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- Re-create popular 2D Android games in Unity
- Create at least one original game by yourself
- Apply everything about Colliders and Triggers in Unity
- Understand Prefabs and how to clone/spawn objects
- Make auto-generated infinite levels
- Create a menu (such as Main Menu, Level Selection Menu, etc.)
- Use everything about PlayerPrefs and storing data permanently in the game
- Use Particles and understand how to create some special effects
- Add sound effects to games
- Animate game objects
This lesson will teach you the importance of keeping an organized project in Unity. We will create folders for Scenes, Scripts, Sprites and Prefabs. After that we will import the sprites used in this game and learn how to use the Unity Sprite editor to separate them.
This lesson will teach you how to create a C# script that will access the RigidBody2D component of the player game object and manipulate it into jumping up once the screen is tapped. This method can also be useful for other things since this lesson will show you how to check for user input in Unity.
This lesson is not directly related to building the game, however, it will give you a good understanding what triggers and colliders are, what's the difference between them and how to use them in scripting. In this lesson, you will also be shown how 2D and 3D objects work when they are in the same project.
This lesson will teach you how to use your newly accquired knowledge about triggers to recreate the camera movement to match the original game. The C# script will contain the OnTriggerStay2D method and make the camera move up while the player is withing the trigger. Once the player exits the trigger, we will use the OnTriggerExit2D method to detect that and stop the camera from moving.
This lesson will teach you how to change the starting color of the player game object. By doing so, you will learn a lot of useful things about Unity game development, such as: Generating a random number and executing some code according to which number we get; Accessing and modifying the SpriteRenderer component in Unity; Using a C# script to change the names of objects.
In this lesson, I will teach you how to check weather the player game object is passing through the right color of the obstacle. This will be done using a C# script, and if the player passes through the wrong color, the SceneManager will load the "Game Over" scene.
This lesson will show you how to practically use the Instantiate function to clone the obstacles. First we will need to make the obstacle from the previous lessons into a prefab. Then we will need to use triggers to create an event of when we want the obstacle to spawn and finally, we will need to create and empty game object that will be used as a spawn location. All of these will be combined in a C# script that will allow the game to go infinitely (If you are good enough lol). There is still one problem with this — The obstacles will be left behind once we pass them, without getting destroyed. If you are really good at the game, there could be hundreds of them, which will eat up hardware resources of your phone, especially if it's an older device. This will be fixed in one of the next lessons.
This lesson will teach you how to create another obstacle in a rectangular shape. It will also be a prefab and we will edit the obstacle cloner script so that it spawn one random obstacle from our pool of obstacles. After watching this and learning how to do it, you should be able to create more obstacles on your own.
This is a long lesson that will teach you how to create a game object that will change the player's color once the player collides with it. The script used for this will have many "if" and "else if" statements and might seem complicated at first. However, it will be very similar to the script that we used to assign a starting color to the player, the only difference being that the player can't change into the color that he already had, which explains the many "if" statements. After we are done with constructing the "Color Changer" we will also edit the script that spawns the prefabs and make it spawn this newly created object after every time it spawns an obstacle.
This lesson will be about adding the functionality to the collectible point, or in other words, we will clone it into every obstacle that we spawn. While dealing with this, a problem occurred that needed to be fixed and I used this opportunity to teach you how to make changes to prefabs and saving them again.
This lesson will teach you how to take make a 3D Text game object that will keep track of how many stars or points were collected during one game. Since the 3D text is much easier to manipulate than the 2D one, I will show you how to properly use it in a 2D project, when it comes to a high resolution text.
In this lesson, we will begin with the construction of the "Game Over" scene. That includes adding a background, a score text, then a high score text, the color switch logo and various buttons. The Scores will have no function yet and that's something that we will be handling in the following lessons.
This is a very important lesson which is not directly related to building the game. It will give you a better understanding of what PlayerPrefs are and show you all the functions that you can use in PlayerPrefs.
In this lesson we will try and get some more practical knowledge on particles in Unity, by creating particle systems that play whenever the player hits a wrong color. This time its going to be kind of an exploding effect, however we will have 4 different particles that will play depending on the player's color at the time of dying.
In the final lesson for the Color Switch replica game, I'll show you how to freeze the player movement after he collides with the wrong color, and also make it appear invisible in that event. There will also be some additional finishing touches to our game, such as adding the Color Switch logo at the beginning of the gameplay scene, just like in the original game.
In this lesson we will have a brief overview at the game that we will recreate, talk about how it's going to work and how we will improve it when compared to the original. The setting up of a new project involves the creation of the actual project, build settings, scenes, folder and importing of sprites.
This lesson will show the creation of the main menu for our new replica game. It involves creating a background, buttons, assigning sorting layers and adding functionality to the buttons with a few C# scripts.
In this lesson we will further improve the game mechanics, making the pin able to hit the target and other pins. If the target is successfully hit, the pin will be attached to the target and start rotating with it. This effect is going to be achieved by making the pin a child of the target game object upon collision. However, if the flying pin hits another pin, then it's game over time.
A lesson about the creation of our first "completable" level. This level is going to be fairly simple since it's the first one and it should probably be an easy one. After successfully clearing level 1 you should be unlocking the next level, and that's a functionality that's yet to be built in the next lesson.
In this lesson we focus on the "Game over" text and we specify when it becomes visible. This lesson also explains how to add "Tap to restart" option.
- Have Unity installed on your computer
- Know the basics of navigating Unity
- Know the basics of C# (other programing languages might be useful if you don't know C#)
- Download the necessary files (Sprites, sounds, fonts, etc.) (A link will be provided at the beginning of the course)
Android game development is a growing trend in the world. We are all currently living in the era of applications and games. Whether you want to learn and practice C# skills, or you want to be creative and create your own game, this course will teach you everything you need to know.
There is no better way to learn how to make your own original game than by re-creating popular Android games.
Use different types of Colliders, Triggers, Rigidbodies,
Create endless games
Create menus and buttons
Randomly spawn objects
Add sound effects
Add and save high-score
Run the game on your Android device
and many more interesting lessons are waiting for you in this course.
Re-create Color Switch, aa, Flappy Bird, and Dino T-Rex ! We will provide you all needed sprites, fonts, icons, and sounds.
Recreating all four games will put powerful knowledge in your hands. You can also add your touch to every game and upload it to Play Store.
If you have an idea that could be the next famous, addictive game, then this course will help you realize your idea into an actual game. All this will be done using Unity, the ultimate game platform suitable for beginners and professionals, and C#, simple and powerful object-oriented programming language. The four games that we will re-create will be compatible with the most popular Android versions (From Jelly Bean, all the way up to Android Oreo).
Through the course of 64 lectures, in total of seven and a half hours, you will learn how to create projects and import given sprites. What is important for beginners is to learn about RigidBodies, Colliders, and Triggers, how to add them onto object and use them in C# scripts. Next thing that we will explain thoroughly is how to control objects (move, run, fly, stop, jump..) using scripts.
Next step in learning is to learn how to animate objects and add particles for making the game more dynamic and sound clips for sound effects.
Every game developer needs to know how to add a score, game over text, and menu. This course explains you how to do it in a few different ways.
There is no game without some obstacles, therefore, we explained few different methods for spawning obstacles.
Everything you need to do is to install Unity and be focused on learning from our course!
- Anyone who wants to become an Android game developer
- Anyone who is interested in coding and Unity
- People who are trying to learn and/or practice C# on real projects