Hey guys, I'm Mike, I'm from the UK, I'm a software engineer and I'm also a game dev! Now that the introductions are out of the way... What about why I'm here?
Well, I started my game dev journey about 8 years ago now. I picked the Unity game engine to start with because I'd heard good things about it and I'd seen the Unity logo all over games that I enjoyed playing... Well that enthusiasm didn't last long... I quickly became overwhelmed with all the features Unity has at it's disposal and closed the software down, thinking I'll never be a game developer.
I decided I wasn't going to give up so easily and decided to put more effort into learning and 6 months later I was able to release my first mobile game!
So what I want to do is compile my 8 years experience with Unity and give you guys the tutorials that I wish I had access to when I first started learning game development! So join me and learn what the Unity engine has to offer and BECOME A GAME DEVELOPER!!
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8:15 You made it more choppy because now you basically teleport down. I tried messing with Time.Deltatime but that broke it so I don't know what to do. I'll ask ChatGPT to look at it because that's one of the things it does (AI has a long way to go but it's still pretty awesome)
come back! we miss you.
Thank you brother
One question for you. When you try to get the IsSliding property, it seems as though you could instead use a method that just constantly or contextually updates an IsSliding bool in the background or when requested. So if I were to have a CheckSliding method, that is called every frame or under certain conditions, that changes a boolean without setting this up in a property, is there any major difference or reason to use a property to achieve the same thing? What situations will one way of doing it be preferred over the other?
What is create and tile set and aseprite and unity and tilemap system and tutorial Why you’re going to start off with you’re using a 16 by 16 grid and how What is 16 by 16 grid What is the file edit sprite layer select view help at top left What are colours on top left What are colours on bottom right Why you start by adding a basic square and how and why this is going to be the edges of our grass What are edges Why the first thing you’re going to do is start with the edges slightly so they’re not perfectly straight and how What is pallet and base at bottom left Why so going to start with the four corners first just add a few little blades of grass here invert and how and why it started showing grey stuff becoming green and why then you go onto the four edges and how and why not too much just taking it in by one or two pixels at a time and then adding that lighter green colour to the inside edge and how and why now if we take note the start and end pixels on each little cell of the grid they’re equal to each other and how and why they’re on the same level as each other and how and why that’s because when we want to loop this we’ll get a seamless loop and how and why now we can see you’re just going in with some highlights on the inner edge just adding a few blades of grass going on the opposite way just to give it up better depth and how and why then you’re going in with an even lighter shade of green just to accentuate those blades of grass just add those little bits where the sun’s just getting a little What is invert and blades and equal and cell and grid and level and seamless loop and pixels and depth and highlights and inner edge and accentuate Why are grey stuff starting to become more green What’s are all the colours on the left and bottom right Why so that looks about good for the edge of the grass and how and why now you’ll jump in again in each cell and you’re just gonna add in a few tiny blades of grass using the darker green and how and why just breaks up that solid green look to it and how and why black stuff started coming on green stuff and why we’ll jump over to our three completely empty spaces and how and why now these are just going to be used for solid grass sections so you’ll leave one empty and add some blades of grass on the other two and how and why you’re just going to extend the canvas and why more squares showed and we’ll make a few more of these and how and why you’re going to start by adding some leaves or weeds and why it showed green on ground and whatever we want to know them as and how and why you’re putting a little bit of a shadow underneath it and how and why black went beside green thing and why you’ll duplicate this flip it round and copy it into a few more of the cells just to give a bit of a furry lock and how and why it started showing more of that black and green thing and why we’ll add a few blades of grass into these ones and which ones as well and how and why for these and which bottom two you’re going to call her in a few flowers just for again a little bit of variation and how and why it started showing red yellow green thing and why put a shadow underneath the flowers and how and why some of them became yellow and it showed more black things and why finish it off with a few more blades of grass and how and why what you’re doing here you’re going around the outside line line of the edges of the grass and how and why it started showing black around grey hole and why you’re doing this because when we overlay this on top of another object which in this instance is going to be the dirt we want a bit of a shadow and how and why so you’re going to drop that opacity down to about what just less than half and then we’ll add some dirt in three more cells and how and why we’ll expand that out and how and why you will just paint in a really basic dirt texture so we’re just going to use a couple of single pixels and how and why in the bottom one we’re going to add some rocks some stones and how and why brown started showing up and some of the brown started turning black and why add a bit of shadows to that and how and yellow and grey came in between brown stuff and why some highlights and how and why just add a few more dots and how and why a few into the top just a couple in the top though and how and why that’s the palette done and how Why did it show width height and not stuff under and what did all this mean Why was it showing canvas size at top left What is furry lock and duplicate and underneath and weed What is basic dirt texture and pixels and expand Why we all love unity and we’ll just start drawing using the tile palette add-on for unity and how and why everything changed and there are seven squares on top of green thing and why we’ll draw a solid green block we’ll cut out some areas and put our edges around it and how and why rectangle started showing around some of the green stuff and why we’ll spice things up with a little bit of variation with all the different types of grass that we designed and how and why finally we’ll throw in the dirt underneath and how and why there we have it there’s our tileset and how and why really simple to create really simple to use and how and why you’ll throw a link to your each page where you’ll just pop this off for free and how and why feel free to use it as reference and how What is spice things up and edges and palette and tile palette add-on for unity and reference and link
Use this it saves every 5 minutes and when you hit Play (put it in a folder called Editor) using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; [InitializeOnLoad] public class AutoSaveEDITOR { private static double lastSaveTime = 0; private static double saveInterval = 300; // 5 minutes in seconds static AutoSaveEDITOR() { EditorApplication.playModeStateChanged += SaveOnPlay; EditorApplication.update += AutoSaveUpdate; } private static void SaveOnPlay(PlayModeStateChange state) { if (state == PlayModeStateChange.ExitingEditMode) { SaveAll(); } } private static void AutoSaveUpdate() { if (EditorApplication.timeSinceStartup - lastSaveTime >= saveInterval) { SaveAll(); lastSaveTime = EditorApplication.timeSinceStartup; } } private static void SaveAll() { Debug.Log("Auto-saving..."); EditorSceneManager.SaveOpenScenes(); AssetDatabase.SaveAssets(); } }
Maybe I should just use collider with set trigger?
Thank you sm!
can't you do " if isMoving, return" ?
Thanks so much!!! You are a lifesaver! I was so annoyed that I wasn't able to use the same way I used in other things like Godot, Pygame, LOVE2D etc, since all of them work on pixels as they are very optimized for 2D… This was feeling way confusing by using 3D object, but I understood by your video easily! (In those, I used to keep two objects and move them together, then moving the first one back to the front as it crosses the screen, but in Unity, i wasnt able to make it smooth)
Genuine question. I don't understand why or how this is needed when we have UnityWebRequest class to use.
Hi ty for this tut but I use a blurry image and when there is the transition, you can see it and looks ugly and not smooth. How can I fix that ?
mr BEEEEEEEEEEEEEEEEST!
Cool!
Thanks for this 🙂
8:43 this tutorial be bumping broooo 😂
Loved that tip at 3:50 AND at 4:25. Already learning new crap not even 30 mins into your videos. I knew there was a better way of minimizing simpler functions - and there it is. Subbed, good stuff bro.
Just brilliant!
Where can I find the Meth f tutorial?
i have a very bigg issue. i followed all the tutorial, understanding everything, my script dont have any error but my character doesnt move when i press (wasd). I have the same script, but now it doesnt work. Any idea ? I put the same code :(
Same for me! My character doesn't move
However i found the fix from someone in the comments. Inside ApplyAllMovements go check the if statement. Do you see? Move method works only if our player is not grounded, we made that if statement only for gravity. To be able to move, you have to take characterController.Move(moveDirection * Time.deltaTime); to the outside of if statement. Thanks not needed.
@@AstralEdgeInteractive my character is move...
@@Sergey_gameDev What do you mean?
as a beginner I found this video very helpful and made me figure out how to add a looping background to my project thank you man!
I have a problem with sliders that I can't seem to fix no matter how hard I try. Whenever I clicked on "Set Native Size" and readjust the slider, the fill becomes improper and broken again. Does someone here know how to solve this problem?
Thank you Sir
I'm having an issue with the gravity. I've tried removing the Time.deltaTime that it is multiplied by in the first half of the HandleFinalMovement() function because it is otherwise multiplied by Time.deltaTime twice. This has (sort of) worked, but if there is a better solution, can you please tell me?
A very rare type of tutorial, where you can understand everything from the beginning to the end even when you have almost no knowledge about the subject.
Simple and effective. Thank you!
Pööfekt
absolute legend
thank you so much you saved my life with this vid
Fast and easy, thanks for the tutorial
Brilliant stuff!
Very helpful, thanks!
hey idk if u will make a response but ive tried ur code multiple times and the player just keeps sliding even when im not in the slope (: idk whats the problem but im 100% sure theres a fix so i hope that anyone who knows an answer to tell me asap
Hey, I really love your tutorials! But I have a few questions. | 1. Would this work in a horror game? | 2. Could you possibly make an animation tutorial so we can have a player model? | 3. Could you possibly make a tools tutorial? | Your tutorials are awesome and keep up the good work!
why would this not work in a horror game?
Thanks for this tutorial. What I want to do is to continue by pressing the space key instead of pressing the next key. How can I do this? Also, my character can move during the conversation. I want to stop the character's movement during the conversation or turn it off when he moves away from the NPC. What do I need to do to do this?
Thank you for the video, I used this logic to implement an aim system in my game :)
Great video, i'm just learning unity and tutorials like this are invaluble :) Thank you!
im trying to make it stand up if i try to jump while crouching can anyone help?
add "&& !isCrouching" after ShouldJump in private void HandleJump
if youre having issues with the camera being way to high up after you started walking, try this void Awake() { defultYPos = cam.transform.localPosition.y; // instead of "...position.y" to "...LocalPosition.y" }
How are we suppose to attach the interactable script to a gameobject if it is abstract?
how to scroll smaller individual objects that cannot be stretched till boundaries like clouds
the "dont sue me nintendo" had me cracking up
Really helpfull tutorial, thanks for uploading it
VERY GOOD TUTORIAL, i saw you put private variables so they cant be accesed through a program
Thanks
Good programming tutorials are rare, so whenever I find videos like this I appreciate it a lot.
I loved the part about serialization, didn't know you could do that with a script ! Thanks :)
Thank you
straight to the point, awesome, thanks.