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I'm currently making my first game in unity. I came through all the tutorials on their site and i have one doubt. There are many situations when I can use either animation or just add force(or do something else). For example, if in my game player hits something it should fall and i can make it fall by animation or by just adding force. Both of these solutions are good for me. Can somebody more experienced in making unity games tell me are there any good rules for deciding what should I use? Are any of these for example more performance-friendly?
It depends a lot on what your game is, and what kind of scale.
Falling objects that interact with other dynamic options? Physics is usually the best answer.
Just want something to move off screen then go away? Animation can make sense, but there are other options too without using physics.
Using lots of objects? Physics is a good way to handle it.
Using thousands of objects? Physics may be too much, will need to think of other ways.
Your question is really vague so can't give anything but a vague answer back.
However, for your first game, I will say don't worry too much about optimizing and make it simple at first. As you learn, you will understand what can be trimmed/changed later on.
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So, I have been been looking a lot into this topic and the internet seems to be rather vague and divided. I have found that a lot of people handle different screen sizes and aspect ratios by using certain scripts to scale and anchor game objects.
Some people say that you should have assets of different sizes, and enable/disable them based on the screen size. While this method (to me) seems more efficient, it feels like this is suggested less than the other method.
So I would like to ask what the best method is. (Or if there is such a thing as the "best")
The best way is by using a Canvas Scaler and making good use of the anchor-point of the UI elements in your scene and using Layout Groups, this way they will fit nicely into almost all of the aspect ratios.
A few videos covering these topics:
Jimmy Vegas
Unity 3D With Scott
Cat Trap Studios
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I'm trying to make a Super Mario Bros game on Netlogo. Any suggestions on how to go about that? Specifically, I need help trying to get Mario to jump and move at the same time.
To move left and right, I currently have the background scrolling left or right by asking the patches to copy the color of patches before/after them. Also, ticks are on.
It sounds like you're trying to learn how to create a side-scrolling game.
I'd recommend going over GameAcademy.com & look up what Trés Smith is doing with teaching people how to create side-scrolling games. One example of a side-scroller is Nintendo's Super Mario Bros. game.
Trés also runs BuildBox.com, which is an IDE for developing 2D games. I've seen some pretty cool videos on his site, for how to get started making video games.
I've also heard of these 2 sites, as being possibly good ones for learning new concepts through video presentations. I don't know if they contain video game specific material, but you may want to peruse them as well:
https://www.khanacademy.org
https://www.lynda.com
You might also check YouTube for how-to-videos on making side-scrolling video games.
Good luck!
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In nearly every tutorial for beginner SpriteKit game making I've seen, people delete the GameScene.sks with no real explination.
The reason why building simple non-game apps is so beginner friendly is because of the Storyboard.
Ray uses the GameScene here:
http://www.raywenderlich.com/84341/create-breakout-game-sprite-kit-swift
Is there any reason why NOT to use this tool? Writing out EVERYTHING in code is a little more daunting when you have this tool sitting right here that seems to simplify it a bit.. but I'd rather avoid it if it's better to do so.
Thanks in advance.
It's all personal preference really. I think the reason why people delete it though (at least in my opinion) is due to the following reasons:
You have to specify an initial scene size in the file. Whereas if you create the scene programmatically you can set the size to the view size.
The editor is very limiting. Xcode 7 however greatly expands the editor to include much more such as custom classes.
There were some pretty big bugs/crashes in the initial release of Xcode 6.
When learning Sprite Kit it's good to know how to programmatically do things instead of doing it visually. This is because games often have dynamic gameplay so you will certainly have to do things programmatically (especially when you consider the limitations of the Xcode 6 editor).
Some people (including myself) may use their own custom editor for designing levels etc. Whereas interface builder is standard because it has become very powerful over the years and works perfectly with UIKit.
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I wish to make an iOS application that includes a document library, log/journal, forums, possible randomized quotes ?and coaching tools?, and have built applications of that size in other contexts but this is my first iOS application.
Right now I'm working through http://www.raywenderlich.com/1797/how-to-create-a-simple-iphone-app-tutorial-part-1 , and I'd welcome comments on other tutorials, but I wanted to ask: does it work to work out the logical gears of an application before developing the graphic design? I would like to have somewhere between a Dirtylicious and Nature look, but my natural bent (no pun intended) is to get most the gears working and then defer most of the design work until after the gears. I expect they should not be completely separated, and there are cases where you apply the design and then realized that what the gears are doing only looked good on paper, but I wanted to do a sanity check on whether it makes to look up tutorials appropriate to a document library, a log/journal, forums, etc. and get them to work together first, and then skin it.
TIA,
It is recommended that you follow the MVC pattern, which strives for separation between layers.
http://developer.apple.com/library/ios/#documentation/general/conceptual/devpedia-cocoacore/MVC.html
Xcode helps you implementing that pattern.
I think you should try to put in "paper" everything you want to do, before doing any actual coding, check how many views you are gonna have, what you need, the flow between views, try to diagram everything, that will save you a lot of pain later. You don't have to be so specific about the GUI at this stage, you only need to know what kind of visuals you need in the views, (buttons, labels, etc...)
And yes, I think you're safe doing the Model first.
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Does a game need to have levels? Does having no levels put people off?
I am working on a game where levels shouldn't be necessary, just the resources you have should put (reasonable) constraints.
I used to play simcity and it purported to be open ended. However it has some arbitrary conditions forcing you to acquire some things before others (in effect linearizing and adding levels to the game).
Actually I allways prefered non liner games.
Most RTS games suffer from this illness ( you build up a nice base and than the stage is over and you start from scratch again ).
Startegy and simulation games usually have a less direct level system, like you mentioned.
While some form of advancment is needed to keep players interested, it does not have to be liner.
Depending on the type of game you are developing, I think the more flexibility of individual playstyle the better.
No.
I look forward to your game. :)