Tags are meant to make our lives easier in Unity. They help our code find game objects in a scene, whether the game object was created at design time or at run-time. They are also referred to by case-sensitive magic strings, which have the potential to become sprinkled through our component code and cause silly bugs when the underlying tag itself changes. Today we learn a simple way to keep those bugs at bay.
One neat detail I really like about Unity’s interface is the ease with which we can create Custom Inspectors, or Property Panels as you’d call them in Visual Studio.
If, like me, you’re coming from a Visual Studio background, it’s likely you’re cringing your teeth right now, trying to shoo away the memory of the unpleasant experience which is to fiddle with the entrails of its interface – even if Visual Studio itself is awesome. I confess that was my initial expectation with Unity as well.
I’m happy to say I was very mistaken.
It is a breeze to create Custom Inspectors in Unity – once you know how. So let’s take care of that!
Look, a smiley: :D
That smiley means I’m happy. I’ve just finished going through the Space Shooter tutorial on Unity’s website. If you’re also starting on game development and you’re curious to know how Unity plays out, give that tutorial a go. It’s easy to implement and will give you a good heads-up on basics such as physics, boundaries, collision detection, explosions, scoring and, well, making artwork move around the screen and do neat stuff.
This is what the result of the tutorial looks like:
I’ll probably come back to this in the future and make something more out of it such as adding enemies, levels, weapons and, blimey, a menu. Once I know how, of course. :D
Anyway, if you want to play the game yourself, press that big red button below:
One thing is for sure, rapid game development has come a long way since the days of XNA.
Today I build upon the previous article and show you how I’ve drawn a three-quarter view of a cute female Manga character in Photoshop, now making use of fill layers as a painting technique. The character comes straight out of Mastering Manga with Mark Crilley, the book I’m following in my endeavour to learn Manga.
So, without further ado, let’s start!
In this article, I’m going to show an efficient way to block in (paint big chunks of) gradient colors in Photoshop. This is a way to quickly prototype a painting in preparation for detailed work, although the results do have a charm of their own.
I pick up where I left off in the previous article, where I showed an easy way to paint some cool blue eerie smoke around the pumpkin character sketch.
This is the first article in a short series dedicated to digital painting with textures in Photoshop. The goal is to create a sample illustration using a number of basic techniques for painting with textures, one step at a time. The sample will be an even spookier version of this blog’s own Game Pumpkin logo. Yes, I’m guilty of ego, I know. :D
In this first step, I’m going to focus on painting some eerie blue background smoke to set that spooky tone for the pumpkin character.
Today I went back to the previous learning exercise and decided to add some more love into it. This time I went the digital route and performed all steps of drawing Manga – drawing, inking, painting, shading – in Photoshop. In this article I explain all the tiny steps I went through, to satisfy the curious among you.
Mind you, I am a complete newbie in both Manga drawing and digital painting, hence the title of this series. Therefore, if you find something off, weird or superfluous in these instructions, well, it probably is. So if you have any recommendations for improvement, please comment below as I’m here to learn and always value your input.