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!
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.
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.
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.
In Visual Studio And The Mushroom Arguments, we finally got Visual Studio up and running and learned how to build and run our first application in it. Now it’s time to explore the fancy editor in this IDE and see a bit more of what it can do.
In this pumpkin we’re going to take a look at the importance of curly braces and semi-colons in C# code and understand how the editor helps us get those right. We’re also going to play a bit with the windows in the IDE and learn how to recover them in case we mess them up.
First though, let’s just recap what an IDE is all about.