0Sec E-books » Digital Tutors Unity Mobile Game Development Game State V2012 - LZO

1 hrs. 57 min. | February 1, 2012 | Unity 3.4 | Author: Chris Glick
In this Unity tutorial, we’ll learn how to code a game's state or logic to keep track of things like timers, kills and rounds. Through these lessons, we’ll examine our game design doc and build game-play functionality. We'll begin with creating a simple count-down timer and how to let other scripts cleanly access it. Then we'll learn how to start and end our game with a splash screen to hide the level. Next we'll create functions for the various parts of a game, like winning a round, pausing the game, killing an enemy, saving our data, resetting our game, and game over. Finally we'll take a quick look at randomly spawning our player. A game's internal logic is one of the most important parts of any game's development. By learning how to deal with many common game states, we can extend them to fit our own game's needs
More Info_http://www.digitaltutors.com/11/training.php?pid=624&autoplay=1
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Digital.Tutors.Unity.Mobile.Game.Development.Game.State.V2012.-.LZO posted by optimus133 on 11:02:37 04 February
Digital Tutors Unity Mobile Game Development Game State V2012 - LZO
posted by optimus133 on 04 February | Views: 20 | Category: E-books
Digital Tutors Unity Mobile Game Development Game State V2012 - LZO
English | ISO | include Project files | vp6f, yuv420p, 1280x720, 15.00 fps | mp3, 44100 Hz, mono, 96 kb/s | 847MB
Genre: Video Training
English | ISO | include Project files | vp6f, yuv420p, 1280x720, 15.00 fps | mp3, 44100 Hz, mono, 96 kb/s | 847MB
Genre: Video Training
1 hrs. 57 min. | February 1, 2012 | Unity 3.4 | Author: Chris Glick
In this Unity tutorial, we’ll learn how to code a game's state or logic to keep track of things like timers, kills and rounds. Through these lessons, we’ll examine our game design doc and build game-play functionality. We'll begin with creating a simple count-down timer and how to let other scripts cleanly access it. Then we'll learn how to start and end our game with a splash screen to hide the level. Next we'll create functions for the various parts of a game, like winning a round, pausing the game, killing an enemy, saving our data, resetting our game, and game over. Finally we'll take a quick look at randomly spawning our player. A game's internal logic is one of the most important parts of any game's development. By learning how to deal with many common game states, we can extend them to fit our own game's needs
More Info_http://www.digitaltutors.com/11/training.php?pid=624&autoplay=1
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Digital.Tutors.Unity.Mobile.Game.Development.Game.State.V2012.-.LZO posted by optimus133 on 11:02:37 04 February

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