Here we are again with a new chapter of my Unity 3D adventure. In one hand I’m still missing all those code files and class diagrams, but in the other hand, testing the game with a single click, and edit some objects dragging and dropping them around the scene panel is quite wonderful.
In this post I want to introduce the main reason that made me switch from the stable 4.5 Unity version to the 4.6 beta some time ago: the new UI objects and functions! Something the community was waiting for a long time
The beta version was working fine, but all those new fancy things are now in the latest stable version, so it’s time to get familiar with them.
Hello there!, today we are going to go straight to business by starting with the first stage of a multi-part tutorial on how to build a simple -yet very illustrative- game using the wonderful HaxeFlixel framework <3
The idea here is rather simple. We are going to create the skeleton of a 2D horizontal space shooter game, in the style of Gradius, R-Type or Thunder Force. You know the drill. But you probably have already seen lots of tutorials on teaching how to do something similar. Problem is, most of those tutorials show you how to build a game where there is no actual scenario or pattern to the game. Probably they just generate enemies and obstacles in a random way, and leave you with the simple goal of surviving and ranking up as many points as you can.
Having customized scenarios and accurate enemy placement really bring these games to life
That’s ok and really nice, but I want to give this tutorial a twist, and for that we are going to lay the groundwork for you to build a space shooter that you will be able to expand on. We are going to have custom levels that you will be able to design freely in a level editor, without having to touch a single line a code.
Are you up for it?, let’s get started then!
Check other post from the same series:
Finally it’s here, my last post about 2D animation for Unity, and today it’s turn for Spine2D.
Spine 2D is a software created for 2D animation exclusively, external to Unity but with a plug in to include any animation in any Unity project. It worth the pain or is better to use any of the Unity built in options we have seen before? Click on read more to find out!
Let’s say you managed to build and release a game of your own. Maybe your game runs on desktop platforms or it may even be an HTML5 game. It does not matter. You are probably getting a few people to play it and they are enjoying it a lot. That’s great, congratulations on that, I really mean it.
But maybe you are starting to hear a little voice in your head. A not so loud but persistent little voice that keeps saying the same thing: you should port your game to mobile platforms and start getting thousands of new players every day. And of course it’s a tempting idea. Everybody is doing it nowadays and it seems that it is the real easy way to make a lot of money while you get a straight shot to fame and success, right?
Well, it may not be as easy as you may think, and I won’t lie about your chances, but one thing is sure: mobile platforms are the place to be for most indie developers, and you probably want to get a piece of the action as well.
For this reason I’m going to give you some advice on how to accomplish just that. Let’s get on with it!
New week, new article here!
In my last post, I’ve started a new series of posts related to 2D animations for Unity3D with a short introduction to Unity3D Mecanim. Today is time to import some sprite sheets into Unity and try to get an animation from them.
I personally love crafting my own sprite sheets by hand, I feel my 2D animations much more under control, but for this article I’m using a finished sprite sheet. If some wants to know more about how sprite sheets are made, give a look to this post from the good old times. Before adding it to Unity, check if the size of your sprite sheet is power 2 sized (512*512, 1024*512, 1080*1024…) to avoid further issues.
Spite sheets in Unity 3D