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This tutorial is all about ballistics so I believe the first thing we have to do is to make the turret fire bullets. So create a script called TutorialFireBullets and add the following to it. It's relatively self-explanatory, but the basic idea is to fire a bullet every 2 seconds from the Barrel connector Game Object, so add the script to it.
This project is a Unity plugin for procedural generation of 2D dungeons (and platformers) and aims to give game designers a complete control over generated levels. It combines graph-based approach to procedural generation with handmade room templates to generate levels with a feeling of consistency. Under the hood, the plugin uses Edgar for .NET.
Free online tools for people creating pixel art and other low-spec art.
A powerful automation tool for quickly and easily generating builds with Unity.
ReactUnity is a UI Framework for Unity, that lets you code in React and CSS. It runs this code inside a JavaScript engine and outputs Unity components to directly render them inside Unity. The goal of ReactUnity is to provide Unity developers a declarative way to build user interfaces, similar to web technologies like React and HTML.
Here is a sample Todo App to show off some React and CSS features of ReactUnity.
Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
Flexible motion engine for non time-based animation in Unity.
Game Narrative Design Tool
LE Dialogue Editor is an standalone application created with the main purpose to manage tiny but complex dialogues
This is a little tool I made in connection with the 10th Ludum Dare competition held in December 2007. Its original purpose was to provide a simple means of getting basic sound effects into a game for those people who were working hard to get their entries done within the 48 hours and didn't have time to spend looking for suitable ways of doing this.
This tutorial is free and open source, and all code uses the MIT license - so you are free to do with it as you like. My hope is that you will enjoy the tutorial, and make great games!
This talk is from the 2020 virtual Roguelike Celebration:
https://roguelike.club/event2020.html
Herbert has been a hobby game developer since the 1990s, and is the developer of Nox Futura, One Knight in the Dungeon, and several 7DRL projects. Author of the Rust Roguelike Tutorial, and upcoming book with the working title Learn Rust by Making a Game book (Pragmatic Bookshelf, expected release this winter). He's a regular contributor to the subreddit r/roguelikedev.
This talk is a detailed survey of procedural map generation, including integration of hand-crafted "prefabs"/vaults. While the source material is written in Rust, it's readily abstracted to psuedocode and presented in a language agnostic fashion. Techniques include: Simple room placement, BSP room placement, BSP interiors, cellular automata, drunkard's walk, mazes, diffusion-limited aggregation, voronoi, wave function collapse, and prefabs. Sprinkle in a little spice by adding symmetry, layering/combining generators, different corridor algorithms, and doors placement.
BY-GEN is a multipurpose toolkit designed to help people create artwork utilizing generative techniques within Blender.
With version 9, it has become modular and extensible through the use of additional content packs that users can create and share (even commercially).
The default package features the primary BY-GEN addon along with the official default content pack, providing people with a good starting point to create interesting generative artworks.
Sonic Pi is a code-based music creation and performance tool.
Lightning fast level design & prototyping tool
When designing or prototyping levels you want to iterate often and get feedback fast You want to be able to easily change things without having to worry about the consequences, you never want to redo lots of work because you changed you mind, you want a non-destructive workflow. The last thing you want is wasting time working at the triangle/polygon level when you're still figuring things out! CSG allows you to focus on the design of the level and not have to worry about the details until you choose to