Hey, there are so many good tutorials online, you don't need one from someone who is still using them himself.
The best way to learn game dev, imo is to just start doing it. You'll run into problems and have to think your way round them or think how you would ask your question. 9/10 questions have already got answers waiting for you to adapt to your project.
thanks for responding,i have been thinking of making a Beyblade game in unity or unreal but have not been able to find good tutorials to follow. appreciate the advice
Hello, the recent unity debacle has caused me to reconsider my engine of choice. This is the smaller of my current projects So this will be the one I will be choosing to reboot.
Did a whole bunch of work on it today/yesterday; well the whole week I've been tinkering but there has been some improvements all around. To name a few. Better shaped top, Classic Arena, new particle effect. Chasing and Pushing. As well as a whole bunch of behind the scenes; Including a self instance of particle effects (helps the inspector look tidy) but more importantly: The using the Dot product of Vectors to change the directions of inputs to better suit the stadium surface
If anyone is following on here, I am still working on it. Ive just fallen out with my 3D model. Im trying to get a general shape that I am happy with. Almost there
UI is slightly better than the slapped together one i had before. New count down timer that can finish the game. The game now has "win states" I refuse to call it burst: HP = 0 SP = 0 - running out of time will slowly force a SP 0... And stadium outs.
attack button square now does "chip damage" and holding it will do a "smash attack".
Tops fly further when they are on lower heath. making stadium outs more common than destruction. (this is a good thing)
put in defending (needs some work)
In the near future we'll have dodging, chasing, CPU control.
I bought the art assets of humble bundle, it had sounds and a toon shader. I had a little play with the new UPR. Looks good. I must get on with making the other buttons work. as a game its dull but as a spectacle its alright to look at.
I thought i was taking in this one, I'll have to look into it.
He charges a lot, my first crack at an "AI".
Its just because he doesnt have many choices. Its get energy to chargeor charge at the movement. once light-attack, block and dodge are in he'll be charging less.
A lot of it is explained in the video description.
Did some maths, made a follow cam, didnt like it, improved the demo cam. Here is what it looks like before bed, I have work for the next few days so it may be slow to no progress.
I will be narrating and editing the videos once, I'm adding content and polishing, while im still putting the foundations together Im just documenting raw video.
Day 3: I'm probably going to stop counting days. 21/09/22 -
Left analogue stick now has control over top movement. Its a little sluggish but i'll sort that out in a bit.
hands of the controls, returns the top to center.
Holding X down now moves you to center with a little more urgency, this will also be attached to a energy regain mechanic.
Happy accident. holding X while riding up the wall will jump the top away from the wall... only to fall to the bottom basin for it to accelerate again towards the goal. Looks pretty cool, I need to clamp the speed, for now makes me smile.
Lean/tilt of the top, mimics the demo and the "source material". Disregarding gyroscopic forces and instead having your top wiz round leaning out of the banks.
Day 1: Ive put together a scene with a couple of assets I made. Just to test the water. This could make you dizzy, I will reduce the look movement once a little deeper.
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any chance you will make a tutorial maybe in unity or share project files for beginner devs
Hey, there are so many good tutorials online, you don't need one from someone who is still using them himself.
The best way to learn game dev, imo is to just start doing it. You'll run into problems and have to think your way round them or think how you would ask your question. 9/10 questions have already got answers waiting for you to adapt to your project.
thanks for responding,i have been thinking of making a Beyblade game in unity or unreal but have not been able to find good tutorials to follow. appreciate the advice
Hey, are you still working on this? This looks really promising!
Hello, the recent unity debacle has caused me to reconsider my engine of choice. This is the smaller of my current projects So this will be the one I will be choosing to reboot.
understandable, good luck
Made some components for a Customisation scene.
(You will have access to more colours)
CPU player is getting another rework, still not happy with it...
Pulled the download while I check on a performance issue.
Re did the AI and made it soft reset itself. - still preAlpha and i shouldnt be distributing this early.
No where near finished. I wouldnt wast my time downloading it just now. but it was nice to see how easy it is to publish.
Did a whole bunch of work on it today/yesterday; well the whole week I've been tinkering but there has been some improvements all around. To name a few. Better shaped top, Classic Arena, new particle effect. Chasing and Pushing. As well as a whole bunch of behind the scenes; Including a self instance of particle effects (helps the inspector look tidy) but more importantly: The using the Dot product of Vectors to change the directions of inputs to better suit the stadium surface
If anyone is following on here, I am still working on it. Ive just fallen out with my 3D model. Im trying to get a general shape that I am happy with. Almost there
New count down timer that can finish the game.
The game now has "win states" I refuse to call it burst:
HP = 0
SP = 0 - running out of time will slowly force a SP 0...
And stadium outs.
attack button square now does "chip damage" and holding it will do a "smash attack".
Tops fly further when they are on lower heath. making stadium outs more common than destruction. (this is a good thing)
put in defending (needs some work)
In the near future we'll have dodging, chasing, CPU control.
I bought the art assets of humble bundle, it had sounds and a toon shader.
I had a little play with the new UPR. Looks good. I must get on with making the other buttons work. as a game its dull but as a spectacle its alright to look at.
He charges a lot, my first crack at an "AI".
Its just because he doesnt have many choices. Its get energy to chargeor charge at the movement. once light-attack, block and dodge are in he'll be charging less.
The game is in a playable state. yay?
Did some maths, made a follow cam, didnt like it, improved the demo cam.
Here is what it looks like before bed, I have work for the next few days so it may be slow to no progress.
I will be narrating and editing the videos once, I'm adding content and polishing, while im still putting the foundations together Im just documenting raw video.
Watch this space =D
Day 3: I'm probably going to stop counting days.
21/09/22 -
Left analogue stick now has control over top movement.
Its a little sluggish but i'll sort that out in a bit.
hands of the controls, returns the top to center.
Holding X down now moves you to center with a little more urgency, this will also be attached to a energy regain mechanic.
Happy accident. holding X while riding up the wall will jump the top away from the wall... only to fall to the bottom basin for it to accelerate again towards the goal. Looks pretty cool, I need to clamp the speed, for now makes me smile.
Lean/tilt of the top, mimics the demo and the "source material". Disregarding gyroscopic forces and instead having your top wiz round leaning out of the banks.
Just to test the water. This could make you dizzy, I will reduce the look movement once a little deeper.