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Member Since 11 Oct 2010
Offline Last Active Apr 21 2016 12:40 AM

### In Topic: How do I implement the first touch system just like in Fifa or Pes

03 November 2015 - 01:44 AM

Without any code it is hard to guess, but I would use this approach:

Perfect trap:
- Extend the collider that you use to detect that the player is receiving the ball (just slightly, so that you have a few pixels of space between players legs and the edge of the collider).

- When the ball collides with the collider, use Vector3.Lerp function to "smooth" the transition between the points in which the ball is moving and when it stops.

- You can put that Lerp function in an if() block, and use conditions like player stats, speed of the ball etc. to determine if the first touch will succeed or if the ball will bounce away from the player.

Imperfect trap:

- If you want it a bit more realistic, you could use two Lerp functions - one to regulate the transition from the edge of the collider to players feet (time right before the trap), and the other from his feet outside (time after the player tries to trap the ball). Depending on players skills, the second Lerp can regulate the speed, distance and direction in which the ball would go after the player tries to stop it (naturally, if the players stats are higher, the ball will fly a smaller distance, and stop closer to the player than if the stats are higher)

This is just an idea, hope it helps.

### In Topic: Want to learn c#

28 September 2015 - 12:55 AM

Check out Codingame (https://www.codingame.com/home), there are game related problems (ranging from simple to very difficult) and you can use them to learn/improve your C# skills. Combine those exercises with standard MSDN materials, dotnetperls (http://www.dotnetperls.com/) for general C#, and I think you will get a good foundation.

### In Topic: growing from XNA.

10 December 2014 - 01:29 AM

I made a switch from XNA to Unity recently, although you will have to spend some time learning Unity's way of doing things, the scripting part will be fairly easy. Since you use C# in both XNA and Unity (in Unity it is one of the options), your knowledge of transferable. The 3D files you use in XNA are also (probably) supported in Unity, so you will be able to use them as well. If you are asking will you be able to copy full parts of code - I'm not so sure about it.

### In Topic: UDK 4 vs Unity - Which is better and easier to use to make a first person act...

26 November 2014 - 02:25 AM

@emark

Hey,

I've written a small research paper that reviews and compares Unity, Unreal Engine 4, Corona and MarmaladeSDK, and mentioned some other popular engines. It was written for a mixed group of people (both developers, and people with no programming knowledge), so it doesn't contain much hard tech stuff, rather has more general info on the engine and some useful links, so I think it might be useful for a beginner. If you are interested, give me an e-mail and I will send you the paper.

### In Topic: Starting OpenGL

28 November 2012 - 03:56 AM

Hm, in this case, I might even stick with XNA, at least until I make a decent game (for desktop computers only). I know that XNA can run on Xbox and PC-s, it's just hard to get help when I get stuck, since there are not many developers working with it (and I think that there are fewer every day)

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