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Learning Unity 2D Game Development by Example, by Venita Pereira
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Create your own line of successful 2D games with Unity!About This Book
- Dive into 2D game development with no previous experience
- Learn how to use the new Unity 2D toolset
- Create and deploy your very own 2D game with confidence.
Who This Book Is For
If you are interested in creating your very own 2D games from scratch, then this book will give you all the tools you need to succeed. Whether you are completely new to Unity or have used Unity before and would like to learn about the new 2D features of Unity, this book is for you.
What You Will Learn
- Work with Unity's new 2D workflow and create a 2D scene
- Set the scene with different types of backgrounds, either static or dynamically using a tileset
- Bring your character to life through simple animations
- Understand the core concepts of programming by creating basic code that controls a character and destroys an enemy
- Create buttons and game controls by using code snippets for input detection
- Develop five 2D games from genres such as classic arcade, endless runner, rogue-like, physics, and space buddy games
- Add audio and feedback and deploy your games
In Detail
If you are looking for a guide to create 2D games using Unity, look no further. With this book, you will learn all the essentials of 2D game development by creating five real-world games in a step-by-step manner throughout the course of this book.
Starting with a blank scene, you will learn all about the new Unity 2D toolset, which will enable you to bring your scene to life. You will create characters, make them move, create some enemies, and then write code to destroy them. After figuring out all the necessities of creating a game, this book will then assist you in making several different games: games with collision, parallax scrolling, Box2D, and more.
By the end of this book, you will not only have created several small games, but you will also have the opportunity to put all your new-found knowledge into creating and deploying a larger, full game.
- Published on: 2014-07-01
- Binding: Paperback
About the Author
Venita Pereira
Venita Pereira is hugely passionate about games having grown up on games since she was 7 years old. She is a games connoisseur who enjoys all types of games—no game is too big or too small—and a technology geek who enjoys all things technical. She studied at the University of Pretoria and holds a Bachelor's degree in Information Science, specializing in Multimedia, and over 7 years' experience working in the gaming industry. She has worked on all platforms, including console, PC, and mobile, on a wide range of genres. Venita Pereira has worked for some of the biggest AAA companies, namely, Climax, Team17 Digital Ltd., Ideaworks3D, Jagex, SEGA, and Full Fat and for some of the biggest publishers: Activision, Square Enix, EA, and Hasbro. Her softography includes Sonic Dash, Sonic Jump, Stellar Dawn MMO, Transformers: Dark of the Moon, King of the Course Golf, Lara Croft and the Guardian of Light, Alien Breed Trilogy, Leisure Suit Larry: Box Office Bust, and Elveon.
Most helpful customer reviews
6 of 8 people found the following review helpful.
This is a VERY basic Unity book. For what ...
By MilitaryMan
This is a VERY basic Unity book. For what you get, the price is completely outrageous. As you can see from the beginning example pages, the pages have huge screenshots of items with some pages having only 4 or so lines of text. So in the first 30 pages, there are only 5 minutes or so of real content. The examples are written in JavaScript (instead of C#) so there might be a bit of translation involved if C# is your language. It's not too difficult, but every line needs to be rearranged and rewritten in order to work. And there is no C# version in the publisher's online examples (considering C# seems to be much more popular). Also, the instructions in the book often leave out key pieces of information on exactly how to do things. For instance, it says do "A", but it doesn't tell you how to do "A" so it leaves you trying to figure it out. Since this is a beginner's book, it should've been more clear. Also, the examples are all over the place and never really gel into coherent projects of any significance. You can find free online Unity2D videos that put this book shame so save your money. So in short, this book should be considered only as a small primer on Unity2D, but for $40+ it is completely not worth it.
2 of 2 people found the following review helpful.
Great Intro to Unity, Unity 2D, & Programming (Reviewed Ebook)
By Anthony Barranco
Learning Unity 2D Game Development by Example written by Venita Pereira published by Packt Publishing is quite a wonderful introduction to not only Unity itself but the new 2D game development suite it recently added. I had been meaning to checkout the 2D Unity mode myself for quite some time, and this book gave me a proper introduction.
First let me forewarn that the first couple of chapters of the book are not at all for anyone who has been using Unity 3D for awhile. The book immediately covers the basics of the Unity UI and even intro-to-programming basics. Although you might find some value lost here, I find this to be very thorough in ensuring that everyone is one the same page by the time they reach about Chapter 6 so it isn’t necessarily a bad thing.
The book immediately does a great job of explaining how sprite slicing in the Sprite Editor works, texture atlasing, using the Animator with sprites, and almost everything inbetween.The book is called “By Example” so naturally the book’s major focus is providing boilerplates for traditional games. Tutorials and even completed solutions & code for a Roguelike, a classic arcade avoid-falling-debris, an endless runner, a physics-driven cannonball shooter, and even a co-op game are provided. The examples are quite extensive and I once again find it great that Packt allows the authors to provide the completed code along with the book download. They’re particularly helpful, although, maybe not for the best of reasons in this case. More on that later.
I think about two years ago I read a similar “Learning Unity 3D Game Development by Example” from Packt and I learned a ton from it. Same here. These’s skeletons are great divingboards for people who want to run off with their own crazy ideas. You can take any one of these examples and try your own features in them, the book encourages that. This is a great for both newcomers and returning Unity 3D vets who might be stubborn or something to try the 2D mode. Its really extensive and I had fun replicating some of these examples. The physics example highlights Box2D, which is the popular physics engine that AngryBirds uses. I want to go back to some of my Construct 2 projects and try to convert them into Unity now!
The book does a good job of documenting steps and providing screenshots. However, there are some occasional details that get left out. This could be really jarring for new comers, to the point where they might just quit entirely because they’ve exhausted themselves reading the book’s steps a dozen times over with no solution. For returning Unity 3D users, this is kind of common and perhaps obvious to look out for signs of.
The ebook is only $10, I recommend it.
1 of 1 people found the following review helpful.
use C#
By W Boudville
The book is arranged as 5 extended examples of games parleyed in Unity 2d. But first the book prepares by quickly discussing the basics in the introductory chapters. These include the topics of setting scenes, adding characters and code control. At first, I mistook the latter for version control, which is certainly needed for large programming projects! But the code control chapter discusses in broad terms the different types of programming languages, from machine language to assembler to any level of higher languages. More to the point, since the book is about Unity, you find that you can write in 3 languages - C#, UnityScript and Boo. Not bad! This enhances the opportunity for Unity to spread its adoption.
Of these languages, C# is perhaps the one with the most expressiveness. It is equivalent to C++ or java. So if you are from those languages, probably pick C#. As a pragmatic point, it can offer the best performance, and could have the largest networking libraries.
While the choice of UnityScript may be made by those better versed in javascript. The former derives stylistically from the latter.
The text mentions Boo mostly for completeness, and just to remark that it is in the style of Python.
The game example chapters are each concise. Deliberately, the examples are where you can rapidly understand and try. Got to say that for those readers who hail from spending too much time in video arcades, look at the chapter on classic arcade if you want to recreate something from your misspent past.
One game example just starts into the vast arena of a physics engine. Showing how to incorporate realistic effects that let the player take advantage of his pre-existing intuition. I should add that you are not required in this chapter to actually know introductory physics kinematics. But the more you do know, the greater the ability later to customise any physics engine you might use.
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