Category: Gamedev

Git and unity and google drive oh my! 0

Git and unity and google drive oh my!

When developing anything it is advised to use a versioning system. At my workplace we use SVN, but I choose to use git for personal projects, and not only because you can store the code on github, it allows for versioning locally, while not connected to the internet. I’m going to teach you the basics of using git with unity and google drive together,...

Gamedev blog 1: Brewing an idea 0

Gamedev blog 1: Brewing an idea

If game development was my day job, my process would be completely different. Since it is a hobby, my process is very relaxed, and takes a very long time to manifest. And by very long time, I mean years. This means I have quite bit to say about it! In the beginning there were cards I started with the core thought of bringing deck...

Roguelike Core – Open source code base for roguelike in unity 0

Roguelike Core – Open source code base for roguelike in unity

Background When searching the web for roguelike unity all you can find is unity’s own roguelike2D tutorial. While the tutorial did teach me a few things, and is overall very good, there are a few things that turned me off, and made me look elsewhere for my roguelike development. Most notably is their use of a coroutine to execute an action, and guessing how long...

Dungeon Surge – Ludum Dare 34 0

Dungeon Surge – Ludum Dare 34

I participated in my first Ludum Dare. It was an exhilarating and learning experience. I made a deck building game. You can try it yourself here

Adding A* pathfinding to Unity2D roguelike example 3

Adding A* pathfinding to Unity2D roguelike example

The purpose of this tutorial is to add A* pathfinding to Scavengers 2, the Unity 2D roguelike example. The 2D roguelike project is the basis upon which this tutorial is built, and is required to follow through. If you’re unfamiliar with the project, you can follow the tutorial. Make sure you have it imported into a project. You will also need my modified code for the A*...

Pixel perfect collision in Unity 2D 0

Pixel perfect collision in Unity 2D

I’m going to give a short overview of how pixel perfect collision works, and how I implemented it in Unity using C#. The source files and usage are at the bottom. Overview: Pixel perfect collision assumes that sprites are never rotated. 1. Start with checking if the two rectangles of the sprites are colliding, if they are not, there is no point in testing...