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    • 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!
    • By eldwin11929
      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!
    • By ThunderTwonk
      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.
    • By Cahit Karahan

       
      Hi, I'm new in this forum. It is honorable to see such communities exist. I would like to share my new game. I did for android with unity. I know the game is a little awkward , but you have to know that this game is from the time when Unity's name is Unity3D  I have made my first game when I was 12. Now I am 22.  I have taken a lot of experience in this process and I can make better games nowadays. I have published this game nowadays but actually this game is very old but also it is very special for me :))
      I have just wanted to retouch and share this game, because it has a very important place for me.
       
      DESCRIPTION FROM GOOGLE PLAY STORE

      It's a special free 3D horror adventure action game for the halloween. Fun with scary sound effects and musics, 3D realistic graphics, you will feel the horror in the deep of your heart. Use your reflex. Totally free adventure. Totally scary horror game. 

      Tamarra, she is a beast from our world. She needs to consume souls from innocent people to stay alive. Story begins, the old Elaris tribe had lost their everything because of this beast who lived in the well. Araknas was the most powerful warrior of the tribe. One day, Araknas's mother was killed by the servant beasts of Tamarra. That's how Araknas's journey to the well begins. Tamara's well is guarded by horrible beasts. Araknas has to pass all servant beasts until he reaches Tamarra.

      Even death at the end is worth the revenge. 
      Are you brave enough to jump into Tamarra's well?

      Survive from witch attacks, clown attacks and many scary creature.

      - Realistic 3D graphics.
      - Scary sounds.
      - Scary musics.
      - Best experience with headphones.
      - A demon cage where you can imprison all the demons one by one
      - The witches do not like help, but they love blood stone. Witch store where you can develop your abilities and get new abilities.
      - Countless beasts.
      - At the end of the well there is a hidden surprise for you.

      *We do not recommend this game to people with clown phobia, spider phobia, or panic attacks.*

      **!!!**Note : This game is an early-access game, we are upgrading new features every day, new beasts, new improvements, as an example online 1vs1 fall on the list, so stay on connect and follow Halloween : Horror Well on Google Play.**!!!**

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Unity What skills is more important for a Junior programmer to master

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As a junior programmer about to get my first job, is it more important to show them I can learn one thing in depth or learn a few things on a broader scale?

 

For example: Should I learn Unity or Unreal to the point that I can create a Pong Game and a Retro Game and then learn one of them more in depth?  Or, should I learn Unity to the point where I can create any type of game such as a Shooting Game, and a Multiplayer Game and after I have mastered these, then learn the Unreal engine?

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As a junior programmer about to get my first job, is it more important to show them I can learn one thing in depth or learn a few things on a broader scale?

 

For example: Should I learn Unity or Unreal to the point that I can create a Pong Game and a Retro Game and then learn one of them more in depth?  Or, should I learn Unity to the point where I can create any type of game such as a Shooting Game, and a Multiplayer Game and after I have mastered these, then learn the Unreal engine?

When you say about to get your first job do you mean start or apply?? As I feel like that would change the answer significantly. I'm just not sure from your wording of the first sentence. If you have the job and you are about to start, then you learn what will be useful on the job. No point in learning Unity if they are using Unreal etc... 

 

If it is in general then I would think about where you would like to work and learn the things that are relevant for those companies/positions. Learn as much as you can until you get the job, then learn on the job. 

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Should I learn Unity or Unreal to the point that I can create a Pong Game and a Retro Game and then learn one of them more in depth? Or, should I learn Unity to the point where I can create any type of game such as a Shooting Game, and a Multiplayer Game and after I have mastered these, then learn the Unreal engine?

 

Either one of these would work.  The employer will assume that you do everything wrong in your games.  The reason why is that the employer has its own development process and methodologies that there is no way a junior programmer would immediately fit in or understand their process.  Even if you have created a FPS, you won't create the same FPS in the company.

 

It's a good resume to show that you created multiple simple games.  If you create one complex game, it's also a good thing.  It shows that you have passion and that's a good thing to have.  Don't sweat over what games to show off.  Pong, pacman, tetris, failed attempts at MMORPG work just as effective.

Edited by alnite

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Also, keep in mind that doing something very basic in one particular fashion (say, making asteroids in Unity and UE4), doesn't necessarily demonstrate much. It demonstrates a certain amount of adaptability and passion, and some level of learning. But it doesn't really say much about how much or well you know either Unity or UE4 -- to say you know either, you really have to put something together that exercises all of the moving parts at least, and preferably you've pushed yourself far enough that you've had to overcome real challenges in doing so. Then you can say that you're baseline-competent in one of them. You don't distinguish yourself or even learn all that much from doing what's easy, that only comes through doing what's hard.


On the other hand, being able to show a semi-polished complete game (even one as simple as asteroids) usually will show an employer you can stick with and, more importantly, finish a project. If you do have a complete game, be prepared to share what things you had to go learn to make it, and maybe give a couple of examples of bugs you fixed. Knowing that you went out of your way to research, say, XAudio, so you could play sound effects in your game, and then a story about how you had to debug a case where audio went out of sync with the visuals is a great way to show your dedication and learning ability (not to mention debugging ability, which seems to be a skill no one ever teaches in school). Edited by SmkViper

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I think people without working experience overestimate programmers in the industry.

I am a C++ programmer and i think most programmer in the industry have just a really basic knowledge about the language (however, they ended up with alot of experience in different territories, which are really useful)

 

I think you shouldn't overthink this, just apply for a job, try yourself and you will see what you should improve. :)
At my country, with a stable basic knowledge about your territory you can easily get a junior job, the interviewers will know that you don't have much experience...

 

Also: If you can show something, like ANY free time project which is not a homework like stuff it's matter alot. It says alot about you if you do these kind of stuffs in your spare time. :)

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I think people without working experience overestimate programmers in the industry.

That's so true. These days game companies need a lot more people and teams are orders of magnitude larger than in the old days. Only a small group of those will be true experts, but a lot of them can just be good. It has been my experience too that you can get a junior job these days without much expert experience. To give an example, none of my junior colleagues had even heard of template meta-programming :P

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