Llevamos desde 2009 usando Unity, un motor de desarrollo de juegos muy versátil con el que hemos creado todos nuestros juegos y con el que seguimos trabajando a diario. Si quieres empezar a hacer juegos con Unity en C#, tenemos en YouTube una serie de vídeos con los que pasarás… Curso gratuito de programación de juegos con UnityRead more
Author: LuisAnton
2017: a hectic year
To sum it up: lots of time in contract jobs, which is great, but no game of our own – so we couldn’t fulfill our game-a-year goal, something we’ve achieved since we begun this adventure in 2009… So what did we do in 2017? Pixel Cuties, the cutest Sokoban-inspired game… 2017: a hectic yearRead more
The Heat is On
Something I enjoyed a lot in Battletech games was handling overheat. A well aimed CPP shot could blow a mech up in a blink. CPPs, however, raised your mech’s heat a lot, and an overheated mech would switch off for a while. Installing enough heat sinks allowed you to control… The Heat is OnRead more
We like our ECS DRY with a pinch of SRP. Shaken, not stirred.
We are still trying to figure out how to properly work with ECS, still unsure about what makes a good System in an ECS. So far we are following two rules: “A System that does more than one thing can be probably divided into many Systems”, which follows the SRP… We like our ECS DRY with a pinch of SRP. Shaken, not stirred.Read more
Eye in the sky
This week we refactored the flight control system. Heading and velocities are now independent components, allowing us to create entities that rotate and move, like our ship; entities that move but don’t rotate, like… railgun slugs? And entities that rotate but don’t move, like unmanned turrets. We created the later… Eye in the skyRead more
Across the Universe
Here’s an early prototype of a space flight game we would like to turn into a proper game someday. Plus, it’s also our Christmas and New Year postcard this year! So Happy 2017! So far we are already able to turn the spaceship with a mouse, accelerate (W), brake (S), strafe left… Across the UniverseRead more
Tidying the house up!
2015 was quite an interesting year! We met new people and completed lots of game-related contract jobs, which is our main goal as freelancer game developers. We certainly grew up professionally, finally embracing Trello to organize projects and Toggl to track time. We are quite happy with our workflow now! Unfortunately, we… Tidying the house up!Read more
Slider [iOS, Android]
Three seconds until the shell blows your hull. Six enemies on the Grid, some protected by shields, one charged with energy and about to blow up. Two seconds. An item that increases the score multiplier appears. If the Pulse reaches the charged enemy the chain reaction will clear the grid,… Slider [iOS, Android]Read more
Verbose A* pathfinding algorithm in C# for Unity3D
We’ve been using this basic Board structure quite a lot lately. It is pretty useful for simple turn-based games! It comprises a Cell class, a Board class and a basic A* class for pathfinding. Its usage is pretty straightforward in a Unity3D scene, but your code must inherit from it in order to… Verbose A* pathfinding algorithm in C# for Unity3DRead more
Adventurer
Unnamed adventurer. He will chase the Dimensional Monkey (see previous post!) Pixel art on a tablet is certainly the best way to ramp productivity up!