Objective: Walkthrough my implementation of my Skeleton enemy for my mobile game, Dungeon Escape.
Before starting on my Skeleton enemy, the first thing I did was optimize my Enemy C# script. The reason I did this is that the movement behavior for my enemies is pretty similar, so it only…
Objective: Go over my implementation of my Spider enemy for my mobile game, Dungeon Escape.
The first thing I did to get my Spider enemy working is create the animations it will be using for the time being. These animations are its idle animation and its walking animation. …
Objective: Go over my implementation of the Moss Giant enemy in my game Dungeon Escape
Today, I will specifically be going over the movement implementation I created for my Moss Giant enemy. The implementation for attacking will be done at a later date.
Objective: Start creating enemy AI, starting with the Moss Giant, for my Unity mobile game, Dungeon Escape.
To start, I created the idle animation for my Moss Giant enemy. To accomplish this, I will be using the following set of sprites shown below.
Objective: Go over some final touches I implemented for my player before moving on to enemies.
Objective: Going through my implementation of attack animations for my Unity mobile game, Dungeon Escape.
To begin, I will be using the following set of sprites to create my animation (some not shown):
Objective: Go over the animations I implemented for the player character in my Unity 2D mobile game, Dungeon Escape.
To create a 2D animation in Unity, at least with how I want to do things, it is important to have your animated sprites in the Unity editor. …
Objective: Show how I created player movement in my 2D Unity mobile game.
Today, I will only be focusing on the horizontal movement and jumping functionality needed. The code I used to implement both can be found below
Objective: Go over how I achieved perspective parallax and how I set up my player for my 2D mobile game in Unity.
In order to achieve perspective parallax, the first thing you need to do is make sure you have a scene with varying layers to them. …