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• Dark Fantasy Environment and Props

• By bowcox
Hi guys!
I have created a Pong game that has an AI that is almost beatable, changing the speed of the AI can make it ridiculously easy or hard depending on the way you go about it.

using System.Collections; using System.Collections.Generic; using UnityEngine; public class ComputerMovement : MonoBehaviour { private float speed; private float reAdjustSpeed = 1f; private Rigidbody2D computer2d; public static bool isTwoPlayer; GameObject theBall; Rigidbody2D rb2d; void Start() { computer2d = GetComponent<Rigidbody2D> (); } void FixedUpdate() { if (isTwoPlayer == true) { speed = 5f; if (Input.GetKey (KeyCode.W)) { computer2d.position += Vector2.up * speed * Time.deltaTime; } if (Input.GetKey (KeyCode.S)) { computer2d.position += Vector2.down * speed * Time.deltaTime; } } if (isTwoPlayer == false) { speed = 3f; if (theBall == null) { theBall = GameObject.FindGameObjectWithTag ("Ball"); } rb2d = theBall.GetComponent<Rigidbody2D> (); //Is the ball going left or right if (rb2d.velocity.x > 0) { if (rb2d.velocity.y > 0) { if (rb2d.position.y > computer2d.position.y) { MoveUp (); } if (rb2d.position.y < computer2d.position.y) { MoveDown (); } } if (rb2d.velocity.y < 0) { if (rb2d.position.y > computer2d.position.y) { MoveUp (); } if (rb2d.position.y < computer2d.position.y) { MoveDown (); } } } //Whilst it's not moving at the paddle, let it gain a slight reset by moving with the ball at a slower pace. if (rb2d.velocity.x < 0) { if (computer2d.position.y < 0) { computer2d.position += Vector2.up * reAdjustSpeed * Time.deltaTime; } if (computer2d.position.y > 0) { computer2d.position += Vector2.down * reAdjustSpeed * Time.deltaTime; } } } } void MoveDown() { if (Mathf.Abs(rb2d.velocity.y) > speed) { computer2d.position += Vector2.down * speed * Time.deltaTime; } else { computer2d.position += Vector2.down * speed * Time.deltaTime; } } void MoveUp() { if (Mathf.Abs (rb2d.velocity.y) > speed) { computer2d.position += Vector2.up * speed * Time.deltaTime; } else { computer2d.position += Vector2.up * speed * Time.deltaTime; } } }
I have looked up several posts across many different forums in order to create a much better AI. Most of the posts recommend that I use Raycasts to find out exactly where the ball might hit the paddle. I have looked up how to use them and I'm just completely lost, do raycasts consider collisions and go on infinitely or once they hit a wall, that's where it'll end up? Would anyone be able to help me understand raycasts a little better?
If you have another solution that enables me to calculate exactly where the ball will end up on the opponents side, I am more than willing to hear it
Thanks again if you read this!

• We're looking for a Unity (C#) Programmer for our 2D Project. We're looking for a new lead programmer to continue with an existing project.

Project is an open-world RTS, and is very close to a prototyping (playable) phase. Our existing lead, unfortunately, has no more time for the project, and thus we are in search of a new one who is interested.

Game is purely fantasy based, and we'll be able to give you much more detailed info about the project as we begin to work you into it.

You'll be working with our junior developer, who has been here since the beginning.

Primary skills needed are just being able to work within Unity. But skills within XML are also a plus.

Our list of major goals we'd need you to do is minimal, yet still fairly extensive:
-Edit our current Pathfinding system to account for a few extra features.
-Setup our global map system. You’ll be working off an existing random node-map web generator and existing random map generation system and essentially linking the two together. This includes handling random spawns (which has already been semi-setup) unique to each node’s respective map.
-Further implementation of an existing random spawning algorithm (used to spawn things like enemies randomly across the Map).
-Making sure to Save and Record all respective aspects of what was mentioned above.
-Handling our XML database- database is created, but we’ll need to be integrating it. This includes all various things from units to abilities and so forth. Will also need to handle implementing an object’s unique attributes we cannot take care of within XML.
-Various Content Implementation (to be done once our XML has been integrated).
-Various Saving and Recording of all respective aspects of the database info mentioned above.
-Various Performance Enhancements.
-Potential for various misc things, such as further UI work.
-Setting up a Menu system.

We have a considerable amount of things done already- however I must warn ahead of time we have quite a bit of unclean code, which may be fairly overwhelming for a new developer on the project.

Let me know your rates per hour, and we'll see if we can work out a good deal between both of us. Royalties are also included.

If interested, send an email to: eldwin11929@yahoo.com

Thanks!
• By jhocking
My bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer.

Foreword by Jesse Schell, author of The Art of Game Design

Don't take my word for it being good, look at the sky-high ratings on GoodReads.

You can order the ebook directly from the publisher's site, or order the book on Amazon to get both the physical book and a coupon to download the ebook!

• Hello everyone, I am working on a game idea and since I am still in the process of learning C# and the features available in unity I was hoping some of you might be able to offer me a little insight on things in general for getting started.
I guess the basic components of what I'm wanting to create would be a Multi-levels management/city builder/rpg.
The goal is to provide a framework for players to interact with, build in and affect the world both from a 3rd person action RPG as well as a zoomed out 4x style view (This would be something unlocked through gameplay)

As for my questions go I was wondering if anyone had resources that could help me learn.  I've been on youtube as well as enrolled in an online course for basic unity and C# and will continue those but if anyone has any words of advice, a place that has good information and tutorials etc.

Thanks for your time.
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# Unity Where to begin for developing with Andriod?

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Hi I was wondering what would be a good way to start development for Andriod? My previous experience with game development is with Game Maker and Unity. I am currently a highschool student learning Java.

Without working completely with a compiler like eclipse or netBeans (we use that in school) to make a game before, should I make the game first for PC or would Andriod be easy enough to go directly (if I were to use eclipse)?

The reason I wouldn't want to use Unity or Gamemaker is because it cost to much money for me and I want to develop something free for my friends to play.

Edited by mk.jr.fan

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Well, if you are working with Java, you are going to want to work with either Eclipse or NetBeans ( or Intelij ), as running and debugging on Android from the command line is... not fun.

If you aren't tied to Java, there are a number of other language options available.  The various Lua based game engines support Android, although two of them have price tags if you want to publish your app.  Moai is a very good choice, but might be a bit above your skill level at the moment ( it's tricky ).  HaXe supports Android deployment, as does the (currently free ) Loom game engine  which I just finished taking an indepth look at. Signup now though, as the free offer runs out very soon.

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Well, if you are working with Java, you are going to want to work with either Eclipse or NetBeans ( or Intelij ), as running and debugging on Android from the command line is... not fun.

You say that running and debuggin on Adriod is not fun. What do you mean by that? Is it just Java in general that it is hard or Java with Andriod?

I also feel that I should focus on Java since it is available for me in school thus I have a better resource from which to learn from.

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Well, if you are working with Java, you are going to want to work with either Eclipse or NetBeans ( or Intelij ), as running and debugging on Android from the command line is... not fun.

You say that running and debuggin on Adriod is not fun. What do you mean by that? Is it just Java in general that it is hard or Java with Andriod?

I also feel that I should focus on Java since it is available for me in school thus I have a better resource from which to learn from.

No I didn't I said running and debugging on Android from the command line is not fun.

Eclipse and Netbeans do a lot of work for you on the debugging side that make the task a hell of a lot easier.  You said you didn't want to use either, and with Android development using Java, that is a mistake.

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No I didn't I said running and debugging on Android from the command line is not fun.

Eclipse and Netbeans do a lot of work for you on the debugging side that make the task a hell of a lot easier.  You said you didn't want to use either, and with Android development using Java, that is a mistake.

Sorry I meant that I do not have much experience in working with Netbeans or Eclipse. So by using those programs I shouldn't have to much problems when debugging, correct?

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No I didn't I said running and debugging on Android from the command line is not fun.

Eclipse and Netbeans do a lot of work for you on the debugging side that make the task a hell of a lot easier.  You said you didn't want to use either, and with Android development using Java, that is a mistake.

Sorry I meant that I do not have much experience in working with Netbeans or Eclipse. So by using those programs I shouldn't have to much problems when debugging, correct?

I wish the answer was no, but...

Eclipse is the most stupidly over-engineered piece of @#$@#$ I have ever encountered in an IDE.  The learning curve is stupidly high.

NetBeans is a great deal better, but at last look, Android support was a bit sketchy, because Google has ordained Eclipse as the one true way.

Granted, I am biased, I hate Eclipse with a passion, I think it's simply bloated and awful software that is incredibly inaccessible for new developers, a right pain in the ass for existing developers and one of the only tools that got in my way more often then it helped me.  Other people absolutely swear by it though, so it may only be me.

IMHO, the very worst part about Android development is the toolchain, its far too fragile and frustrating.

Obviously learning Eclipse isn't insurmountable, but for an IDE, it is going to cause you a world of frustrations...

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Okay so I've decided to start with making my game idea for pc using eclipse as for later it this will be going to android and since eclipse is supported by google I guess it is the easier way.

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Okay so I've decided to start with making my game idea for pc using eclipse as for later it this will be going to android and since eclipse is supported by google I guess it is the easier way.

Generally starting with desktop as a target is a very good idea.

Just make sure you choose a game library that hase Android support.  On the 2D front, the includes LibGDX, PlayN ( really nasty setup process though ) and AndEngine, with perhaps more available.

On the 3D side of things, check out jMonkeyEngine.  Of course, there are lower level options available.

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Well right now I am following a tutorial on making a 2d sidescroller which is what I was thinking of making. I'm going to try to take what I learned from that tutorial and my current knowledge of java and game programming to make my game without using libraries. I'm going to make this into a learning experience. So thank you for your help!

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