And here we are, back again with what is already part IV of our HaxeFlixel 2D shoot ’em up tutorial. I hope you are following up nicely until this point. But if you are not, don’t fret; by the end of the tutorial I will do a small recap through the most delicate parts of the whole process and I will post the full game code on Github, so you can all have the whole thing on your computers so you can tweak and modify it to your hearts content.
Ok, today we are going to do a few subtle things that we were missing and that must be addressed right now, let’s get to work!
Today is the day! It’s time to try to do something in 3D using Unity 3D!
In the old times of XNA I tried to create a game in 3D, building an orthographic camera by myself, and since this day the third dimension is quite frightening to me. With Unity, I decided to give it another opportunity as soon as I can see where almost everything is without compiling the project ten thousand times.
So, this is my first approach to 3D in Unity, with my Unity UI series as a perfect excuse to go deeper into the engine.
First 3D attempt in Unity. Here we go!
Hi there!, ready for more 2D shoot ’em up making? Good, let’s continue from where we left off last time.
As you know, we finally had a way to load tiled levels and populate them with walls, destroyable blocks and some enemies. That’s great, but we need to be able to slowly scroll the level to the right, or our ship won’t be able to actually get anywhere.
On top of that, we need to build a collision system so we can collide objects between each other, and to be able to keep the player inside the game stage bounds. And those two things are exactly what we are going to do today. Let’s rock!
After some posts about Unity, now it’s time to put it all together and create things using all the features explained before. Today it’s time to show some quick cool things using the new UI canvas and Unity built in animations. Check our old Unity 3d posts to be sure you don’t miss any step.
Let’s pick up right from we left things last time. We finally had our “ship” moving around and being able to shoot bullets, right?
That’s great, but now it’s the time to set up a way to load tiled levels and even more, we need at least one level to be able to test everything out!
We will fix that right away, but to do so we need to use a new tool to build our level.
Introducing Tiled editor
Tiled is a simple tilemap level editor. You can use its simple graphic interface to place tiles around, set up different objects and group them inside various layers. It’s really easy to use and you’ll get the hang of it in no time.
Download Tiled fro its website and fire it up. Select File -> new and create an orthogonal tiled level with 32×32 tile size and with a width of 100 tiles by a height of 15 tiles (this will fit the full height of our set up screen, because our vertical resolution is 480 = 15*32).
Creating our new test map