My objective for today is to create a new type of special weapon for the player in my Unity game, to fire off at swarms of enemies. I want a stream of bubbles that float forward and up, with some randomization to get a more natural bubble cloud look.
The first thing I need is a trusty bubble asset.
In my last article, I made an Ammo Reload Powerup asset for the player in my Unity game, as well as some animation frames to spice it up a little. My objective for today is to bring the art assets in to Unity, animate them and implement the functionality.
Before I open Unity, I make a new folder for my powerup PNG files in my assets folder, in my Unity project folder.
I am going to slow it down this evening, kick off my shoes and fire up some Corel Draw to make a little Ammo Reload Powerup. Aside from using some simple shapes and solid fills to build an image, there are some other Fill types that can yield some very tasty results, and quickly.
The fountain fill is one of my favorites. You can have a perfect fade between two colors, and the customization options are so very handy. Each color node on either side can have it’s color reassigned from within this window, and the direction can be set…
In my last article, I created some art for my ammo system UI and exported PNG files. My objective for today is to import and prepare these new UI assets into Unity, and get the functionality of the fill layer updating properly with the player’s current ammo count. Let’s get started!
After placing copies of my PNG files into my Unity project (project folder >assets>sprites>UI), I open up Unity and prepare the PNG files to become Sprites. I select all three of my new UI elements and then assign them with the Sprite (2D and UI) option in the Texture…
In my last article, I made an ammo system for the player in my Unity game, and said a sad goodbye to unlimited fire power. My objective for today is to create some art to use as the UI for the ammo system, in a way that it can be updated live as the player fires weapons.
I open Corel Draw and show my growing art asset collection for this game, and I’m only getting started over here! I create a new blue background work area for me to start making my ammo UI art.
Getting started with an ammunition system for your Unity game is super easy. As of right now, the player can fire an unlimited amount of projectiles. My objective for today is to limit the player to 15 rounds of ammo, while having a UI element that reflects the current amount of ammo the player has.
The first step is to create ammunition limits. At the top of my Player Class(script), I create variables to store values that represent the maximum(maxTuskAmmo) and minimum(minTuskAmmo) amount of ammo the player can have, as well as the current(currentTuskAmmo) amount of ammo, which will update…
In my last few articles, I covered building a thruster and corresponding UI feature into my game. My objective now is to finalize the look of my UI bar as the player uses the thrusters, by changing the color of the progress bar to match the player’s input. I also want to make a simple animation that will loop while the thruster cool down method is active. Let’s dive in!
Here in my UI Manager Class, I add some variables to store colors that I want to use to tint the color of my UI fill sprite. I set the…
My last two articles covered creating art for the player thrusters feature, bringing the new assets into Unity and making it all work with C#. If you read to the end of my last article, you might remember me mentioning that I discovered some undesirable behavior that could rear it’s ugly head under the right circumstances.
I noticed that a few variables whose fields I serialized for game design in the inspector, could break the entire functionality of the thrusters feature if set a certain way. As far as the player is concerned, everything is working fine. So long as…
In my last article, I created some art assets to use in my game to represent the thrusters ability, and reference it visually in the user interface. In this article, I will dive into Visual Studio and C# to get this all working in Unity.
A few articles ago, I implemented a thruster feature to speed the player up at an accelerated rate for as long as the shift key is held down. The player then decelerates back to it’s default speed when shift is released. …
Granting my player the ability to speed up by holding the left shift key down was a nice move on my part, but as they say, all good things must come to an end. Letting my player use a thruster ability without limitation is just a little too friendly, so it’s time to put a leash on these thrusters.
To get started, I open Corel Draw and create two PNG images that I will layer on top of each other. The top image will be the fill of the thruster meter, and the bottom image will be the background.
I am an artist and musician, that is currently diving headfirst into game development with C# and Unity3D.