Bullet Hell Patterns for Beginners: Coding Your First Bullet & Spawner in Unity
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- Опубліковано 29 сер 2024
- Welcome to Sidereum Games! In this beginner-friendly tutorial, I'll guide you through coding your first bullet and bullet spawner in Unity, helping you create your own bullet hell patterns with simple coding techniques.
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The code used in video: docs.google.co...
This is actually pretty sick haha, I'll try to add a similar one to my game!
Thanks! I'm actually making a video which will talk about how to optimize bullet spawning so your game doesn't slow down as much, so be on the lookout for that!
Amazing video your editing is very good and you have massive potential to go viral !!!
Thank you so much! That mean a lot to me, hopefully your words come true!!
informative! - now I want to make a galaga clone!
Thank you so much! Actually one of the first "games" I made with unity was a galaga-like space shooter. The bullet scripting was awful though 😅. I like the scripts made for this video a lot more.
One interesting consideration I have been facing lately with bullet hell spawners is if I should use fixed update instead of normal update. The reason for this consideration was that I found some imperfections in the patterns when using normal update, due to framerate impacting spawn times for bullets. In that fixed update gives perfect accuracy. The downside is that performance questions are way more noticeable with all game logic in fixed update as now performance hits slow the game down instead of lowering the fps for a moment... So likely performance optimization will be quite important with 500+ bullets on the screen at once...
Late reply, but the game slowing down instead of lowering FPS is actually much preferred in this genre. It's better to slow the game down when there's a mass of bullets rather than letting the player lag and walk into them, plus having ugly patterns that aren't quite right because of lag.
@@novafx3744 Hhm yes, to my knowledge almost all bullet hells go with that approach. That said game speed dropping to half seems bigger deal than fps dropping to around 30 and if one were to use dynamic fps then there would be no upper limit as well which would be nice. I also know for a fact that with some arcade bullet hells the slowdown was considered more of a feature than a bug but with any pc games I would personally always prefer it to keep the intended speed... That said imperfect ugly patterns is too big of downside so fixed update+ lots of optimization will be the way to go I believe...
Hell yeah!!! bullets go boooooom 🔥🕹
I Love This Editing!
Thanks!
As someone who wants to make a bullet hell someday this is perfect! Thank you so much, the video was very easy to follow and your explanations were very simple too.
Great Amazing video!! 😄
Thank you! I'm glad you enjoyed it!
Epic video! Editing is superb :)
Thank you!!!
nice
Did everything like you did it, prefab, scripts in the right gameobjects, etc. but won't work for me :/
This is cool and easy but what about damage ? Im stuck at damage part :/
The simplest way to do this is to have your player check for collisions using OnTriggerEnter2D. Your player script should then control the damage taken, knockback, health bar UI, etc.
Touhou-inspired game. Uses Fire Emblem music ^^u
nice vid
Thanks! Glad you enjoyed it!
np@@SidereumGamesDevlogs
Im new to unity and im doing a course at school for game production and i really want to implenent this as a bit of a little mechanic got any tips?
I’ve put the code in the description, but it really depends on what you’re trying to make. If it’s a small project you can probably go even simpler and just spawn bullet prefabs from whatever object you want to spawn it from instead of creating a spawner object.
If you’re trying to make a complicated game and you want to use my approach, try to segment your code as much as possible. For example in this code, the bullet only controls the bullet, and the spawner only spawns bullets. I know that seems obvious but it’s very easy to write code for a player, and in the player code write a score keeping mechanic, and also inventory storage, and so on. That can quickly make your code tricky to keep organized and when things break they become very hard to fix.
i am in the same exact spot as you
first
more advanced where.
comment very good i like manifest!