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If you are in a hurry, you can try the game here and find the source code here . Match 3 games are pretty famous nowadays. From the original Bejeweled to Candy Crush Saga and even Evolve: Hunters Quest , many games are based on the match 3 mechanism while giving bonuses to the user. In this blog post, we’ll try to dissect in what is needed to build such a game, using Unity 3D and Visual Studio. Let’s start with a screenshot of the game running in the Unity Editor We’re using some candy graphics (found here ) and a cool sound (found here ) to build our game. User can drag (in an attempt to swap) one candy either horizontally or vertically, and, as soon as a vertical or horizontal match of three (or more!) is encountered, the three candies disappear. Remaining candies collapse, new candies get created to replace them and they get collapsed, too (imagine gravity acting upon them). The game checks if another match of three is encountered. If this happens, the matched ones disappear again, remaining candies collapse,

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Δημοσιεύτηκε στις Τετάρτη, 25 Φεβρουαρίου 2015 12:24 πμ από Δημήτρης Γκανάτσιος | 0 σχόλια
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If you’re in a hurry, you can find the complete source code on GitHub: https://github.com/dgkanatsios/TowerDefense It is recommended that you read part 1 before proceeding on reading the rest of this tutorial, since it is heavily based on what we described in the first part! Don’t tell me I didn’t warn you!!! This is the second post in 2 post tutorial regarding making a tower defense in Unity. In the first post we described the game scenario and gameplay and we also mentioned the level editor, the XML file and structure that holds level information and the object pooler methodology we use. Again, if you haven’t read it, I strongly encourage you to do it ASAP, this post will be much clearer after that! We’ll start by exploring the prefabs we have in our game. The RootGO gameobject In the instructions we gave at the previous post about making a new level, we mentioned dragging a prefab called “ RootGO ” to the scene. Let’s see this object’s children in detail. PathPieces PathPieces is an empty game object that acts

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Δημοσιεύτηκε στις Σάββατο, 6 Σεπτεμβρίου 2014 8:16 μμ από Δημήτρης Γκανάτσιος | 0 σχόλια
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Unless you’ve been living in a cave or visiting outer space for the past months, you have certainly played Flappy Bird , one of the most successful games for mobile devices. Hence, I decided to give it a shot and recreate it using Unity. Needless to mention that all graphics and sounds found in the tutorial are used only for educational purposes and do not intend to harm any intellectual property at all circumstances. The sprite sheet used was found here http://www.spriters-resource.com/mobile_phone/flappybird/sheet/59537/ whereas the sounds were extracted from this youtube video https://www.youtube.com/watch?v=xY0sZUJWwA8 So, let’s start with the small tutorial! This game’s development has many aspects, we’ll attempt to touch all of them one by one. First of all, we used Unity’s spritesheet editor to “slice” the spritesheet and get references to specific sprites Then, we created a small animation to simulate the flight course of the bird (this can be easily accomplished if you drag-drop the relevant sprites into

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Δημοσιεύτηκε στις Τετάρτη, 2 Ιουλίου 2014 11:00 πμ από Δημήτρης Γκανάτσιος | 0 σχόλια
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I had blogged in the past about a simple puzzle game in XNA . Nothing better than to recreate it in Unity with a tutorial, of course! To begin with, here’s a screenshot of the game running on the editor The purpose of the game is to tap/click on the pieces next to the empty one so that they exchange positions. It goes on and one until you make the pieces appear as in the original photo. To begin with, we’ll need a photo. The best way to save yourself from copyright issues and not having to read licenses etc is to use a photo that you took! So, we need to slice it. For this purpose, we’ll use Unity’s native 2D tools and its sprite editor. Once we set the sprite mode to multiple, we can use the sprite editor to ‘slice’ our image. Since the image does not have an alpha channel, we’ll use Grid slicing. Moreover, we’ll name our exported sprites with a name that contains their location information (i.e. piece-0-0 => this implies that the sprite’s “correct” location is on the top left corner of our game). Plus, we’ll

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Δημοσιεύτηκε στις Τρίτη, 1 Ιουλίου 2014 10:49 πμ από Δημήτρης Γκανάτσιος | 0 σχόλια
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Some time ago I did a blog post about the famous Arkanoid game and its adaptation to Windows Phone using XNA. Couple of weeks ago, I attempted to recreate it from scratch using the Unity game engine and, to no surprise, it was pretty a piece of cake. Below you can see a screenshot from the start screen of the game. Let’s do a lap around the project. First of all, we have one and only one scene, the game one. We have a Camera, set to Orthographic projection (most suitable for 2D games) a directional light a GameManager gameobject which holds the GameManager script, in charge of running our game the Ball which goes around on the level the Paddle which is the means that the user will utilize in order to prevent the Ball from touching the floor the Floor, which if collided with the Ball will decrease player’s lives the SideBlocks which just make the Ball stay in our level and, of course, the Blocks which have to be hit by the Ball (via user’s assistance) and are organized in four BlockRow objects Purpose of the game

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Δημοσιεύτηκε στις Δευτέρα, 30 Ιουνίου 2014 11:20 πμ από Δημήτρης Γκανάτσιος | 0 σχόλια
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