Porting Over Phaser Flappy Jetroid To Unity

Porting Over Phaser Flappy Jetroid To Unity

Making some progress on a quick port of a flappy bird clone in Unity form Phaser. I used this example in my Phaser workshop at FutureJS and figured it would also make a fun little demo game to build to show off how Unity 2D works and illustrtate deploying it to multiple platforms. Here I am trying to adjust the walls to show up correctly in the camera. Close but still needs a Y offset to bring it down into focus. I spend so much time trying to readjust to Unity’s world space when I switch back over to...
Balancing Twitch21

Balancing Twitch21

As I continue to clean up my Unity port of Twitch21 I am still tweaking the scoring system. Thinking this should be more like basketball than hokey. I want high scores so it sorts of gets ridiculous the better you do so I added in a streak multiplayer. As you continue to win your scores get multiplied by how many times you have won in a row. Got to streak 12 and starting to see 1386 points for getting to 21. I’ll keep playing around to see if this is more “fun”. On a side note, I’ll probably add in some type of difficulty adjustment so that the longer you player the game the harder it is to get to 21 and keep all of your cards. Maybe I’ll need to just cap the streak bonus or make it increase when you reach levels divisible by 10. Needless to say I have a lot of play testing to...
All Twitch 21 Needed Was Polish

All Twitch 21 Needed Was Polish

Very happy with my progress on the Unity build of Twitch 21 tonight. The original game was a good foundation but now i have gone in and added clearer details showing you how you get your final score as well as a “best hand” high score under the streak counter. Taking some inspiration from Flappy Bird and will be letting you share your best score online, which I still have to figure out how I want to do. I’ll probably add in some system for achievements while still keeping the core game mechanics as simple as possible. The game is all about how quickly you can get to 21 without using up all of your cards or letting time run down. From there you just have to maintain your streak. Next up, when you lose I’ll have to show the share screen and make sure that people can quickly get back into the game which is one of the things Flappy Bird did so...
Twitch 21 Resolution Scaling In Unity Experiment 1

Twitch 21 Resolution Scaling In Unity Experiment 1

I ended up going back to my original design for Twitch 21 and rebuilt the game entirely out of GUIText GameObjects. I was playing around with a little bit of code to help the game upscale above it’s native resolution of 800 x 480. Here you can see the default scale factor of the GUIText objects on the Kindle Fire HDX’s native resolution of 1024 x 786. Then after adding a little code that takes the height of the screen and divides it by the default height and multiplies the GUIText.fontSize you get the correct resolution: Since this is GUIText I can’t just modify the camera so this little script below could be helpful for people trying to get pixel perfect GUIText in their game: using UnityEngine; using System.Collections;   public class GUITextSizeAdjust : MonoBehaviour {   public Vector2 resolution = new Vector2(800, 480);   void Awake () { guiText.fontSize = (int)((float)guiText.fontSize * Screen.height / resolution.y); }   }using UnityEngine; using System.Collections; public class GUITextSizeAdjust : MonoBehaviour { public Vector2 resolution = new Vector2(800, 480); void Awake () { guiText.fontSize = (int)((float)guiText.fontSize * Screen.height / resolution.y); }...
Dynamic Sprite GameObject Layouts In Unity

Dynamic Sprite GameObject Layouts In Unity

Working on some fun little UI code with Sprites in Unity to resize and layout correctly based on any resolution. Since this game doesn’t have a camera that moves I can skip the GUI API which is expensive per call and wouldn’t make sense in this game and just use GameObjects that dynamically adjust to each different resolution or aspect ratio. It basically turns this mess: Into this: And I am also designing the game to go all the way up to 1080p so it runs on Fire...

Fire TV Remote Support In Unity

Was messing around with getting my Super Jetroid guy moving around in Unity to see how hard it was to implement controls on the Fire TV. Took me longer to setup ADB to connect wirelessly to the Fire TV than to do the mapping and deployment. Good news is that it maps perfectly to the Nvidia Shield as well so if you have a game running on that in Unity it shouldn’t take long to publish it to the Fire...

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