• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Runemark Studio
      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!
    • 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.
  • Advertisement
  • Advertisement
Sign in to follow this  

Unity Isometric game

This topic is 951 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi,

 

I've an idea for create an isometric view game, that intent to be similar to Kingdom Rush in a view mode, I have some experience on create games but only action games, I've create one with corona SDK.

 

 

I dont have the knowledge  to create that so I need some advice's how to start to create a isometric view like that : 

 

screen_04.jpg

 

 

My idea is using Corona SDK but if its not good enough for this kind of game I could use unity, can you suguests anything to start create this?

 

 

Thakns in advance 

 

Share this post


Link to post
Share on other sites
Advertisement

In this sense, drawing an isometric view is same as drawing a top down 2D view, except you have to sort the objects so they are drawn from the top of the screen downwards and the sprites have a vertical offset from the theoretical ground quad they occupy.

There isn't much more to it really. What specifically are you struggling with?

 

Thanks for your time, I'm try to get an idea about the effort i need to have to create this type of game, first I dont if that is realible use corona on a project like that? It's a good choose? Or should I use unity? I not have any experience with unity!  

 

My question is I need to draw the tiles to feet well on this prespective? or it's for a normal rectangle change the position and the it look like and isometric view?

Share this post


Link to post
Share on other sites

 

My question is I need to draw the tiles to feet well on this prespective? or it's for a normal rectangle change the position and the it look like and isometric view?

 

 

For isometric games you draw the tiles in that perspective. (google: isometric tileset)

 

In the case of kingdom rush I think it is just one full background image, since there is no scrolling maps.

Share this post


Link to post
Share on other sites

The game you provided a screenshot of is not what I would call isometric. 

 

It is closer to a top down game in my opinion with a slight angle similar to zelda and chrono trigger:

 

2d-top-down-slight-angle.jpg

 

These games are simple, just draw the furthest away sprites first, going across and down the screen. This way the perspective will look correct. 

Share this post


Link to post
Share on other sites

Oh okay sorry about this, my goal is create a scenario like this

 

 

 E7wic.jpg

 

 

I never create anything similir to this, my question is if this can be achievement dynamically or it's better to user a map editor or a software similar to this.

 

Also i've investigate a bit more about this I'm confusing what we can call for that type of view?

 

maxresdefault.jpg

 

 

 

Thanks a lot fot the help

Share this post


Link to post
Share on other sites

Also i've investigate a bit more about this I'm confusing what we can call for that type of view?

Actually, "isometric" is the wrong name for both projections. The generic term is "axonometric projection" https://en.wikipedia.org/wiki/Axonometric_projection
An isometric projection is an axometric projection, if all axis are equally long. The landscape above is not isometric, it's dimetric, the vertical axis has a different length.
Your bottom figure is another axonometric projection, namely trimetric projection, since the axes in the 'horizontal' plane are not equally long. (All Wikipedia knowledge).
 

I never create anything similir to this, my question is if this can be achievement dynamically or it's better to user a map editor or a software similar to this.

You can have either. Famous examples of the former are Transport Tycoon Deluxe, and Rollercoaster Tycoon 1 and 2.
Since the user can edit the world, the map is rendered from the dynamic map. Example source code can be found in OpenTTD, viewport.cpp, or FreeRCT, viewport.cpp (Viewport::OnDraw)
Basically, you have 15 differently sloped tiles (up/down of each corner, in all combinations, except all up (since that's equivalent to drawing 'all down' one level higher)).
In Rollercoaster Tycoon you have the additional challenge of vertical walls.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement