background preloader

Make A 2D Game in Unity3D Using Only Free Tools Part 1 

Make A 2D Game in Unity3D Using Only Free Tools Part 1 
In this iDevBlogADay post, I’m going to kick off a new tutorial series that’s aimed at making a 2D sprite-based game in Unity3D using only freely available tools, scripts and plugins. This isn’t the first 2D in Unity3D tutorial series I’ve done here – I previously did a 5 part series that used Sprite Manager 2 for the sprite display and animation duties. This time around, I want to show you how to make a game basically for free and I’m going to up the ante in this new series by adding in some other great plugins like iTween and A* Pathfinding. Over the course of this series, we’re going to recreate one of my all time favorite C64 games: Lode Runner! I always wanted remake Lode Runner for my own amusement but also as a way to try out some things I haven’t figured out how to do yet – like creating an AI that can follow the player on ladders. In this first installment, I’m going to introduce you to the tools we’ll be using and show you how to set them up in Unity. Tools: Installing iTween: Related:  Unity

2D Toolkit Read more about our Unity 4.3 integration here. Built for Unity Integrates seamlessly with Unity Pro and Free. Fully supported on PC/Mac, Mobile and WebPlayer. Performant Highly optimized, performant code. Extensible Extend the toolkit as you see fit - You get full source code to the product. Sprites and Text Create pixel perfect sprites and fonts with ease. Learn more Tilemap Build large tilemap worlds, with rectangular or staggered isometric tiles. Learn more UI Components 2D Toolkit includes a complete set of UI widgets, components and layout helpers, laying the groundwork for a solid foundation to build your own customized mouse and multitouch based UI. Learn more Top notch support Have a problem with 2D Toolkit? Get in touch on the forum or email

Introduction to Unity’s New 2D Workflow - @jessefreeman For the past week I have been working with Unity 4.3’s new 2D tools which were announced last week. Unity has been on my list of game frameworks to try out for years now but the thought of doing 3D games didn’t really appeal to me and trying to force it to do 2D didn’t sound like much fun either. But now with the addition of a completely new and well integrated 2D workflow I immediately jumped in and started picking it up. As a first time Unity user I am not going to focus too much on the process of actually building something, although I plan on writing more on the subject very soon. Instead I want to just cover the new 2D workflow and give you a sense of what it’s like to make a 2D game in the latest version of Unity which is still in beta. Getting Started When you first open up Unity 4.3 and create a project you are presented with a new default option for 2D as a drop down bellow the package import selection area. By default it is set to the 3D. Creating Sprites Animating Sprites

News ~ Beldarak's World Hey ! Salut vous ! Comme (pratiquement) chaque semaine, voici quelques news de Song of the Myrne. L'éditeur Tout d'abord l'éditeur de niveaux est terminé ! Il permet de créer assez facilement des fichiers de maps qu'on peut ensuite lâcher dans un dossier du jeu pour qu'ils soient éventuellement utilisés lors de vos parties. Au moment où le joueur entre dans un donjon, le jeu va regarder le type de donjon: si c'est une grotte, un temple, un château ou quoiIl va piocher un fichier au hasard dans le dossier correspondant et créer le donjon selon le fichier mais également en tenant compte de ce que j'aurai décidé pour ce donjon et un peu du hasard aussiPlus tard je compte ajouter un contrôle qui vérifiera que le fichier sélectionné est bien valide pour le donjon a générer Un exemple pour mieux comprendre mon concept de semi-aléatoire^^. Cliquez sur les images pour les voir en grand Le Myrnedit A gauche: les murs et le sol A droite: Les objets, pnj, coffres, etc etc... Des quêtes Des mobs

I want to be a game developer... now what? With people looking to get into game development the same questions come up over and over, so I’ve opted to put my thoughts on the subject in one place and to compile a list of resources for new developers. Those questions? “I want to learn game programming, what language should I use?” “Should I use an engine, or create my own?” “What library/tools should I use"?” “Now what?” I will try to address all of these questions and more in the following post. For those of you that like skipping ahead to the last page in a novel, these links are for you! … the C++ question. Let me get the 800lb gorilla out of the way first of all. Alright, back to the whole C++ question. Don’t get me wrong, I totally understand why you want to go with C++, I’m just as guilty. Again, these are just my opinions ( and those of the vast majority of people that went down this road themselves! Now, if you did in fact make the decision to go ahead with C++, for the love of all that is holy, DO NOT USE DevC++. Do something.

Primer Alex Rose's Blog - Animation in 2D Unity Games: In-Depth Starter Guide The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. So, Unity recently announced extra 2D game support, with the addition of Box 2D physics and a sprite manager. But there’s a few tricks you still need to keep in mind. We’ll start with the basics for now though: Frame Changing So, you have your textures ready for animation. First of all, you’re going to want a public Texture[] array, so you can drag your textures into the object from Unity’s editor and an integer currentTexture initialised to 0 in Start(). This will change the plane’s texture to the next frame in the animation. There are two easy ways to call this function: Coroutine recursion and fixed intervals. Using fixed intervals is the quickest (but less precise) method. Inside FixedUpdate(), place your conditional (e.g. if(walking)), and inside it increment your counter with counter++.

[Pseudo-Tutorial] Faire de la 2D avec Unity 3D ~ Beldarak's World [Edit 26/01/14 - Cet article a été écrit avant le lancement de la 2D sous Unity, il y a pas mal de nouveaux outils maintenant ce qui rend ce tutorial un peu obsolète je pense, mais personnelement je travaille toujours comme ça] Salut tout le monde, billet conseils aujourd'hui. Donc non, ceci n'est pas du tout un tutorial mais plus quelques pistes de réflexion si vous comptez faire un jeu en 2D. Aujourd'hui j'ai reçu un MMS par email (le mooonde change !!! Nooooooooon) et n'ayant pas d'informations sur l'auteur (à part que c'est un numéro SFR) et du fait que je ne puisse pas répondre (pour une raison inconnue, mais bon, connaissant SFR ça ne m'étonnerait pas qu'ils bloquent mon message juste parce qu'il vient de Belgique), il ne me reste qu'à supposer qu'il a été envoyé par un fidèle lecteur de ce blog^^. Vu qu'en plus on me pose souvent la question, autant en faire profiter tout le monde. Faire de la 2D sous Unity n'est pas très différent que de faire de la 3D. Choisir ses axes de travail

Rocket 5 Studios |  Tutorials Part of our mission here at Rocket 5 is that we want to teach kids of all ages that there’s more to video games than just playing them – you can make games too! Below you’ll find links to tutorials that we’ve written to help get you started. Also check out this post in our blog which talks about the the different kinds of jobs that are available in the games industry. If you’re in the Toronto area and you would like us to speak at your school or event, feel free to contact us at rocket5[at] or through the Rocket 5′s Facebook page. Animating Quadrupeds Animating animals is usually fun, but can often be complicated and technical. Approaches to Animating Quadrupeds Unity Tutorials That Use Unity’s Built-In Sprite and 2D Physics tools Our latest Unity 3D tutorials that focus on making 2D games using Unity’s Built-In Sprite and 2D Physics tools that were added in Unity 4.3. Make A 2D 2-Player Platformer Game With Unity 4.3 Make A 2D Game In Unity3D Using Free 3rd Party Plugins

Getting Started First things first. If you have no idea what Unity3D is go check out their website or check out the section of our site called What is Unity3D? So at this point you should be getting that Unity3D is software that you can use to make games. I've been making games for over 20 years and I definitely believe Unity3D offers the most painless learning curve of any game dev platform I have used, but with that said, if you don't know anything about 3D modeling, developing in 3D environments, character animation, and especially programming, learning to build a game in Unity3D isn't going to be easy. Still here? Cool! So go ahead and download the free version of Unity 3D and install it on your computer. Open the program. To create a new project you have to select a folder on your computer for Unity to build your project in so make a new folder and create a new blank Unity project. File/New Project Start by saving the current scene call it something like cube. X = Red Y = Green Z= Blue Transforms

untitled It should be fairly easy to do. Instead of using the built-in gravity, just implement your own. You first need to set the Use Gravity to false. Then, you would just apply this script to your objects: using UnityEngine ; public class ReversibleGravity : MonoBehaviour { float gravity = - 9.8f ; void Update () { rigidbody . velocity . y += gravity * Time . deltaTime ; } public void ReverseGravity () { gravity = - gravity ; } } The slightly harder part would be orienting your character correctly without it "snapping" to the new gravity orientation. Vector3 targetUp = new Vector3 ( 0 , - 1 , 0 ); float damping = 8 ; transform . up = Vector3 .

Blender or Unity for animation In terms of animations, Unity animates things differently than Blender. With Blender, you can create animations for your model, such as "Run", "Walk", "Idle", "Attack", and these will all be executed on a mesh-level. But the animations in Unity are primarily for animating properties on your GameObjects. If you want to animate the transform, scale, or rotation, you can. You can also even animate script variables using the Unity Animator. So it really depends on what you want to do. And (I'm no expert on Ragdolls having never used one before), but I think what you do is assemble the entire thing in Blender, with a bone structure and mesh hierarchy, and then you import your mesh into Unity where you assign each sub-mesh to the Ragdoll component and Unity will create all the proper constraints and joints for you to create the "Ragdoll" effect.

Unity: Now You're Thinking With Components While Unity is an amazing gamedev platform, getting used to it will require a bit of initial work, as you'll likely need to shift your cognitive cogs to grasp its component-based architecture. While classic Object Oriented Programming (OOP) can be, and is, used, the Unity workflow highly builds around the structure of components—which requires component-based thinking. If you're familiar with components, that's great; if not, that's not a problem. Here, I'll give you a crash course on components in Unity. Preview image: Old Cogs by Emmanuel Huybrech. Before we proceed with how to work and think with components, let's make sure we fully understand what exactly they are. In the world of programming, the concepts of components and decoupling go hand in hand. A classic example of components are the pieces of a car—but that's boring, as I'm not too into cars. The function of the controller is a one-way street, and its task will never change due to what it's plugged in to.

Plugins (Pro/Mobile-Only Feature) Unity has extensive support for Plugins, which are libraries of native code written in C, C++, Objective-C, etc. Plugins allow your game code (written in Javascript, C# or Boo) to call functions from these libraries. This feature allows Unity to integrate with middleware libraries or existing C/C++ game code. Note: On the desktop platforms, plugins are a pro-only feature. In order to use a plugin you need to do two things:- Write functions in a C-based language and compile them into a library. The plugin should provide a simple C interface which the C# script then exposes to other user scripts. Here is a very simple example: C File of a Minimal Plugin: float FooPluginFunction () { return 5.0F; } C# Script that Uses the Plugin: using UnityEngine; using System.Runtime.InteropServices; class SomeScript : MonoBehaviour { #if UNITY_IPHONE || UNITY_XBOX360 // On iOS and Xbox 360 plugins are statically linked into // the executable, so we have to use __Internal as the // library name.