New Slide Behavior In Unity

New Slide Behavior In Unity

I have been going through and completely abstracting the entire input manager in my game. As you can see, it keeps track of button states, velocity of the attached GameObject as well as if it’s standing or not on a flat surface: Now with a cleaner way of managing input I am able to add even more behaviors such as the Mega Man slide: I still need to create artwork for it, but it’s working great. Plus, I have a way of referencing other behaviors such as walk and jump to be disabled when you slide. This is critical since the behaviors don’t know anything about each out outside of being able to use Unity’s built-in enable/disable option on MonoBehavoir...
Working On Some New Animations

Working On Some New Animations

Going back over all the missing artwork from my Zombie Art Pack and adding in some new animations. In addition to supporting the body animations from the legs so I can do running and shooting, along with more interesting stuff like jumping, ducking and eventually sliding, I’m also fleshing out more attack animations. Here I am working on a punch animation. I have a no weapon animation set, but I never had a way for the play to attack without a weapon. Should be fun to connect this up in Unity and it could be the base for a double dragon style fighting game in the...
Adding Behaviors To My Player In Unity

Adding Behaviors To My Player In Unity

I have been reworking a lot of the logic that runs my player. In the past I had one master class that managed everything, with maybe a controller class to abstract input. Now I am breaking out each type of behavior in its own script and making them completely independent. It looks something like this: Now I can simply enable or disable behaviors on the fly. An example would be if the player picks up a jet pack, I can turn off the jump and let that new behavior completely change the way the player is controlled on the fly. Here is a sample of how this is working now with walk, jump, shooting and duck. I still have a lot of work but I am really happy with the way this is coming...
Emulating Palette Swapping In Unity

Emulating Palette Swapping In Unity

Turns out that doing true palette swapping in Unity is going to be a little bit difficult, so I came up with the next best thing, emulating it. Basically what I plan on doing is having multiple layers that make up each character. I’ve already created a system to sync up multiple GameObject animations to allow me to have separate animations for the body and legs, so all I need to do now is change the artwork to gray and add a Material with a tint to it. On top of this I’ll put a new layer representing the stuff that shouldn’t change color such as the skin and any extra details and then I’ll have more granular control over how to color the player, and other actors, in my game. Here is how I am testing it out in PhotoShop: Now I just need to implement this in...
Bitwise Tile Ship Building

Bitwise Tile Ship Building

Spent most of the weekend going back and forth with Christina (@castpixel) over how the ship builder will work. Since I’m designing this for my 5 year old I want it to be intuitive and as automated as possible. We came up with the concept of adapting bitwise titling which is a feature of most tile editors to help make tile maps look a little more dynamic. The basic idea is that you simply detect the connections around a given tile and assign a value to it then map that to a specific tile sprite. This post explains it an much more detail. Here is the basic debug version running in my editor. Next up, I used a sample tile set from Christina which without much additional work is already starting to look really cool. Even better, it’ works seamlessly with my disconnect code already built into the editor that detects when you delete a part of the ship that orphans other parts from the center. It get’s better. Christina is already working on more complex structures that would allow us to add even more details to the ships like this. At the end of the day, now you only need to focus on the actual structure of the ship and the editor handles the rest making it easy for young kids to...
New Jetroid Art Exploration

New Jetroid Art Exploration

As I ramp up on my next major game I have been working with Christina Antoinette (@castpixel) to help me explore a new art style for the main character of Jetroid. Here is what she has already come up with: As you can see there are 16×16 and 32×32 pixel variations. Looks like I am going to be moving forward with the 32×32 pixel one which will mean some extra work on my end since I’ve always worked with really small pixel art, but moving up in the Super Nes era of Pixel art will be a lot of fun. Looking forward to seeing what else she comes up with while we iron out the details of how the new game will...

Subscribe To My Mailing List

Want to learn how to make a game? Not sure where to start? Even if you are a seasoned game maker there is still a lot you can learn from my mailing list. I'll be covering tips and tricks for how to build, release and market games each month.

Simply sign up for my mailing list and also get access to a 50% off discount code for my eBooks and other content. I promise to not spam your inbox!

Join Now