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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 DecoDy Studio
      Hello all
      I am currently, and after long time thinking and planning, looking for enthusiast people to be part of a team to develop games, my idea is to build a game studio although I am in a very early stage. As a lot of work is needed to be done I need people to participate and be part of this long term project, I can't do everything and I don't have the knowledge to complete all the work needed for games.
      My first idea is to develop Mobile Games and in particular VR / AR games, I've built a prototype in ARKit with Unity and I have also a couple of games ideas which could be the first games to be released. To do that, I am looking in the short term for developers and creative people (designers, concept artists, etc.) and in the long term musicians, marketing, business development, etc. It is not required a previous experience as I am planning to release first small games while the team is learning and getting the experience to do make bigger games every time we do a new one.
      If this sounds interesting to you and you want to know more, send me a private message and I will be more than happy to talk.
      DS
    • 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.
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Unity New 2D game | RAWconcrete

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Ok, it's the update time. Today we'll be presenting the underground section of this initial sub-level. We got the images, we got the videos, let us know what you think. Anything interesting comes to mind, let us know. It can be as simple as a prop within the level, or some effect, like...flies, I just visualized flies flying around some neon lamp, however, they're too small to be placed, but you get the idea. You might want to watch videos first to get the better idea what the game is about, at least the demo.
 

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          VIDEO1

VIDEO2

Below are some images, the entire thing is in early conceptual phase. The first one is a little update of the room.

| RAWconcrete team |

 

roomupdate.jpg

underground_fullimage_1280.jpg

underground_fullimage_smallermachinezoom.jpg

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