![2d rpg games with really good sprite work 2d rpg games with really good sprite work](https://opengameart.org/sites/default/files/preview-1_1.png)
For my own extra-credit, I might try to give the player like 3 independent save slots, as well.Īctually, one more question based on that. Is this a good idea in the Unity context? Or is there a best practice way of saving the game that I'm not aware of? I intend to autosave frequently, and prevent the user from loading old saves (so like "hardcore mode" or like a rogue-like).
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Back when I used to code some windows forms, I used to save by using xml serialization into text files.
![2d rpg games with really good sprite work 2d rpg games with really good sprite work](https://assets.carolus.raywenderlich.com/assets/placeholders/tile_fallback@2x-8db48f73033ff1958961095b62317833e75ff41f0da308fd92c634a60f8ae7f7.png)
If I am going to save the whole world state, I get the impression I should use some other approach.
![2d rpg games with really good sprite work 2d rpg games with really good sprite work](https://developer.playcanvas.com/images/user-manual/2D/sprite.jpg)
However, I also heard that you shouldn't use it to save too much. Lastly, I really hope we can talk about saving! I first found PlayerPref, which I understand saves to the registry. One of the character sprite packages I got came with some example scripts, and that's how I really learned about the Character Controller mentioned above. I get what you mean about help from the asset developers. I really wanted to get them so that they add some context for me, and so I have something to work/test/learn against. So, I got 2 character sprite creators and some beautiful forest backgrounds/foregrounds from the store (what do we call these products? Assets? Bundles? Packages?). My weakest skill is animation and drawing (and music, haha). I also ended up buying some assets from the store. The former is cool, but the realistic rocking and falling and stuff is a bit too much, lol. What are your thoughts about using that? After playing with the built in 2d physics engine, and Character Controller, I found the latter to be more fitting for a sprite based game. I found a really cool unity component, called " Character Controller". Thanks for guidance! That's a really good idea about using colliders to detect being in range! I didn't think of that, but I can already think of a few ways I could try it. Or you can save to either your own server on the Internet, or one of the database as a service providers. You could also write out json to disk, or any other standardized format, or even create your own custom format. There's lots of options for saving player progress. Also asset developers are usually happy to help someone having trouble with their asset, but have to assume a certain proficiency with Unity on your part when explaining what to do, and can't be expected to do any teaching beyond what someone knowledgeable in Unity would need to use the asset. I wouldn't start buying assets off the Asset Store until you've got a little more experience, unless you have plenty of money to burn, because you will undoubtedly make some poor choices in the beginning. Also it is common to use colliders for more than impacts in games, such as a trigger collider to detect if the player is in range of something, which will use Unity's physics implementation anyway. Implementing your own physics would be reinventing the wheel, and Unity's implementation is going to be included in your build regardless. If that is what you are going for then use it. Nothing wrong with giving the game kit a try if your game will include elements that are already implemented in the kit.Īs far as physics implementation, the one included in Unity (PhysX) tries to behave somewhat true to real physics behavior.
![2d rpg games with really good sprite work 2d rpg games with really good sprite work](https://i.pinimg.com/originals/ea/69/90/ea6990bba49d3cc6e69e3a19cb7996ed.gif)
2d rpg games with really good sprite work free#
But, I don't want to get bogged down in a lot of animating or coding, because I only get to do this on my free time. I don't mind spending a few bucks this is my hobby and I'm having fun. I also want an autosave system between executions of the game.Ī) work with the 2D game kit, and try to copy or build on top of its code and framework?ī) try to write 2D script from scratch? If so, should I use the unity physics or make my own physics (there's a unity tutorial on this, I think).Ĭ) buy/use character control scripts and other scripts from the asset atore?Īlso, what's the best mechanism for saving the game? I want to try making a simple side scrolling game, with a focus on melee attacks (like Ellen has), and some RPG elements, like HP, elemental damage, damage resistance, critical hits, etc (a bit more than in 2D game kit by default). I plan to continue with the unity tutorials, but I had a question about what approach I should take. I've also done some Brackeys tutorials, too (actually, I started there). I've been doing the unity tutorials, and I'm having a blast! So far, I finished the roller ball tutorial and the 2D game kit tutorial.