down and then I focus on art once my core game works.
Hope this helps, Good luck!
I typically go to http://opengameart.org/
Mostly because of the lack of ads and there aren't paywalls. This is strictly free. I have a lot of assets from this site, I enjoy the work people do there.
Also as a good habit, I like to (when downloading) create a folder specific to the authors name. This helps me later when I'm scrambling to figure out who's stuff I'm using.
I'm no expert, but if you're not looking to become a game developer as such, but just want to make your rpg, you could consider looking at RPG Maker instead of Unity. That should be way easier to get started with as it's already geared towards making exactly the type of RPGs that you mention :-)
You might need to be a bit more specific with your question, but it seems like you need something in your GUIText object to store the "score" variable and then have a function that can be called to add an amount to that score and update the GUIText. Something like
public void AddScore (int points) { score += points; guiText.text = "Score: " + points; }
Your object that is colliding (and then being destroyed) would then just tell the score how many points to add before destroying itself.
using UnityEngine; using System.Collections;
public class TriggerIt: MonoBehaviour {
public GUIText scoreText;
// Use this for initialization
void OnTriggerEnter2D(Collider2D other)
{
scoreText.GetComponent<ScoreController>().AddScore(100);
Destroy (gameObject);
}
}
I named the imaginary script that is controlling your score "ScoreController" here. If you're not familiar with the GetComponent function, there's a handy tutorial here. Hope that helps!
While I don't use Mac myself, sublimeText has an OSX version. There is a page here on setting up auto complete and syntax highlighting for it.
It's not ideal and is missing some features (I found the autocomplete more painful than helpful more often than not), but is an alternative if MonoDevelop is that bad. Could be worth looking in to?
VSCode ! It's still a young IDE, but it's constantly improving (now it has extensions so it's improving even faster). You can use it in combination with Unity using this plugin.
IMO, the only minus is that intelisense is not as good as monodevelop's one (there's less "description" about methods and sometimes it doesn't suggest anything, e.g. "Vector3 vec = new" won't suggest Vector3()) but VSCode is a lot faster and stable.
It's like day and night.
I think its integration with unity api will soon be better. At least I hope so.
Having used MD for a long time, then Xamarin (new MD version) for a while too, I now have switched to VSCode and I don't see any reasons to switch ! (As a plus, it supports a lot of languages)
After several years of never finishing any project and dumping prototypes, I've finally completed and released something I can call a "full" game, and I'm very proud of it :) I'd love to hear what you think and if you like it, rating or review on the Google Play Store would be amazing :)
You can get it on Google Play Store
I've been starting projects in unity for a couple years, but have never gotten to a place where I could release one. I decided to come up with as simple of a game as possible (and even then kept cutting features) so that I could actually finish it. I'd love to hear any feedback.
The goal of the game is to rotate the rows and columns of letters so that words are spelled horizontally (left to right) and vertically (top to bottom). Each level has a set number of words that need to be showing simultaneously to win, with the hardest levels needing a word in each row and column.
If anyone is interested in trying it out, you can find it on the play store here.
Edit: Now also available on iOS.
Wow guys this actually blew up more than I expected, so first off all thanks to everyone who gave me some great ideas. I've finished this game in less than 5 hours, so there's a ton of room to work with with more time :)
So here's a shameless promotion to the game if you want to try it, it doesn't have any ads or anything.
https://play.google.com/store/apps/details?id=com.InCreads.Rottoball
Our first game, The Adventures of Batty, went live this morning. Forgive the shameless plug, but I'm very excited. You can download it Here
​
Edit: Wow, thanks for everyone's replies and support! It's really appreciated!
For example you can take a look at one of our games for Android which is developed with unity2D. https://play.google.com/store/apps/details?id=com.cmprogrammers.fillTheGap We created only one scene for all the levels because they all have the same UI and the same prefabs. Each level instantiates a different amount of balls, shapes or other based on its own settings.
In Blobout you assume the role of Blob, a science experiment gone wrong that has the dream of escaping the clutches of its mad creator. In order to escape, you must wall-jump your way up an endless tower of tricks and traps laid out by the Scientist, that has now succumbed to madness. How far can you get, before he gets you?
•••
The Game Features:
• Easy to pick-up - hard to master, play just by tapping the screen!
• Endless challenge with procedurally generated levels.
• Daily mode that will offer new fun and rewards every day!
• Compete on the online Leaderboards for the best high scores!
• A wide variety of Hats and Characters to unlock!
•••
I would gladly hear your feedback about the game and the trailer!
Get the Game: https://play.google.com/store/apps/details?id=com.KIDE.Blobout
So I have always wanted to develop games. Obviously I have these big ideas and hopefully one day I will be able to create them.
I decided to start off small and tried to create something that I would imagine an arcade game would've been if arcade games were founded in the 21st century.
Here is a link:
https://play.google.com/store/apps/details?id=com.AwkwardTurtleStudios.FallingStars&hl=en
I welcome critique.
I use unity with a team of 3 people, we get all the organisation done on https://trello.com/ it's really good for braking stuff down and assigning parts of the project to different people.
You should also get used to adding comments if you're going to be building a game as a team. Make everything as easy to read as possible even if it seems oversimplified and takes twice as long.
Start with the minimum viable product and split extra features up over smaller teams of 2 or three.
Not sure if this is happening in your case, but a GameObject with a collider and no RigidBody is considered to a be a 'static collider'. You shouldn't move these, as it forces the physics engine to recalculate the world all over again. If you do need move GameObjects with colliders then you should add a RigidBody and set it to IsKinematic.
If this is the case you should get warnings about it though, but just double check this isn't the case.
Here is a great article on best practises with Unity3D and Physics: Physics best practises with Unity3D
"Sprites" in Unity are nothing more then pictures/textures using the Sprite Renderer. You could draw a blob in MSPaint (or whatever the Mac equivalent of MSPaint is) and import it into Unity.
When you create a new project in Unity, it gives you the option to make the project defaults to be "3D" or "2D". Choosing the 2D option will automatically make all imported textures/images the "Sprite" type automatically. Please see the Official Tutorials link in the sidebar for more information, notably here.
BTW: Gimp for OS X
I don't suggest using code you don't understand, it's no way to learn. You should go through some tutorials to learn what things do and how to use them.
You're making an infinite runner and posting to unity2d, why aren't you using boxcollider2d?
I suggest the following tutorial to help you get started on an infinite runner
Instead of just manually calling the animations, it's much better to use mecanim parameters and transitions.
http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-controllers go to 34 minutes into this video and mike begins talking about mecanim transitions.
Here is the code on Github, under an LGPL 3.0 license.
The script clearly lacks optimization, and doesn't work for all cases (especially with complex PolygonCollider2D
).
I'm working on the associated NinjaHook
and an example player controller script.
Also, for those interested, this has been made for my game, Scufflers. It's not there yet, but it will be included in the next release!
[EDIT]: my bad, I intended to release the code under the LGPL 3.0 license. This has been fixed.
Yes, but more importantly it means MyObject.cs doesn't need to change when MyOtherObject.cs needs to change or when you add MyObject2.cs.
This might be a good read for you.
I think a lot of people have this problem and end up either building their own tools or extending others. The best out of the box tool I've used is Tiled: https://www.mapeditor.org/
Really easy to handle sorting and placement of images. The custom polygons are great for hitboxes too. Only problem is that you have to parse the XML it spits out. There are some unity packages for that though: https://github.com/Seanba/SuperTiled2Unity
It's because you're using forces; for comparison sake, like a fan gradually winding up to push something. If you want to keep using this way, then you're going to have to adjust the values of force and mass.
Otherwise look at proper tutorials using RigidBody if you must, or even the CharacterController - google will help here, and so will the documentation.
http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-controllers
Currently available on android (iOS version is soon to be released).https://play.google.com/store/apps/details?id=com.Moonin.kropki
I do have a few promo codes if you are interested to try it out. Let me know in comments!
Currently only the first world is completed (every world is represented by one color), but if you want to test the game now, you can download it from this links! Thanks for playing :)
You're a retail employee avoiding customers. I haven't been able to avoid them longer than 30 seconds.
Funny you should mention, it because I just got to the point where I released my game on Google Play in Beta a few days ago. My game is called Reorbit and is a minimalistic space puzzle game - no IAP or ad spam. Feel free to give it a shot. I'd love feedback from anyone. Thanks for being awesome yourself!
Here is the download link for Google Play: https://play.google.com/store/apps/details?id=com.ASDEntertainment.PolygonStack
Hi guys :D I've been working on this puzzler for the past few months in my free time :) Everyone who replys on this comment will get one gift code for this android game!
I hope you like it :D
Here is the link: https://play.google.com/store/apps/details?id=com.StefanBeeler.SpaceEvolution
"Get Off Me" is a defensive arcade game. The goal is to defend yourself against enemy slimes by swiping them away. Different enemies require different tactics!
Any feedback is appreciated!
Hey all,
I created the mechanic for Descender almost a year ago, but sat on the project for almost a year without progressing it.
I finally got some inspiration to finish the game, and have released the game initially for Android 6.0+.
You basically descend a cave system with limited thruster power and health. Thrusters regenerate slowly if you don't use them, and you lose health from impacting walls, enemies, or traps.
(the first segment is always static, but the following segments are placed in random order from a long list of various cave segment options.
Cheers!
Hi everyone,
This is an update on a post I made 3 weeks ago about Stripes, my first android game. Thank you for all the feedback! I ended up making most of the suggested changes, namely:
-throwing particles on collision
-camera shakes
-ability to relaunch the ball
-improved levels
-changing ball scale to make it look like it bounces
-trail renderer, and
-“juice”
This community has been super helpful and this has been a great learning experience. Best of luck on all your projects!
swallows pride, posts link to game
https://play.google.com/store/apps/details?id=com.AlpacaStudio.Zomboid
This is "Zomboid" from Alpaca Studio. Its an early access game (public beta) in which you fight unlimited waves of zombies and see if you can topple the leaderboard. It also has a neat map builder that allows you to import/export maps. Were debating a "community" page on our site to alloe players to share and submit maps.
Zomboid has been available in public beta for a month or two. For a bit about us, we are a team of 5 that met on r/INAT about 5 or 6 months ago. We brainstormed and came up with this concept, then built the beta and weve been periodically updating since. It took about 3 months to build a functional beta, working on the game in our spare time. We have one more update coming towards the end of the month that will be our full release. I have agreed to continue to update the game (based on newly discovered bugs, player suggestions, and overall feedback) while also working on a larger project that will be our next game. Idk if it would be fit for your article but I figured I'd try lol. Edit: the last thing I posted on this sub for the game was a feedback request. https://www.reddit.com/r/Unity3D/comments/69o36q/added_in_game_tutorials_using_mostly_unitys_built/
Here are the links!
Google Play
iOS
It's a pretty small game but it helped me learn the basics of unity. It would be cool if you tried it out!
EDIT: The android version is different than the iPhone version. I submitted an update but the iPhone review process is longer.
No no guys, you got it all wrong! This in fact high-art. By showing us nothing, he is implying that we all have games we have never completed or shown anyone.
I went through his posts, found this
You don't need to fake it, mainly it just needs a pragma added to make it cast shadows. Why they don't have it on by default is beyond me.
Here is a couple I wrote, cut out is for things with transparency.
I think you might be a little confused about what Tiled2Unity is.
There's Tiled, a tool to create maps with tiles. Then there's Tiled2Unity, a tool that simply gets a map created in Tiled, and exports it into Unity. In Tiled you put your spritesheets, set up the colliders, create the map, etc.. Then Tiled2Unity will bring that into Unity with all the optimizations you are talking about. The map becomes a prefab that you can simply drag into your scene.
The only situation that this is not desirable is if you're creating something that requires the tiles in the game to be changed at runtime, like Terraria for example.
In terms of performance, you can go pretty nuts with the size of your map. As an example my game Acheron is completely made using Tiled and Tiled2Unity. There are around 70 chunks on the scene, each one is a prefab imported from Tiled2Unity, and each chunk is 50x50 tiles. And everything is on the same scene, with no clever dynamic streaming, it's all there the whole time. There's also A* on the whole thing as well.
Of course Acheron is on PC, so i don't know how accurate this is for mobile, but i'm sure you can leverage Tiled and Tiled2Unity a lot, no matter the platform.
Oh, it's so bad. The base reflection is from this asset. It's a separate camera which renders to a texture and displays it on a quad. Those effects are from me hacking several atrocities into the shader it came with, which you can find here.
If I recall correctly, it does two things to achieve the budget Fresnel effect:
I wish this page existed when I started: http://unity3d.com/learn/tutorials/topics/scripting My work has been looking for a programmer and I've looked at about 10 programmer's sample code and I have barely seen any of them be able to show any working knowledge of any of intermediate game-play scripting skills videos. (These are programmers with about 2 years of experience)
Here is some handy ones to know.
using UnityEngine.Events;
so you can use:
public UnityEvent OnButtonPressed; //Makes your own Unity events similar to the OnClick that Untiy's UI button has
Extension methods: One of the topics on that page: http://unity3d.com/learn/tutorials/topics/scripting/extension-methods?playlist=17117
Always use namespaces with your classes to avoid headache if you bring a plugin into your project.
Getting players playing your game sooner. The feedback improves your game faster than anything else I've found.
Experiment, Experiment, Experiment and don't be afraid of making mistakes or even breaking your project to the point of not knowing what to do.
Googling dumb questions - Saves lots of time and effort doing the next thing I'll suggest.
Asking dumb questions - They are less dumb than you think. They are not dumb if you have tried googling and not found an answer.
Learn to make tools using UnityEditor namespace in Unity to help make the game you are making faster.
Edit: Added a bit more
You need to create the root motion that follows that animation:
http://unity3d.com/learn/tutorials/modules/beginner/unity-5/root-motion-authoring
But also, Don't use a Gif. Try following this setup to use Spriter Assets in Unity: http://brashmonkey.com/forum/index.php?/topic/3993-spriter-for-unity-50/
Eh? I just started and finished Pong too (as Unity2D that is). I just followed from http://noobtuts.com/ and I am intending to go on a Flappy Bird Clone. I am unsure about you but all I need now is to just get my 'basics' right. So I guess it all depends on you? Maybe look into Unity Tutorials that was made by them too? Kinda looks promising. I've yet to touch them. Here's the link http://unity3d.com/learn/tutorials/modules but I am lead to believe that they are more for 3D but what I am focused is more of 2D / mobile development.
Still, you'll eventually have to work with a menu, it's a piss off trying to scale the buttons and set their positions with them being treated as gameObjects, you really would be learning a lot on canvas usefulness if you go through this : http://unity3d.com/learn/tutorials/modules/beginner/ui/ui-canvas
I assume that you are using the new UI? Might recommend checking out this tutorial.
Edit
To add on to this: If your next panel doesn't differentiate from the previous one that much, instead of "disabling" the panel, you might want to think up a function that animates the panel closing, changes the text, then animates back open to the appropriate size and with the new text.
If you haven't already, check out the official Unity UI Tutorials http://unity3d.com/learn/tutorials/modules/beginner/ui It should answer your questions on how to work with the UI Canvas and keep things centered or scaled according to screen size. It's really simple once you get the hang of it!
More experience will answer your questions. In Unity you can always get screen dimensions via Screen.width and Screen.height. I made a Pong game that scored whenever the ball exited the the screen and these functions worked like a charm. You really should spend some time studying the Unity Scripting tutorials A lot of the Unity specific methods are covered there. They are really well written and essential if you are serious about using Unity.
I believe you can use OnMouseDown to get the gameObject. You can then check if gameObject.name is the panel you desire. I would advise against calling functions when you click on a panel and instead call the function when the panel becomes active. Here is a nice tutorial on how to do that.
http://unity3d.com/learn/tutorials/modules/beginner/scripting/activating-gameobjects
Really you should be generating and storing the VALUES of the dungeon, not instantiating the whole entire thing at once.
At game start, you should instantiate the maximum amount of tiles of each type that may appear on the screen at once, plus a few extra for each. Like, your player may see only 20 floor tiles at once typically, so only instantiate and pool ~25 (dynamically resizing pool example here).
You would then do some sort of monitoring, either "if tile is off camera", a distance check via raycast to the player, etc, and when the criteria has been met you would send that tile/object back to the pool. When the player approaches where a non-existent tile should be, you would check your dungeon tile information and pull the appropriate available tile out of the pool.
That's just high level, but essentially you could create almost infinite sized dungeons this way. Since we are not instantiating new tiles/gameobjects during runtime (extremly expensive), you should be able to easily create additional dungeon room VALUES for your auto-move/pool-tiles-to-from-here-there thingy.
> If, however, you're looking for an omnibus package to get all the way "from 0 to 100", you're probably best served by something like this.
Like the official unity tutorials? http://unity3d.com/learn/tutorials/modules
You could complete 99% of this project just using uGUI (Uniy 4.6+).
Work through all of these tutorials and you'll be good to go.
As far as I can tell, you won't be able to do it with the built in sprites and Unity's workflow, but you could do it with a texture on a quad and a custom shader:
Make a custom shader that uses two textures as input. The first is your sprite and the second is an alpha mask. The alpha mask starts off fully white, and each time you shoot it, use Texture.SetPixel to change pixels in a given radius to black. The shader should use both textures as input, but the alpha you actually use should be some combination of the alpha mask and your sprite's alpha: multiply to start and go from there.
If you don't have much experience with shaders, download the built in shaders and start with uGUI/Lit/Transparent or similar. I needed to add an alpha mask to a video file and was able to modify this shader without much trouble. If you need more information, I can dig up an example in the morning.
You're not gonna learn programming or getting into the mindset just by watching and reading only a couple tutorials, or even feel like it unfortunately. It's just going to take lots of practice, lots of hands on experience and lots of reading before it starts to click. If you want to start focusing on understanding the programming side of things as it applies to Unity, try these out.
A 3D modelling program like Maya, Blender, 3DS Max, etc will be needed. We don't really focus on 3D here and these questions are better off in /r/Unity3D
When I was 12 or 13 I started with QBasic in DOS and only knew a few commands, really did not understand it at all. Shortly afterwards I moved onto Visual Basic and created really dumb little apps for chatrooms but still didn't really understand how it all pulled together, what classes or object-oriented programming was, or what a function even was. I dropped it until four years ago when I finally picked up a C# book and actually sat down with the goal of learning a modern language from the ground up. It took me roughly 3 months of going through the book and practicing what I'd learned to finally start having the pieces fall into place. This made picking up things like XNA and Unity much easier, since I just had to learn the actual tool and not the underlying programming besides getting familiar with the API.
Yep, but rather than hand it to you on a silver platter, I'll just point you to the single most important concept in all of game design (and no I'm not over stating that or being sarcastic / funny): http://unity3d.com/learn/tutorials/modules/beginner/scripting/lerp
In your code, do the following:
private Animator myAnimator;
void Start(){ myAnimator = GetComponent<Animator>(); }
void Update(){ //Input detection needs to be in Update for accuracy if (Input.GetKeyDown (KeyCode.Space)) { myAnimator.SetTrigger("Action"); //Whatever you named your trigger Debug.Log ("Space pressed"); } }
You animator will handle the transition to and from the "temp" animation clip, and will only fire once per key press.
Be sure to check out the animation tutorials here.
Don't research. Just do!
What you are asking for is actually quite easy to start up. I would say that if you aren't sure of where to begin, to take a step back and try out something a little bit simpler. My recommendation is always to start with Pong: You'll be amazed at some of the complexity that goes into such a simple game.
To answer the question though: I would recommend starting out with Unity 4.6, and watch all the new UI specific tutorials (here). The other tutorials on the site are a great way to start as well.
I mention 4.6, as the new UI is great to work with when you get a handle on it, AND the new elements can be placed in Worldspace (meaning they exist in your "game" like other objects/sprites). You can then code in very high-level and dynamic code up front simply enough, allowing you to go into story-mode pretty fast.
I can make an example project for you to reference if you like?
I assume one of these will be what you're looking for:
https://www.kickstarter.com/projects/finnmorgan/sprite-lamp-dynamic-lighting-for-2d-art
http://answers.unity3d.com/questions/574970/2d-lights-with-unity-43.html
Break it into tiny pieces. The whole mechanic is multiple algorithms and you almost have the right idea.
The part your missing is how one tile sees another tile and an empty tile. The trick is use a multi-dimension array and then recursively have a tile check left then move left or check up then move up, until it hits something then handle the collision. The reason you use a multi-dimension array is now you're only traversing the Row (left/right) or the Column (up/down).
A better exercise to get used to this would be build a tic-tac-toe game with multi-dimension arrays. Then allow any [x][y] size tic-tac-toe board. The "win" condition algorithm for this version of tic-tac-toe will teach you the move algorithm for 2048.
Also here's a cool read about [url=http://asherv.com/threes/threemails/]Threes[/url].
Fonts (like everything) should reinforce the game's theme or identity. I think a circus font looks great, but would that suit your game? Probably not.
If your game is futuristic (it's hard to tell from the screenshot provided), then go for a futuristic font.
The different font weights in that image bother me, as does the overall lack of space.
In my last game, I used the Luckiest Guy font because it reinforces the cartoon style of my game:
Krita is another art software to check out and has a solid community behind it. https://krita.org/ Tutorials available for all sorts of art styles. Has good customization for the UI mostly, allowing resizing and positioning of tools, buttons etc. Great tablet support.
Check out Krita for making 2D art. It recently got revamped through crowdfunsing and is very smooth. Basically Photoshop but for making art as opposed to being a photo editor (like Corel painter but free). It has some neat brush tools and should help with particles. https://krita.org
For quick and simple I suggest Paint.NET. I stayed away from it for a long time because it just didn't look up to snuff. Finally needing a quick way to make alpha images because GIMP was crashing I tried Paint.NET. it is not my go to image editor. It has everything you need and is quick. You can download plugins as well to extend it. http://www.getpaint.net/index.html
Someone else mentioned spriter for animations. It is a good tool and you can not only export sprite sheets but also native unity animations. Finally, while you aren't looking for pixle art but the old free versions of aseprite are good.
Edit: corrected auto-correct
you could try: http://www.programmr.com/practice/
Just select C# and give it a whirl. There are lots of websites dedicated to learning programming and you don't need to go too far to grasp enough to be able to work within Unity.
When starting out the assets don't matter and could be anything. I typically use simple arrow icons (so I can denote a direction) or letters/numbers. That is if I can't find anything inside one of /u/kenNL's awesome free asset packs at http://opengameart.org/users/kenney (that pretty much cover every genre).
To my opinion I think its best just getting to know the language when approaching Unity later, that's what I'm doing. Currently using http://www.learncs.org/ which is very useful and to test/compilee/debug for just messing about to see if it works and whatnot use http://www.tutorialspoint.com/compile_csharp_online.php to test with your example codes etc.
Here: http://unity3d.com/learn/tutorials/modules/beginner/2d
You probably don't need to learn anymore coding stuff, but the workflow and components tutorials will help you a lot.
The whole Learn section is quite helpful: http://unity3d.com/learn
EDIT: To answer your questions: use sprites, try the new GUI (it's awesome), currently 4.6 beta, I think Free is okay for 2D.