Metroidvania Part 13

Creating a Metroidvania (like Hollow Knight) — Part 13: Next-Level UI for Health & Mana

This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity

This article will be free until the accompanying video is released.

In the last part, we focused on building a new, modular and much simpler way of handling UI. We are following this up in Part 13 by upgrading and simplifying the code for our health and mana UI as well, as there are a couple of problems with it.

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Creating a Farming RPG (like Harvest Moon) in Unity – Part 32: Touch Ups & Weather System

This article is a part of the series:
Creating a Farming RPG (like Harvest Moon) in Unity

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 32 of our guide here, where we added touchups to our in-game scenes and a new weather system. You can also find Part 31 of our guide here, where we went through the food system, Inn characters and lighting.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 25: Level Select Screen

This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity

Continuing on from our Character Select Screen, lets do up a Level Select (or Stage Selection as Vampire Survivors calls it) for our player to both choose what map they'd like to play on, as well as view the level's info such as the time limit, bonuses and more. We'll also be introducing level buffs that can affect both players and enemies, adding variety to your level's mechanics and making each level more unique

Currently, our tutorial series only has one level, which is the Mad Forest, so with this new level select that we're gonna be implementing, it will enable us to create new levels much easier.

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Creating a Farming RPG (like Harvest Moon) in Unity — Part 31: Food, Inn Characters & Lighting

This article is a part of the series:
Creating a Farming RPG (like Harvest Moon) in Unity

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 31 of our guide here, where we added a food system, a new inn, and improved in-game lighting. You can also find Part 30 of our guide here, where we went through character creation, dialogue & tools.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 24: Next-Level Character Select Screen

This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity

It's been a while since we've done anything new on our Character Select Screen and currently, you'll notice that it is extremely plain: A set of buttons describing the name and weapon of the character without any visuals or extra info. Hence in Part 24, we'll be adding proper character icons, a description box, and a stats section so players know the exact stats of the character they'll be selecting.

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Creating a Farming RPG (like Harvest Moon) in Unity – Part 30: Character Creation, Dialogue & Tools

This article is a part of the series:
Creating a Farming RPG (like Harvest Moon) in Unity

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 30 of our guide here, where we expand out dialogue and tool system, and add a simple character creation. You can also find Part 29 of our guide here, where we went through player animations and stamina system.

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GitHub Desktop for Unity - Part 3

GitHub Desktop for Unity — Part 3: How to resolve merge conflicts

This article is a part of the series:
Using GitHub Desktop for Unity collaboration

In the second part of this series, we explore a very common problem that teams usually run into when collaborating on GitHub Desktop—merge conflicts. These can cause significant delay to your work, as you are forced to handle them when they occur before progressing; and it can take a fair bit of time and skill to solve them.

Resolving them incorrectly can also cause work progress to be lost.

Hence, in this article, we’ll be covering what they are, how you can avoid them, and how you can resolve them.

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GitHub Desktop for Unity - Part 2

Github Desktop for Unity — Part 2: Adding and working with collaborators

This article is a part of the series:
Using GitHub Desktop for Unity collaboration

After setting up your Unity project’s Github Repository, you’ll be able to grant your teammates access to the repository and allow them to contribute to the project. This article will run you through the invite process and how your teammates can make their changes to the project once invited.

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Creating a Metroidvania (like Hollow Knight) — Part 12: Next-Level UI System

This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity

Update 2 January 2024: We have fixed a few bugs in the scripts that were making some parts of the new code not work. Please re-copy and paste the codes if you were following this guide before.

One of the issues that our readers had a lot of bugs for, and a lot of questions on, in our forums, is regarding the scene fading functionality in SceneFader that we've made in Part 5. These issues, are in part, due to our Scene Fader GameObject needing to be manually set-up in each of our scenes for the fade-in and fade-out effect to work.

In Part 12, we are building a new, modular and much simpler way of handling UI, as well as of transitioning between the scenes, that will remove a lot of the problems and difficulties associated with managing all of these disparate UI elements.

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Creating a Farming RPG (like Harvest Moon) in Unity — Part 29: Tool Anims and Stamina

This article is a part of the series:
Creating a Farming RPG (like Harvest Moon) in Unity

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 29 of our guide here, where we work on player animations and a stamina system. You can also find Part 28 of our guide here, where we went through Part 3 of our NPC events.

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