As we all know working in Unity is hard work but making your own game objects makes it even harder to code. If you don't want to make your own games yet and create objects this is perfect for you. The tool that I am talking about is the Unity Asset Store. The Asset store is a place where you can find premade games, avatars, starter packs, and so much more. The Asset store comes free with Unity. I would recommend this tool for beginners and intermediate coders mostly for experience on specifically what to do and how to code it. There are actually tutorials on some of these projects. These tutorials will help you a lot especially when just starting out. The tutorials will tell you step by step creating and coding your games. Not only does the Unity Asset store come with game related tools they also do audio, add on content, and animation. The amount of variety that comes with the Asset store is outstanding, so if you have been struggling and in need of some Items to help you on your coding quest I would definitely recommend the Unity Asset Store.
Summary:
Unity Asset Store As always remember to leave a comment in my section thanks for reading bye.
0 Comments
Everybody in the gaming industry has used an engine when making games. First you have to know what an Engine is. For people who don't know an engine is something made by software framework designed for the creation and development of video games. Unity is one of the engines that was made. Unity can support almost any style or preference in development. Unity is designed to take on game design in either 2d or 3d. When using these engines you have to be specific and patient. For example say that you wanted to make a character jump but instead he or she runs and stops. Just reprogram it. Coding in engines takes time so don't get mad when it doesn't go your way. As you may already know unity isn't the only engine out there there are engines such as the Hedgehog engine, PlayCanvas which is JavaScript. Fun fact the game Pac Man was created on this engine.The list goes on with multiple other different engines. The next thing you would need to know is what are you coding on. Each engine requires a type of code , Unity as an exception(if you don't know Unity codes for a whole bunch of code like JavaScript, and C#).Last you need to find a source that teaches you how to code in a specific range. Not a lot of people use the same Engine and know how to run the same code. So its good to find a good source of people you can find. However some engines can show you how to program they have websites specifically for that code. This is all the time that I have for today Thanks so much for reading see you all peace.
What is a game engine https://www.slant.co/topics/1495/~3d-game-engines List of game engines In the world of coding everything has to be used correctly. Even the slightest mistake like one letter changed on a variable could end up being a compiler error. Compiler errors are problems with your code. With a compiler errors Unity will not let you run your code until you fix it. This can be very frustrating for any beginning coder. Sometimes Compiler errors can be pretty complicated and hard to fix. This is why you have to take it slow. When you read your code slowly line by line you will come to find these errors. One thing that Unity does when you run your code is show you warnings which are potential Compiler errors, and regular compiler errors. The place that shows you errors and warnings is on the console. You can find the console in one of the tabs on your Unity home screen. Another thing that the Console does is that it shows you where your problem is located and what script it is in. The console shows you (number, number) this is the location of your problem. The first number represents the line and the second number represents the character. The character is a letter, number, punctuation, phrase, or sentence. Sometimes the errors wont make sense then you either have to look above the line with your error or the one below. Things to remember :
https://support.unity3d.com/hc/en-us/articles/205637689-Why-do-I-get-a-All-compiler-errors-have-to-be-fixed-before-you-can-enter-playmode-error- -Unity Compiler errors https://docs.unity3d.com/Manual/Console.html - Console https://www.google.com/search?q=unity+c%23+console&source=lnms&tbm=isch&sa=X&ved=0ahUKEwix_JLpxqbaAhXJx1kKHfjZDf8Q_AUIDCgD&biw=1600&bih=745 - Console image An array is a collection of similar objects. For example a satellite, a satellite collects on array of numbers. Just like in real life we can use an array in C#. In the coding universe everything is based around words, numbers, symbols and phrases. For an Array we would use numbers representing a collection of objects (assume the amount is the number). We can use an array to tell the amount of days in a week or how much ice cream cost per scoop. The way we would type an array is by first typing a type variable and placing a pair of brackets around them [ ]. The brackets are included to tell the code that it is an Array. After that you would provide the variable name followed by an equal sign. If you would like to put the choice of array numbers in the inspector then you must put public in front of your variable and conclude the statement with a semi colon. However if you would like to keep them in the Unity Inspector then you would have to add them all at once or add them later. To add them you must define the array by doing what we did above and putting and open brace after the equal sign. int [ ] myName = { . The open brace indicates the start of an array. Next you put all the items in the array separated by commas. When finished add a closing brace followed by a semi colon. If you would like to define them later you would have to tell the size of the array. Do the same thing above but instead of putting an open brace after the equal sign type new followed by the type you are using. After the type place the number in-between brackets followed by a semi colon. The number determines the size of your array.
Information on Arrays : ttps://app.schoology.com/assignment/1462465019/info When Coding in C# there is a specific set of set of data which includes the operations performed on them. One example of a type is a float, a float works with whole numbers while an integer works around negatives and positive numbers. In some instances you would have to even use a float. The types in C# aren't always about numbers there are multiple other types out there like bool. Bool is a type that works with true or false operators in your script. Now that we know about the different types you can input these types into your code. To start your code you have to first list the type that your using. For example say you want to us the integer value, you would write: int. Next you would put the name of the object or place holder. Example as shown: int myName. After that step you can either end the phrase with a semi colon (depends on the other parts of your code), or you can put a equal sign and add an amount. Example:
int myName = 250; or int myName;. There are many ways to use the types that are shown and they all work up to some extent. Which means that you cant use a bool for whole numbers. The type that I would recommend is the integer type. In my opinion it is easier to grasp other than bool or float. In conclusion C# has very complicated types that can be used in certain situations like calculating whole numbers or making a statement.
Thanks so much for reading guys if you like this post and want to see more just contact me. You can also use the contact page to tell me if something is wrong. And don't forget to comment. See you all later. After I worked in 3D modeling, rigging and animating , I went straight into coding. The code that I eventually ended up with was C#. For people who don't know what C# is it is essentially a Microsoft coding program based of C++, another program dealing with websites. To be completely honest with you C# is harder than it might seem your dealing with specific steps on how to code properly. An if you even miss one syllable its just very confusing and frustrating. But you can get to this one step at a time, it just takes practice. To get good at coding you have to have and understanding of English and Language arts. You would need to know how to spell things correctly and where to put punctuation. For example take air quotes , when a character is talking in a short story you would put air quotes to specify dialogue. This is the same for C#, if you want the console to say what you want it to say then you have to put air quotes or it won't work. The next step at getting good at coding is to follow instructions carefully. I'm not a rule type of person so this is very important, you must put exactly what they tell you and follow specific rules. It's okay if you are a beginner if you make mistakes just know you can always fix them. And the last step is to take your time, coding isn't always about who can make the fastest 2D plat former it's about how you spend your time making it .
There are certain advantages to taking it slow. Better comprehension of things, easier to not make mistakes, and your able to make clear thoughts. In conclusion when coding it's better to take your time than rush through it and if your a beginner your goanna make some mistakes, but if you keep at it you can make your special game To summarize
Thanks so much for reading and if you have a comment go check out my comment page. Bye guys. As you may already know 3d modeling is a way to bring your models to life. Although if you would like to animate your own character you would have to go through a process known as rigging and animating. Rigging your 3d models allows them to form bone structure and ligaments, which in turn makes the models able to move like a real person. As fun as rigging sounds its really hard work , you have to create a biped using the creation tools (under the settings wheel). Make the biped uniform to scale with your model, make sure you make the biped correspond to the gender of your model. Male to male, and female to female. After making your biped and having it uniform scale to your model, and make sure that everything is in line with the specific parts of your model. What I mean is that your arms are in place and you can't see any of the biped anywhere on the model. Next you want to go to the modify tab and scroll to physique , there you can select the biped. After that go back to your modify tab under physique right click on the envelopes tab, make sure that all of your ligaments are matching . Now under envelopes you would want to make sure that everything is no overlap. You can make sure of this by clicking the overlap tab under the envelope modifier. You should see red array of dots if the dots are green then the overlap is semi affected. However if the overlap is red that would show what is affected. And lastly if the overlap is dark red than everything the red touches will be affected. To fix this you need to use the parent, child, and radial scales to increase or decrease the overlap. If you adjust the numbers right you should be able to start moving around your character. Essentially it should move like a doll. In conclusion Rigging and Animation are a way of bringing your models to life but you must go through the rigging process in order to animate your character.
Rigging video explains everything in rigging: www.youtube.com/watch?v=WKZFMXHWxGk Summarize
A great way to get the design process started is with Concept Art. When starting a game you have to capture the way your game will flow. Often people use concept art to explain the story or give the people on your design team an idea of what's going on. Don't worry, it isn't a finished product so don't pour your heart and soul into it. You just need to put some thought into getting your point across. Some ways that concept art helps your game includes a blueprint that helps you plan the way the game is going to flow. Another way is to allow you to provide details about the characters and the storyline.
Think of concept art as a map. It tells the directions, general overview and it shows you what steps you have to take to get to the final destination. Also with Concept Art it allows you to build on top of your foundation of the game by adding details of the storyline and the characters. It allows you to provide instructions for each character throughout the game. It will help you to develop the storyline and in adding any additional levels, rewards and bonus content. In conclusion, I believe that concept art is a great way to show your ideas and thought process for your game. It is also a way to develop a strategy for awesome game. Summary •It's a road map in designing •Gives you ideas on how the game should flow •Provides a detailed idea of what the product would look like Thank you for learning more about Concept Art. If you would like to contact me to discuss more I can be reached through my contact page. Let's get to designing! Being a Game Designer it is important to have a game your working on as a project. But sometimes you may want to see how the game would be in response to the public. This is where play testers come in. These play testers will come in, play your game, and provide feed back on important parts of your game. The play testers are a great way to show if your game is on par with some of the other games on the market. The feed back you should receive from these Play testers should help you tweak your game at necessary points. Thus improving your game. When using play testers make sure you get all the information that you can so you can work on your game. When making your game it is also good to have social interaction this will make it easier to interact with your testers. In conclusion play testers can be the ultimate way to teak your game so it can be ready for release to the public. If you liked this topic shoot me a comment or email me in the comment page.
Origin: the point or place where something begins. Just like life everything has an origin, a new beginning, the start. Videogames have an origin from something well known as the Brown Box. This system is the pre date of all the newest consoles, the start of it all. The Brown Box was created in 1966 by a designer named Ralph Bear. The Brown Box was considered the first home consoles for videogames. Home consoles were invented for the purpose of not having to go all the way to an arcade just to spend twenty-five cents to one whole dollar on a single machine. But the graphics and processing was out of date compared to the present technology in the arcade. One of the games that were on the Brown Box is Pong a revolutionary game of old tennis. One would hit the ball then it would transfer or move to towards the other players side of the field and they would hit the ball back. Generally speaking whoever misses the ball the other player gets a point. This makes the game really slow if your good enough. The Brown Box was the worlds most revolutionary home console because it made a way for better and outstanding consoles.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |