Designing Crossing: Animations Part 3

using the editors

So now that we have the main menu animations in place, as covered in part 1, part 2 and part 3 of this tutorial, I’ll show you how to do the very same thing but using the Animation tools inside Unity. Luckily, so far, we’ve created the exact sort of animations that can expose what the tools are good for and what the tools have difficulty supporting.

So let’s get started.

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Designing Crossing: Animations Part 1

tween!

We tackled resolutions in the first part of this tutorial, and now we’re ready to deal with animations. Or at least part 1 of animations (trust me, this is a huge topic and it involves one of Unity’s most complex mini editors…) Basically, we can handle animations in Unity in two ways: through code only, and through the Animation/Animator combo editors which usually also involve the use of some code. There are no Actions in Unity, in the sense of what say Cocos2d-x calls Actions. Rather, Unity’s implementation of the typical tweening engine is broken down into a multitude of classes and APIs which recreates through code what you can do with the animation editors.

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Game Art in Unity: Crossing

ui, animations, resolutions

In my book about developing word games using Unity, I go over all the steps to develop prototypes of word games, but I don’t go into too much detail about making your games all pretty and stuff. I did arrive at a compromise, however, and proposed to post a series of in-depth tutorials on how to use the Unity Engine to make the world a better place… or at least your game’s look and feel.

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Bubble Shooter Game in Unity: Part 11

moving the grid endlessly

So what if we wanted to pick the code from the last tutorial in this series and make the grid scroll endlessly down the screen? I’d need to add new rows of balls, and in order to do that I’d have to flip the grid upside down (mainly because since the beginning of this series I’ve been using a grid that starts at the bottom of the screen.)

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Bubble Shooter Game in Unity: Part 10

moving the grid

In order to move the grid down the screen we only need to make a few adjustments to the code. Before we had a variable controlling the number of visible rows at the beginning of the game; but with a scrolling grid you don’t need that. The grid should be entirely visible now, with a fixed gap of empty rows at the bottom of the grid which will add an initial distance between visible cells and the shooters (as well as the necessary empty rows which will need to add the player’s bullets which do not create an immediate match.)

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Bubble Shooter Game in Unity: Part 9

multiple shooters

So what if you want to use multiple shooters? The class I wrote for the ray cast shooter can be easily updated so we can use as many shooters as we want in the game.
I’ll place five shooters at the bottom of the screen, and for the sake of this tutorial, each shooter will now have a fixed color type, so the color won’t change after a shot.
(Although you could easily keep the existing logic that handles that in the touch up handler, who knows, it might make things interesting to have each shooter select its color randomly and keep changing its color randomly after every shot.)

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