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!
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!
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!
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!