How to create a 2D game for iOS with Swift and SpriteKit . We’ll take the classic Pong and do our own iteration as code exercise.
/r/roguelikedev has been going strong for 5 years in a row doing the Complete Roguelike Tutorial. After C#, and Java, this year is time to use Python.
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 GridGenerator class, but move away entirely from the FloorSetup() and WallSetup() methods set previously to […]
Categories: C#, C# Tutorials, Devblog, Development Diaries, Game Development, Roguelike, RoguelikeDev 2019, Unity • Tags: game programming, gamedev, indie game development, indiedev, madewithunity, roguelike, unity
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 the ‘@’ symbol and moving it around The RogueLike camera Before anything, one of the […]
The intention of this serie is not to rewrite the Roguelike tutorial, but to offer an alternative implementation using C# in Unity. I discovered pretty soon that the tutorial above will only help me to scope each week’s work, but the implementation will be very different between Python and C# . This week our main objective is to draw the “@” symbol that represents the player, as well as being able to move it around. Main Resources: The original tutorial […]
Since few years back the folks at /r/roguelikedev have been going through the Complete Roguelike Tutorial together, working on a couple parts each week for a total of 8 weeks. It’s great for beginners because it helps give them the little push they might need to start. And because everyone is going through it at the same time the weekly threads are a good place to ask questions and get help. More experienced developers use it as a chance to […]
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 the UI was not updated, so when you started a new game, some time went […]
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 a member of the Apple Developer Program, you’ll get access to App Store Connect , […]
I though would be interesting to keep track of the blockers I found this week when developing my snake-lookalike mini game project , some may find a solution to a current problem they’re having, and I may be helpful for myself in the future as well.
Categories: C#, Development Diaries, Game Development, Uncategorized, Unity • Tags: game development, game programming, gamedev, indie game development, indiedev, indiegame, madewithunity, pixel art, unity