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.
About the author:
Terence
A geek of the highest order, Terence speaks a great number of (programming) languages and dabbles in a couple of tech fields. He writes about common problems programmers come across in this blog.
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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.
Continue readingCreating 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.
Creating a Metroidvania (like Hollow Knight) — Part 11: Improved Time-Stop System
This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity
Part 11 is going to be the first of a few parts in our Metroidvania series that will focus on redesigning some of the codes in this series to make them more robust, and culminate in us having a new, and more stable saving system. In this part, we are going to be recoding and centralising the features in our project that involve time stopping—namely, the time-stop that happens whenever we pause the game, as well as the hit-stop that happens when the player gets hit.
Currently, both features are managed independently, and this can cause unintentional behaviour in the game sometimes. For example, if you happen to pause when an enemy hits you, the game freezes up even after you unpause, and you will need to do another pause and unpause to resume the game, as shown in the video below.
Creating a Rogue-like (like Vampire Survivors) in Unity — Part 23: Buff / Debuff System
This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity
To complete our new weapon system for this series, we will need to have a proper buff / debuff system, because there are weapons in Vampire Survivors that apply buffs and debuffs to enemies. Hence, we're going to be working on this in Part 23, so we can create cool stuff like this: