The next set of four chapters allow us to work through some examples in the form of mini-games: - Rogue Like - a tiny randomly generated roguelike funnily enough - Spongy Antics - a fun wee game with a classic arcade aspect - Agile Ninja - an endless runner - Physics Fun - a physics sandbox These are fun to build and it was great to let my three year old have a go at them. Adding a background Animating the hero The Walking Down animation The Walking Left animation The Walking Right animation The Walking Up animation Movement controls Movement Controls Animator Movement controls script Randomly spawning enemies Animating the enemy Enemy movement Shooting projectiles Detecting collisions Permadeath End game result Summary 7. Add Some Character Overview What is a sprite? The physics example highlights Box2D, which is the popular physics engine that AngryBirds uses. . The resulting environmentCamera settings; Setting the foreground; Summary; Chapter 3: Add Some Character; Overview; What is a sprite? The first part of the book is rather theoric. Adam has a passion for the unique and engaging possibilities inherent in modern technology. If I could wish for something it might be a little more time spent on object attributes especially near the beginning.
Book Description: If you are looking for a guide to create 2D games using Unity, look no further. It feels like there were some native-language translation issues as well, but those were easy to overlook. The roguelike game chapter explains how to break up a spritesheet into its various sprites and then how to animate them. The classic arcade game demonstrated is the one where you move your character along the bottom of the screen and random objects spawn from the top and drop down for you to try and catch. Example code is given for controlling a 2D character, printing output to your computer screen and destroying an enemy. You will create characters, make them move, create some enemies, and then write code to destroy them. This game will include movement, collisions, triggers, states, projectiles, boundaries, and randomly spawning entities.
Setting the Scene Overview What is a background? The next chapter discusses how to create a scene in Unity. I would also like to thank Packt Publishing and most of all a big thank you to Venita Pereira. The concepts found throughout the book are all implemented here but we are also introduced to several new ones: networking is touched upon even if only to explain that it is out of the scope of the book; working with media such as sound is dealt with as you apply effects; saving and loading a player's progress; moving cameras; and even deployment. The roguelike game chapter explains how to break up a spritesheet into its various sprites and then how to animate them. All of this has been done using the Unity game engine. I want to go back to some of my Construct 2 projects and try to convert them into Unity now! Sprite packer Adding our character Sprite Renderer Animating a sprite Animation Editor Dopesheet 2D animation Animator Summary 4. There is also a small introduction to physics and Box2D.
This was my first introduction to Unity. Next you create a project and then the book discusses the interface with you including how to bring up the Animator and Animation components which you will need for some of the later projects in the book. Table of Contents Learning Unity 2D Game Development by Example Credits About the Author About the Reviewers www. I would have preferred more advice about mobile development and resolution strategies instead. Whether you are completely new to Unity or have used Unity before and would like to learn about the new 2D features of Unity, this book is for you.
We all have a vision, but a lot of the time, we either do not know how to go about it, or we go about it in the wrong way. For this very reason, there are many analogies of game development being compared to or synonymous with the gold rush. After figuring out all the necessities of creating a game, this book will then assist you in making several different games: games with collision, parallax scrolling, Box2D, and more. The chapter explains 3 common game mechanics: keeping score, a timer, and how to give your character more than one life. It's not too difficult, but every line needs to be rearranged and rewritten in order to work. Exists best content on the official page of unity. Not only that but it was a fun read.
You are previewing Learning Unity 2D Game Development by Example. Scripts to do this are explained and how to extend the game is discussed. He's been the programmer on a team that created a huge, interactive display at Queensland University of Technology's amazing multi-touch screen installation The Cube as a part of Australia's first Digital Writing Residency. Then details are provided on how to deploy the game to the web. If you are already a developer with 2D game development experience but want to learn how to develop with Unity, all the chapters and parts about Unity itself and the examples will be very useful and it is a very good introduction to Unity2D and you will just skip the other parts.
It presents how to import sprites graphics and place them in a scene and then how to create a prefab from the sprites. Discover unlimited learning on demand for. Also, the examples are all over the place and never really gel into coherent projects of any significance. I, however, had no idea how to use Unity. It is terrific as a 3D engine; but recently they have added 2D functionalities. Camera settings, setting a background and working with a grid are all explained. Although are good examples to practice the skill, and learn some things.
Fully searchable across every book published by Packt Copy and paste, print and bookmark content On demand and accessible via web browser Free access for Packt account holders If you have an account with Packt at www. Who This Book Is For If you are interested in creating your very own 2D games from scratch, then this book will give you all the tools you need to succeed. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. Here, you can access, read and search across Packt's entire library of books. The problem is that once you have gotten your nifty new product, the learning unity 2d game development by example pereira venita gets a brief glance, maybe a once over, but it often tends to get discarded or lost with the original packaging. Author: Venita Pereira Isbn: 978-1-78355-904-6, 1783559047 Year: 2014 Pages: 491 Language: English File size: 7.