With the intention of writing a tutorial, I’ve gone ahead and created a Flappy Bird clone in Unity3D and named it Floppy Clone. The source code and all assets to this project can be found on GitHub.
Read MoreWhen creating a game there is often the need to create a toggle. An obvious example might be for a volume controller. Click the sprite to turn the volume on, and click the same sprite to turn the volume off.
The best way to accomplish this task is to create a sprite game object that has a script with two public sprite variables. In the Unity editor add one sprite that will represent the on toggle position and another sprite that will represent the off toggle position.
Read MoreIt has been exactly seven days since Turbo Prop for Android, iOS, Windows Phone, BlackBerry, and Amazon Kindle Fire went live. This is a status update in regards to downloads as well as ad earnings for my first Unity3D game.
Read MoreMonetization is desired by game developers and standard app developers alike. For the developers that would like to keep their work free to download, in app advertising is often a good choice. Admob by Google is convenient for ads because it is compatible with iOS and Android without changes to the Unity3D project.
Read MoreWhen it comes to computing, not all devices are created equal. An action intense game that runs at 500 frames per second on a computer may only run at 12 frames per second on a mobile device. To maximize your frame rate across all platforms it is very important to use your game resources efficiently.
One of the best things you can do for your game is to use object pooling. This conserves resources by recycling a pre-defined set of objects rather than dynamically creating and destroying them as necessary.
Read MoreAfter about a month of hard work I’m proud to announce that my first ever game has been published to the popular mobile app stores. Turbo Prop was created with Unity3D 4.3 and is compatible with Windows Phone, Android, iOS, BlackBerry, and Amazon devices.
Read MoreWhen building a game, it is often a good idea to know your frames per second (fps) during the testing phase. It is even more important to know this when building for mobile devices that may not have the high specifications that modern computers have.
The easiest method to have the frames per second display is to create a prefab that you can recycle across all your game scenes.
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