Search Unity

  1. We are migrating the Unity Forums to Unity Discussions. On July 12, the Unity Forums will become read-only.

    Please, do not make any changes to your username or email addresses at id.unity.com during this transition time.

    On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live.


    Read our full announcement for more information and let us know if you have any questions.

iPhone Unity Arcade Game

Discussion in 'Made With Unity' started by Kith, Jun 12, 2011.

  1. Kith

    Kith

    Joined:
    Jun 12, 2011
    Posts:
    94
    Trace Invaders

    Hey Guys,
    Me and my friend have been working on a game for a few days and we're almost ready to release. I thought I'd post a video here of how it's coming along and see what you guys think. We're going to add a couple more enemies, explosions, and a way to randomize the level, but besides that, we're pretty much done. Oh, and we also need a name for the game XD. Suggestions would be nice.
    I owe a lot of this game to the Unity community for always being there to answer my dumb, noobish questions when I had them. I really appreciate it!



    P.S. The controls seem a little slow and choppy here because I was doing a screen recording while using the Unity Remote app over wifi. When the game is compiled, it runs very smoothly ^_^.


    Update :

    New Video showing off some new enemies, weapons, and artwork. Game is almost done :-D



    P.S. same as before, the controls seem choppy because this is using Unity Remote...also, I don't suck that much when the game is compiled lol
    Thanks!


    Update 2:

    Final Update Video before launch! Game came out really well, if I do say so myself :-D
    Also, we finally have a name for the game we like. Trace Invaders!


    - Kith
     
    Last edited: Jul 6, 2011
  2. Falin

    Falin

    Joined:
    Sep 29, 2009
    Posts:
    242
    looks good
     
  3. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,725
    nice one. add menu screens, game over etc and all that then ship it.
     
  4. Kith

    Kith

    Joined:
    Jun 12, 2011
    Posts:
    94
    Thanks!
    Admittedly, GUI work in Unity is not my strong suit at all, so I've been putting it off until now. And we still need a name for this >.>
     
  5. Ezzerland

    Ezzerland

    Joined:
    Jul 1, 2010
    Posts:
    405
    Looks nice, honestly.

    It reminds me of an old NES game known as LifeForce. That was, and still is, a VERY entertaining, but sometimes frustrating game.
     
  6. Kith

    Kith

    Joined:
    Jun 12, 2011
    Posts:
    94
    Thanks :),
    I've never played the game you're talking about, but we were definitely going for that old-school arcade feel with some higher detailed, cartoony graphics. So far so good! We're working on a couple more enemies for this, so I'll post when we get some more stuff going with this.
     
  7. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,725
    don't use unity gui, roll your own ie with prime31's gui

    call it doodleroids (doodle + asteroids) etc

    just ship it asap, get the victory under your belt before it becomes vapourware then begin plotting your next game which will have the benefit of all this experience you have gained. Don't forget when it ships, stick it in your signature and join the club of people who have actually finished stuff :)
     
  8. Kith

    Kith

    Joined:
    Jun 12, 2011
    Posts:
    94
    I've never used UIToolkit before, and I've never used C# before either. Are there any good resources to demonstrate how UIToolkit would work with Javascript? I would love to use it, but I definitely need to learn a lot about it. I definitely agree with you about not wanting my project to become vaporware. I've had that happen plenty of times. This will be my first launched title, so I'm pretty excited. Never been this close before :). So, if you have any suggestions or resources to help learn UIToolkit quickly (preferably in Javascript, but I don't think learning C# would take too long), I would greatly appreciate you letting me know. Thanks :)

    P.S. - Love the name lol. I'm going to run that by my friend/artist
     
  9. Ezzerland

    Ezzerland

    Joined:
    Jul 1, 2010
    Posts:
    405
    :eek:

    Never heard of LifeForce? Well, hurry up and get it already! On second thought, don't.. you wont stop playing it :)

    On the programming note, I'd recommend taking the time to learn C#. It's not overly difficult so it shouldn't take much to convert any knowledge you currently have to it, and it's well worthwhile to know.

    doodleroids.. lol.. Sounds like a drug :D
     
  10. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,725
    There's no need to use c#. I'm doing my game in js. I use uitoolkit from prime to render text in js just fine. Check the prime thread for info how to use it and so forth... its a piece of cake.

    Be aware you will need to up the number of simultaneous touches if using primes thing or it'll crash. Its hardcoded for 5 but easily fixed. See the thread... or just use some other text rendering lib. The built in unity text works fine too (sprite text thing).
     
  11. Kith

    Kith

    Joined:
    Jun 12, 2011
    Posts:
    94
    I'll definitely take a look at UIToolKit. Thanks for the suggestion :). I've got very little experience with User Interfaces, so this'll be a learning experience for me. I've done most of my programming in javascript, but I do want to take the time to learn C#, just because it's more widely used in the game industry. However, this'll be strictly Javascript, so good to know that won't be a problem.

    And doodleroids sounds more like a condition than a drug to me XD. "Damn it, I got doodleroids"
     
  12. Kith

    Kith

    Joined:
    Jun 12, 2011
    Posts:
    94
    Update: Just added new Snake enemy, and optimized the hell out of the game. I can't believe how detrimental it was to have not been using the Mobile Shaders o.o. Added updated art for weapon shots and upgrades. We're definitely in the "finishing touches" stage :-D
     
  13. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,725
    Keep at it, you've got me rooting for you. This I want to see in the store!
     
  14. Ezzerland

    Ezzerland

    Joined:
    Jul 1, 2010
    Posts:
    405
    Hope to see a port of this for the PC. I don't have a cellphone and I want to play it :(
     
  15. Kith

    Kith

    Joined:
    Jun 12, 2011
    Posts:
    94
    I'd be happy to port it when it's done. It was actually originally planned for PC but I couldnt find a good control scheme :-/

    And thanks for the support guys!
     
    Last edited: Jun 17, 2011
  16. Kith

    Kith

    Joined:
    Jun 12, 2011
    Posts:
    94
    Just posted a new video showing some of the new artwork, enemies, and weapons. All is going well so far :)
     
  17. Kith

    Kith

    Joined:
    Jun 12, 2011
    Posts:
    94


    Final Update video before launch. This game has came a long way, but we're almost done ^_^