Find tutorials on various aspects of game development in regards to both art and game design. Learn the latest software including Unreal Engine, Unity 3d, Contruct, 3ds Max, Photoshop, and Substance Painter. Improve your skills in texturing, asset interrogation, level design & more!
The camera setting at the end does not give a smooth camera though. As it catches up to the players position it comes in tiny increments. Looks jerky. Update: Found the solution. The Pixel Rounding option in the game settings must be ticked off, otherwise the camera will move in pixel increments and not smooth. Now its very smooth. ;)
Matt I don't understand how you made it so that your checkpoints and enemies don't move around with the camera? Mine just moves along with the camera and doesn't stay still like yours.
There's another big bug with this if your player keeps dying over and over, your particles will keep overlapping at every death I don't know how to fix this
No classes in the Masters program are dedicated towards teaching Unity specifically, though depending on the needs of students it can be covered. All undergraduate game degrees, however, will cover this software.
Great tutorial but wish it was less complex, especially this lesson Like, creating simple shooting first, and add all those winkles and arrow lines later or in separate lesson. I'm getting overwhelmed with info but I don't need half of it and can't tell which parts are necessary
After I create tilemap and stretch it to entire screen as in this tutorial, later in game when I create another separate sprite on screen, and try to choose and drag it - always the entire tilemap gets chosen instead. Any way to bypass it? Like turning off this tilemap or something Thanks!
Unless you are doing a phone game, light should never be painted on. You need to take your light from the scene. Using normalmaps would solve this problem, and possibley mettalic maps, and specular. (Referring to the first house)
Wrong. This is a lesson in stylized art, not realism. Painting in highlights or shadows can be a key component in stylized art. Borderlands did BOTH to great effect. What you're doing is restricting yourself with meaningless, arbitrary rules. For literally no reason either. This is art, not science.
I find it easier just to have a second UV map, and actually put it on as a texture, rather than have floating textures which may not work well in some engines. You can still places the texture wherever you want with that method.
decals save much more memory, they can be really small in px size, and you can have 1 main trimsheet with as many decals as you want, size increase by x4 in memory every time image resolution is increased x2, and they can be reused in many situations in the same scene/game instead of having to make a new full texture variation.
@@puchingballz You can also do this with a second UV map also. You can put all your decals on one sheet, but you don't need floating geometry with this method.
who faced the problem when everything disappeared when pressing the Shift+Alt combination in 2D mode. And after that, I can't see anything when I switch to 2d mode?