Welcome to the 3rd part of the tutorial! The original Python tutorial can be found here. Previous posts for C# in Unity: 1- RogueLike C# in Unity (1/13): Drawing the ‘@’ symbol and moving it around 2- RogueLike C# in Unity (2/13): The generic Entity, the render functions, and the map This is starting to get complex, in this tutorial we’ll keep working in our … Continue reading Roguelike C# in Unity (3/13): Generating a dungeon
Part 2 is here. This week we’ll create a generic Entity from where we’ll create all our entities, we’ll skip the original render functions from the original Python version, as won’t be used here, and finally we’ll create a basic map where we’ll be moving around. Don’t forget to check out the previous parts of the tutorial: Part 1: RogueLike C# in Unity (1/13): Drawing … Continue reading RogueLike C# in Unity (2/13): The generic Entity, the render functions, and the map
At the beginning of the week I ended fixing multiple bugs just by changing one little thing, when I check if the menus/UI is enabled/disabled I set the game Time.timeScale to 0 , this was causing a wide variety of issues: The time counter was starting before expected, for example: The time left to complete a level was running through the GameOver screen even if … Continue reading Learning Game Dev #3: Fixing bugs, development mode, UI, Lists vs Arrays, and renaming GameObject instances
Apple publishing process, and getting an app ID This process was a bit convoluted, but overall took around an hour to be completed. In order to share my app with other users for testing via TestFlight, or put it in the Apple store (even if is for free) I need an app ID, and this only comes once your part of Apple Developer Program. As … Continue reading Learning Game Dev #2: Apple ID, Unity Ads, Ghost scripts, Awake vs Start, level switcher, and scope.
An Unity 2D remake of the classic Snake game for iOS and Android, with a twist. Continue reading Ngu Update #1: A twist to the classic Snake game