Inhalt: Match 3 games are simple puzzle games where the player is asked to pair three or more identical items on a tiled game board. Popular modern variations include Candy Crush and Bejeweled. Unity is ideally suited to this kind of game design, and it's a great entry point to more complex kinds of game development. This training course is here to help you complete your own match 3 game. Game developer Kelley Hecker covers topics like creating a grid-based game board, using inheritance to create different types of game pieces, adding obstacles and new levels, detecting matches and clearing pieces, and implementing a user interface complete with a score screen. By the end of the course, members will have a completed game and learned new techniques to apply to their next Unity project. Umfang: 02:25:37.00
Inhalt: Developing mobile games in Unity takes a different skill set than building desktop or console games. You have to take screen resolution, special inputs like touches and accelerometer data, and performance into account. This course shows you how to meet these challenges and optimize your game development workflow specifically for mobile. Author Kelley Hecker explains how to set up the development environment to deploy to iOS and Android devices, access inputs from the device, and design user interfaces to work with multiple resolutions. Plus, learn how to debug a game while it's running on a device, and optimize your games to get faster, smoother performance. Umfang: 01:12:43.00
Inhalt: Unity games can be scripted in several languages, but the most popular and powerful choice is C#. In this course, game development engineer Kelley Hecker walks through the process of creating and attaching C# scripts to your game objects in order to customize their appearance and control their behavior. The course includes an in-depth exploration of the MonoDevelop scripting environment; MonoBehaviour, the base class for almost every script; and Unity's built-in classes, which prime your scripts for success. Plus, get an introduction to using the singleton pattern to manage game states and using events to respond to user input (for example, to deal damage when a player makes a mistake). Umfang: 01:19:38.00
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