Book Image

Unity 5.x 2D Game Development Blueprints

By : Francesco Sapio
Book Image

Unity 5.x 2D Game Development Blueprints

By: Francesco Sapio

Overview of this book

Flexible, powerful, and full of rich features, Unity 5 is the engine of choice for AAA 2D and 3D game development. With comprehensive support for over 20 different platforms, Unity boasts a host of great new functions for making 2D games. Learn how to leverage these new options into awesome 2D games by building three complete game projects with the Unity game tutorials in this hands-on book. Get started with a quick overview of the principle concepts and techniques needed for making 2D games with Unity, then dive straight in to practical development. Build your own version of Super Mario Brothers as you learn how to animate sprites, work with physics, and construct brilliant UIs in order to create a platformer game. Go on a quest to create a RPG game discovering NPC design, event triggers, and AI programming. Finally, put your skills to the test against a real challenge - designing and constructing a complex strategy game that will draw on and develop all your previously learned skills.
Table of Contents (15 chapters)
Unity 5.x 2D Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface

Importing the level


In order to create our scene, we will need to play around with our new assets in Tiled, but luckily, a lot has already been set up for us. Open roguelike-pack/Map/sample_map in Tiled. If you missed the previous chapter where we discussed Tiled, you should at least read that section before you continue. In fact, it is another software, separate from Unity:

As you can see, the scene is almost complete. We will not need to spend much time to make it game-ready:

Now, we need to set up the colliders for our scene and it's best to do it from here. This task can be tiring and boring, but it's definitely worth it.

Let's start by selecting the lake's top-left sprite inside the tileset:

Now go to View | Tile Collision Editor and enclose it with the rectangular tool so that it looks as follows:

Unfortunately, we need to do the same to every sprite object that should be a collider to the player inside the game; these include: tree trunks, houses, roofs, tents, crosses, and so...