If you’ve tried written your own custom shaders like I have in Unity, you know how much of a headache they can be sometimes. And sometimes, the solution to a problem seems obvious but you can’t quite figure out how to solve it.
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Programming
Creating a Metroidvania (like Hollow Knight) — Part 10: Boss Fight
This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity
19 May 2024: This article has been updated to correct some errors and missing information.
Here's the list of changes and bugfixes for Part 10 of the Metroidvania Series.
Welcome to Part 10 of our Metroidvania tutorial series, where we’ll take you on a journey through the development process of creating your own Metroidvania game, just like the widely popular Hollow Knight, in Unity!
Creating a Rogue-like (like Vampire Survivors) in Unity — Part 14: Damage Floating Text
This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity
On 28 September, Terence ran the second coding stream on our YouTube channel. During the stream, he implemented a pop-up text that appears whenever an enemy receives damage, as shown below.
This article summarises the implementation of this feature by highlighting the changes to the existing codebase.
Creating a Rogue-like (like Vampire Survivors) in Unity — Part 13: Knockback and Damage Feedback
This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity
4 October 2023: This article has been updated with new details.
Yesterday, Terence took over this project from Xavier and ran the first ever coding stream on our YouTube channel. The stream itself had quite a lot of technical issues and hence, a lot of room for improvement, but he managed to implement a couple of features that we wanted to document here.
How to code a moving platform for your 2D platformer in Unity
One of the most common questions I get from students looking to build a platformer is this: how do I build a moving platform in Unity? Well, if you are looking for code that you can just copy-paste into your project, look no further.
Continue readingCreating a Metroidvania (like Hollow Knight) — Part 9: Menus UI, Settings, Pausing, and Audio
This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity
2 May 2024: This article has been updated to correct some errors and missing information.
Here's the list of changes and bugfixes for Part 9 of the Metroidvania Series.
Welcome to Part 9 of our Metroidvania tutorial series, where we’ll take you on a journey through the development process of creating your own Metroidvania game, just like the widely popular Hollow Knight, in Unity!
Creating a Metroidvania (like Hollow Knight) — Part 8: Wall Jump, Unlocking Abilities & Spells, Mask & Soul Vessel Shards and Inventory
This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity
8 June 2024: This article has been updated to correct some errors and missing information.
Here's the list of changes and bugfixes for Part 8 of the Metroidvania Series.
Welcome to Part 8 of our Metroidvania tutorial series, where we’ll take you on a journey through the development process of creating your own Metroidvania game, just like the widely popular Hollow Knight, in Unity!
Try it yourself: Compare the performance of Java’s String vs. StringBuilder vs. StringBuffer
If you are dynamically generating strings in your Java program, one of the best things you can do for your program is to build your string using a StringBuilder
or StringBuffer
, as opposed to using a regular old String
.
The reason for this? In Java, strings are immutable, and every time you concatenate a string that the program hasn’t seen before, a new string object is created and stored in the heap. This means the whole process involves a lot of reading from and writing to the memory. The StringBuilder
and StringBuffer
in Java are objects that are designed to do string concatenation in a more efficient manner, but how much more?
We’ve got a simple Java program here that you can run from your browser so you can see it for yourself.
Continue readingCreating a Rogue-like Shoot ‘Em Up (like Vampire Survivors) — Part 12: Weapon Evolution
This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity
Ever wanted to create a rogue-like shoot ’em up game like Vampire Survivors? In Part 12 of our guide, we will go through how to create a weapon evolution system, similar to the one seen in Vampire Survivors. You can also find Part 11 of our guide here, where we touched up on certain aspects of our project such as identifying and fixing bugs, along with aesthetic changes
A link to a package containing the project files up to Part 12 of this tutorial series can also be found at the end of this article.
Creating a Metroidvania (like Hollow Knight) — Part 7: Death, Respawn, Updating Map and Save system
This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity
5 June 2024: Anonymes FRACTAL has helped us identify some bugs in this part of the series. You can find more details on the bugs (and how to fix them) here.
This article has also been updated to correct some errors and missing information.
Here's the list of changes and bugfixes for Part 7 of the Metroidvania Series.
Welcome to Part 7 of our Metroidvania tutorial series, where we’ll be taking you on a journey through the development process of creating your own Metroidvania game, just like the widely popular Hollow Knight, in Unity!