Creating a 2D Shooter

Creating a 2D Shooter game in Unity: Introduction

In this tutorial, we will learn how to create a simple 2D spaceship that fires missiles with Unity; some of the skills that you will learn along the way include:

  • Creating sprites
  • Instantiating Objects.
  • Add and use Rigidbody physics components for 2D objects.
  • Apply a force on an object.

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Meet Jason Game: Developer and Designer who uses Unity and the ZTP book series

A while ago, I was talking to Jason, who is one of the (many) passionate game developers on this mailing list; he has been using the books Unity from Zero to Proficiency series and has made some pretty cool games since then. I thought it would be great if he could share some insights and some of his current projects.

So let’s meet Jason!

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Creating a Simple Network Game

The plan for the this small tutorial is to do the following:

  • Create a simple scene where the player is initially represented by a tank (made of simple boxes) and is controlled using the arrow keys.
  • Add networking capabilities so that this scene can be played by (and shared amongst) several players over the same network.

This will be done step-by-step and all the networking aspects will be covered in details, so that you get a solid grasp of implementing a simple networked game; once you understand how to create such a game, you will be able to transfer these skills to a game of your choice.

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Optimizing your code when using heap and stack

Memory Usage [Image from http://help.infragistics.com/

We all do it!

Yet, this is a topic that rarely receives attention: memory allocation and performance; When our game has been created and that functionalities have been implemented, we would typically use a profiler to try to identify issues that may slow down our code; this being aid, many of the bottlenecks detected by the profiler, may be prevented by coding defensively and avoiding some common pitfalls; these are often linked to garbage collection, memory allocation, and speed of access; in this post, we will start to talk about the heap and the stack, explain what these terms mean, how and why data are stored in these, and how to optimize our code to use them wisely and efficiently. Continue reading

Creating Your Level from a text file

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In this short tutorial, we will be looking at creating levels from a text file; this will involve;

  • Creating a text file accessible from a resources folder within your project
  • Reading this file line by line
  • Instantiating objects based on the value read in the file

This technique can be used to create multiple levels very easily. This will at least do two things for you: (1) it will make it possible to modify the structure of the level without having to modify the code, and (2) to create individual files for each level.

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7 steps to find and design your next game idea

As you build-up your game development skills, you may often be on the look-out for your next game idea; often, this happens to be a difficult process; you may feel stuck first, wondering, how you will be able to find an idea that is both original and challenging for the players; so, in this post, I will cover a few principles that you can start to use to draft and start to design the key mechanics and goals for your game. Continue reading

5 simple tips to keep your players engaged

When you create a game, what you want is to get people to play it, but also keep them, playing until they have reached the end. You want to keep them engaged. Now, this can be achieved by implementing great game mechanics (see previous posts) and you need to increase their positive feelings (e.g., amusement, excitement, etc.) but also decrease their negative feelings (e.g., frustration). So today’s post will focus on the later: how to reduce player’s frustrations and make sure that¬† they enjoy (and keep playing) your game.

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