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So I am constantly helping people either here or on the Game Maker Community. I wonder why too. At any rate I am willing to take requests on making examples for anyone using Game Maker as long as they have nothing to do with 3D and are within my ability to make!
Hello there everyoneI just want to ask a question.How do you want the ending of the game to be as in the level design? Do you all want it to be like a boss battle or a normal map? I'm asking this as I have placed a boss battle in the middle of the game so having an end boss would be weird since there is a boss in the middle of the game. The second half of the game is more about escaping a space ship. Do tell me what are your thoughts!I am also looking for anyone that would like to design one of the maps. Me alone simply cannot make such good maps!In other news: The game is about 90% complete with 15 levels. I also feel a bit tired working on this mod and it has been like putting a toll on me but I will finish it!
I will probably release the entire full game before the end of the year but no promises!Also I would love it if you could purchase the book 'Of those in the background world'! Do support the author!
Unity 3D is a game-making engine that is powerful, simple to use, and most importantly, free to! (There is a more powerful paid version, but you can do a lot with the free version.)Despite its name, Unity can be used for both 2D and 3D games. You can do programming in C#, Java, or Boo, a language similar to Python. In this tutorial, I will walk you through the Unity environment and show you how to make a simple game in Unity.You do not need any coding experience to follow this Instructable; however, it is recommended because you may have an easier time proofing your code for errors if you have some background some kind of coding language.This Instructable is based on the on the Unity website. There are a large number of free tutorials that can be found on the. I created this Instructable mostly for my own practice with Unity, but also to supplement the video tutorials with a set of step-by-step written instructions.
The first thing you may want to do is customize the layout. Every window can be clicked and dragged into position. Alternatively, you can use the default layouts provided with Unity by clicking the drop bar under Layout in the top left of the screen. I like the Tall layout, though I find it helpful to put the Game view below the Scene view.There are five main windows that you are using most of the time with Unity. They are the Scene, Game, Hierarchy, Project, and Inspector windows. See the five pictures at the top of the step for images of each window.Scene – this is where the game making happens.
It shows what elements you have in your game and where they are relative to each other. There is a block in the upper right corner showing the spatial orientation of the scene.Game – shows the view that the main camera sees when the game is playing. You can test out your game in this window by clicking the Play button in the top, center of the screen.Hierarchy – lists all elements you have added to the scene. This is the main camera by default. You can create new elements by clicking Create and selecting the type of object you want.
This can also be done by using the GameObject dropdown menu at the top of the screen.Project – shows the files being used for the game. You can create folders, scripts, etc.
![Game Game](http://irrlicht.sourceforge.net/images/shots/063.jpg)
By clicking Create under the Project window.Inspector – this is where you customize aspects of each element that is in the scene. Just select an object in the Hierarchy window or double-click on an object in the Scene window to show its attributes in the Inspector panel. Click File – Save Scene. Save the scene under the folder Project Name – Assets. Assets is a pre-made folder into which you will want to store your scenes and scripts. You may want to create a folder called Scenes within Assets because the Assets folder can get messy.Save the scene as Scene or Main or something like that.Click File – Build Settings.Add current scene to build.Select desired platform. There are a lot of options, including computers, game systems, and smart phones, but if you are creating projects for the first time, you will most likely want to select Web Player or PC/Mac/Linux Standalone.Click Player Settings at the bottom of the Build Settings window.
This opens the Player Settings options in the Inspector. Here, you can change the company name, the product (game) name, default icon, etc.Close out of the Build Settings window. You will come back to this when you are ready to finish your game.
The simplest way to create a stage in Unity is to add cubes.To do this, go to Game Object – Create Other – Cube, or use the Create menu in the Hierarchy window. Add a cube.Reset the cube’s transform by right-clicking “Transform” in the Inspector panel. It is good practice to do this whenever you create a new Game Object.Select the cube in the Hierarchy.
Rename it “Wall” by double clicking its name in Hierarchy or using the Inspector panel.Scale the cube in the X direction to make it long and wall-like.Right click “Wall” in the Hierarchy panel, and duplicate it three times, so you have four walls. It will look like you only have one wall because they are identical and therefore occupying the same point in space. Drag them into position and/or use the transform options for each cube to make an arrangement that looks like an arena.Note: To look around the scene view, click the middle mouse button to pan and scroll to zoom in and out. Click and drag while holding the ALT key to rotate the view.Create an empty Game Object, using the Game Object dropdown (Create Empty) at the top of the screen.
Call it “Stage.” Reset its transform.Select all four “Walls” and drag them under the “Stage” Game Object.Add a plane Game Object by selecting Create in the Hierarchy panel and use it for the floor. Rename it 'Floor,' and drag it under Stage in the Hierarchy.Note: you need to hit enter after renaming, or else the change may not take effect.Give the floor a -0.5 transform in the Y-direction to ensure it lines up neatly with the four walls.Make the floor's scale in the X, Y, and Z directions 1/10 of the scale you used to size the walls. You can download characters from various places online, such as the, but for this tutorial, we’re just going to use one of the built-in Game Objects for the player.Go to Game Objects – Create Other – Sphere.Select the sphere in the Hierarchy, and rename it “Player.” Reset its transform.Now we need physics.
Make the player subject to the laws of physics by clicking Add Component at the bottom of the Inspector panel with the player selected. Add Physics – Rigidbody. Leave all the default settings.You will notice that each object comes with a variety of “components” added to it that you can see in the Inspector. Each cube, sphere, etc. Has a component called a “collider.” This is the physical area of the screen where that object is considered to take up space. If you turn off a collider, than the object becomes like a ghost, able to pass through other objects.
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(See video for what happens when you turn off the player's collider component.) You can turn components on and off by checking and unchecking the box next to the component’s name. Create an empty Game Object and call it “Lights.” Do this by clicking GameObject in the top toolbar and selecting “create empty.”Create a directional light by selecting the option from “create” toolbar in the Hierarchy panel. Name it “Main Light.” Make it a child object of Lights by dragging it in the Hierarchy onto the Lights game object. This is a similar concept to putting a file into a folder.With Main Light selected, change the light settings in the Inspector panel by changing Shadow Type to “Soft Shadows” and Resolution to “Very High Resolution.”In the Inspector panel, change the main light’s rotation to angle it down over the arena. I used 30X, 60Y, 0Z.Right click the Main Light in the Hierarchy panel to duplicate it. Name the duplicate “Fill Light,” and child it under Lights.Dampen the intensity of the Fill Light by changing the color to a light blue tint and reducing the Intensity field to 0.1 (in the Inspector).Change Shadows to “No Shadows.”Angle the Fill Light the opposite direction of the main light. For me, this was (330, 300, 0).
Create a new Game Object. It can be a sphere, a cube, a capsule, or a cylinder.
I used a cube.Call it “Item.”Tag the Item as “item” by selecting Tags, and creating a new tag called “item,” then going back to Tags for that game object and selecting the new 'item' tag that you created. Tag all your items as items.
Make sure you match the spelling and capitalization exactly.Place the Item into an empty Game Object called “Items.”Reset their transforms.Add a rigidbody to the Item.Duplicate the Item a bunch of times and place the copies around the arena. The development of games has undergone a significant change in recent years. With the advancement of smartphones and other devices, other forms of play became popular and smaller games, different from those of 'console', emerged. From this, a portion of the market spent a being occupied by so-called indie developers, or individual developers. With this new market, new tools for maids such as Unity 3D and Corona, or improved ones such as Unreal, to increase productivity, making developers focus does not really matter - gameplay, the way the game is played -, And need to spend less time with details of game physics, effects and animations, for example.http://www.devmedia.com.br/como-criar-jogos-conheca-as-principais-ferramentas/37848.
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