HaxeFlixel tutorial: buidling your first 2D Shoot ‘em up. Part VI

Well, this is it people, we finally reached the last part of our 2D shoot ’em up tutorial. Today we are going to finish and wrap things up, and you are going to be able to download (and play, of course) the full thing by the end of this post (don’t worry, the full source is available on Github, right here).

I’m going to cover the main and more important changes and updates that I made to the code, so minimal things like the game over and stage completed messages won’t be covered in order to be able to focus on the most important and “difficult” things to do.

By the way, since our tutorial game is obviously a Gradius tribute (which is a fancy word for clone) there was only one possible way to call it, and that is…





Let’s get to work!


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UI ingame messages in Unity3D

It’s time to start our new year and this second one will be even better. What I’m saying! This year is going to be 10 times better; it’s going to be awesome!

My first post this year is a new chapter for the Unity3D UI series and it’s our 50th post! In this one we are setting up some things for the final post, attaching a new canvas to a game object that shows up only when the player is near it. Also give a read to some of our old posts if you get lost at some point.

Let’s go, this is an easy one!


unity UI message ingame

Behold the might monolith!

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First anniversary!

It really is amazing how time flies when you are having fun. It feels like it was yesterday when we started this humble blog, when we set off and started this adventure that we call StrandedSoft.

One year has passed, and almost 50 posts later we can say it’s been a hell of a ride. We have learned a lot about game development, and we are getting ourselves immersed into this fascinating world that is the videogame industry. A lot has passed during this 12 months, but as with anything that is good we can surely say that the best is yet to come, and that this adventure has just started.

But today, we celebrate, and for this very reason here is a small glimpse of what we have been talking about during this first year:


Using spritesheets with Unity

Building your first 2D Shoot ’em up with HaxeFlixel

Spine 2D animations

Moving to unity (or die triying!)

Particles and sparkles

Build a Flappy Bird clone with HTML5

Pixel art

Game design

Metroid-like exploration games in a nutshell

Designing a terrifying game

Building a difficult game: do’s and dont’s

Game jams

Getting ready for Ludum Dare

The making of: Universal Love

Learning from failure

And much more!

A love letter to HaxeFlixel

Last but not least, we would like to thank you, our readers, for this year. It is thanks to you that we have been able to get where we are now, and we hope you stick with us for a very long time.

Thanks for reading, and stay tuned!

Haxeflixel tutorial: buidling your first 2D Shoot ‘em up. Part V

Well well, things are starting to take shape don’t you think?, our “game” is starting to feel and play like one, but before we can say the thing is finished we need to start wrapping and polishing things up. That’s what we are going to start doing on today’s post. Let’s get cracking!

HaxeFlixel logo

HaxeFlixel rocks!

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Animating a game interface in Unity

Last week Sergio wrote a new step in his Haxe series, so guess what?  Yes! Today is time again for Unity. This time I’m giving a quick shot again to the new canvas objects adding animated textures using sprites and some new cool tools. If some of you are first timers into sprite animation in Unity, check our old post before going deep here, I’ll skip some common steps!


animated sprites inside an interface in Unity. Yay!

animated sprites inside an interface in Unity. Yay!

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