Course updated to be compatible with Unity 2019.4.
Ready to take your game development skills to the next level? Join us in this exciting course where we will teach you how to create a fully functional Shoot Em Up game (think Skyforce or Raiden) from scratch using Unity.
Whether you're an experienced Unity developer looking to expand your skill set or a newcomer to the world of game development, this course is for you. We'll guide you through the entire process of creating a game, starting with object oriented programming and delving deep into Unity's C# API.
Course updated to be compatible with Unity 2019.4.
Ready to take your game development skills to the next level? Join us in this exciting course where we will teach you how to create a fully functional Shoot Em Up game (think Skyforce or Raiden) from scratch using Unity.
Whether you're an experienced Unity developer looking to expand your skill set or a newcomer to the world of game development, this course is for you. We'll guide you through the entire process of creating a game, starting with object oriented programming and delving deep into Unity's C# API.
But we won't just stop there. We'll provide you with all the assets you need to bring your game to life, including 3D models and audio. And you'll have the freedom to use these assets in your own games as well.
Throughout the course, we'll also introduce you to advanced concepts such as Component Based Design, Movement, Shooting Patterns, Curved Movement with Nodes, Scene Transitions, Saving and Loading, Unity's Scriptable Objects, Coins & Human Rescue, and Medal Achievements – all the features you need to create a game that stands out from the rest.
With our guidance, you'll gain a deeper understanding of Unity's API and how to leverage it to create games that are engaging, fun, and challenging. So why wait? Sign up now and get ready to unleash your creativity and build the game of your dreams.
Note: Basic knowledge of Unity's C# API is recommended.
Who is the target audience?
Game developers who want to expand their skill set and learn how to create a fully functional Shoot Em Up game using Unity.
Programmers who want to improve their knowledge of Unity's C# API and learn how to leverage it to create games.
Designers who want to learn how to bring their game ideas to life using Unity's powerful game engine and tools.
Hobbyists and enthusiasts who are interested in game development and want to learn how to create their own Shoot Em Up games.
Students who are studying game development or computer science and want to gain practical experience in game development using Unity.
What they say about this course:
Jamie Lowe - "Course is mainly for more intermediate/advanced developers but even if you attempt this as a beginner then you will still learn some valuable stuff, reason for my 5 star rating is for the fact Romi is always on hand to help with any problem and most other courses I have taken on Udemy I find it sometimes have to wait a long time for help and that's not good when needing to solve issues, Romi still updates this course to fix any bugs that arise and that is exactly what students need so you are not left with a broken project at the end of the course, I will still be hanging around making adjustments to my project, thank you"
Lance Spence - "I learned a lot from this course and learned new things that I have not seen covered in other Unity courses such as implementing a pooling system, using platform directives and making use of the Gizmos to visualize objects moving along a path. the instructor is knowledgeable and very responsive to students questions. This is one of the primary reasons he has earned a 5 star rating from me. I highly recommend this course if you've ever wanted to learn how to create an awesome SHMUP."
In this video, I'm going to explain how we are going go with the scirpting concept, and the benefits using a separate component for each action or function.
Notes: if someone having issues with the movement, please try changing line 40, from:
Vector3 movement = Vector3.Lerp(transform.position, screenToWorld, speed * Time.fixedDeltaTime);
into:
Vector3 movement = Vector3.Lerp(myRb.position, screenToWorld, speed * Time.fixedDeltaTime);
There is a slight mistake in the video, apparently we need to change the line 85, from:
realLoopNode = (curvedNodes.Count * (loopToNode / (nodes.Count));
to:
realLoopNode = (int)(curvedNodes.Count * (loopToNode / (float)nodes.Count));
and the reason is, loopToNode/nodes.Count return 0, since both is in integer, and integer can't store float, so we need to make sure to cast one of the value to a float value, so it will resulting in float value, then we can multiply it with our curveNodes.count, so we get an approximate position in curved nodes, and then at the end we need to cast it back to integer, that's why I put (int) in front of the calculation. Hope this helps, so sorry for the confusion.
In this video, we are going to address a couple of bugs, such as:
StatsManager.cs add check when adding value to the LevelCompleted dictionary.
Level should not be unlocked if the player dies.
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