Ever wanted to create a game like Harvest Moon in Unity? Check out Part 34 of our guide here, where we fix a few bugs and implement a new storage system for our game. You can also find Part 33 of our guide here, where we created our weather system.
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Creating a Farming RPG (like Harvest Moon) in Unity — Part 33: Minecraft Inventory 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 33 of our guide here, where we fix a bug with chicken hatching, and add new features to our inventory system. You can also find Part 32 of our guide here, where we created our weather system.
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
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.
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.
Continue readingCreating 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.
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.
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.

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 reading
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.
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.