My other videos you might like: I made the WORST Game of the Brackeys Jam: ua-cam.com/video/Tpeu1-gqA3o/v-deo.html Easiest Money I Made With Gamedev (without code): ua-cam.com/video/b_LUHn8Fd8g/v-deo.html Coding a simple game in 1 minute: ua-cam.com/video/vnYES_fba-M/v-deo.html Join my Discord: discord.gg/f5XpW3k89v for more personal stuff and I don't know why
This is very impressive, as simple as it is for under 10 minutes it's probably the most sophisticated game I've seen it might mean nothing from a stranger but good job.
It has a lot in common with my game which i have made for Brackeys game jam 2021.2 but mine is 3D.My game is very easy and it has only 5 levels . That's my first game jam :)
I shared a link to the source code in the description (or the pinned comment), check it. I'm currently writing this from mobile, so it's it's hard for me to resend it
@@svadba5542 Да, у меня целый список куда постить, но я планирую постить последовательно, чтобы более-менее оценить эффект: откуда приходит больше людей, откуда - меньше, что "работает", а что - нет
This is just amazing! Simplicity is beauty. I would really like to know how did you proceed to make such maze generation. Great video and looking forward to next :)
Thanks! Big maze generation tutorial will happen, but later (maybe after 5-6 videos), once I am more comfortable/fast with video production. The next video will be as stupid as the previous one. Some interesting Physics stuff turned out to be harder than I estimated, so I had to default to a simple idea for the next video to keep myself on video-production-"track", but I laid the groundwork for some cool stuff in the future.
Thanks:) > how long have you been coding? About 14 years, although I also had to practise for this specific game (as shown in the video) to be able to create it that fast, without any hiccups. More videos coming ...
May I ask a question? The most difficult part for me to understand is probably how the maze's walls self generate without forming a little loop(or square,circle?). I would like to know which part of code solve it. I guess it would be the "if" statement. BTW, great video!
Comparison: st[nx, ny] == 2 is responsible for not placing too many walls It means: "only place wall if the next cell has been fully processed" There is also an extra comparison && Random.value > holep (now that I think about it, it should have been >= holep, but not a big difference) which sometimes prevents a wall from being placed and creates a small number of loops, which make the maze more interesting. I am glad you liked the video! I have been absent from channel for quite some time, but next videos are in the works:)
Hello, I want to customize this game and share it on my own developer account. But when I print it out, I think there is no scene on some phones originating from LightRenderer. How can I fix?
@@ahmetozbey3208 I've never compiled Unity project for phones so I don't know how to fix it:( It might be not URP itself, but specifically: 2D Renderer and 2D Lights, because they are still "Experimental" features. Another thing you need to know is that Unity's 2D shadows are currently quite performance-intensive. 40x40 maze was already lagging a lot on my PC. You will have performance issues on mobiles with much smaller maze sizes.
Hahaha. It happened accidentally:) I only noticed it after I've uploaded the video. I first thought it is a typo and I was about to correct it, but then I realized it is not [a typo]
That still seems like a good idea, but likely not in the next few videos: I progressed slower with videos than I wanted (now back to video-work though:) and I expect this specific video will be pretty hard to make. I would like to gain a bit more experience before working on it.
@@awesomegamedev Sure take your time. Meanwhile if you can please share in the comments how can I make such a maze, I guess many people will be interested to know.
This is incredible! Man, game development speedrunning should become a thing. What's your keyboard? I've been looking for something like that for a while
Thanks:) > game development speedrunning should become a thing It might be a bit tricky (although probably not impossible) to define clear goals/conditions/rules for game dev speedrunning. In any case I hope I can set some world records before it becomes to crowded and competitive. I'll do more videos like this with something cool made in a short time, but likely after a couple of tutorials. Stay tuned (subscribed:) > What's your keyboard? Defender Domino 825 Nano B. But I haven't put much thought into the keyboard yet. And I am actually not very proficient touch-typer, so I have a lot where to grow typing-wise.
> where did you learn unity Various UA-cam tutorials, googling specific question. At the moment, Unity's official learning resources and Unity's official UA-cam channel are quite good. > how much time it took I've been learning over the course of several years. But you can start creating games with Unity right-away, just don't expect to create games fast as in the video. It takes time, especially if you are just learning. Take part in "game jams". Brackeys game jam is coming soon, by the way.
Well done! However, you're using Vector3.Lerp wrong :-D The third parameter is t that should keep increasing to interpolate from A to B. If you use a constant, you end up getting the same value over and over again (unless you move A or B, which should not be done as long as you're lerping)
I disagree. Sure the leap function can interpolate between 2 values, but its also a fantastic way to get certain distances along a straight line between 2 vectors. I've used plenty to take specific positions out of a set of Vector3s.
Thanks for the comment > If you use a constant, you end up getting the same value over and over again (unless you move A or B, which should not be done as long as you're lerping) I use Lerp two times and in both times the code is essentially: A = Vector3.Lerp(A, B, t); so in my case 'A' changes 1) First time it's: Player.position = Vector3.Lerp(Player.position, new Vector3(nx, ny), 0.1f); - this slightly moves the player towards the wall, it is only executed during one frame and does exactly the job expected 2) Second time it's: Player.position = Vector3.Lerp(Player.position, new Vector3(x, y), Time.deltaTime * 12); - this produces effect where movement is faster at the beginning (because distance between A and B is large) and slower at the end (which looks nice and is the desired behaviour). Although this line is frame-rate dependent (the ball moves faster with low frames-per-second and correspondingly big Time.deltaTime), so it's not ideal, but it does the job and it's short:)
@@ArtisticallyGinger yes! I explained it's usage in my code a bit more in the comment above. Not sure if all people in the thread get notified about new comments.
Uploaded it for you: drive.google.com/file/d/1nhlKzt3j8_ONlqzidnTqv-MqkKTvtYVm/view?usp=sharing But you can also probably just remake it yourself, just like in the video
The setup is the same in all variation, but in the case of total darkness I just disabled global light (from 5:40) and set shadow intensity (from 5:46) to 0. No other changes (as far as I can remember). Shapes of light are just done by Unity based on Lights and Shadow-Casters.
Hi! Thanks for your comment and sorry for a long reply. Is the question still relevant? The pathfinding algorithm is called BFS (Breadth First Search) - you may find it online and feel free to ask me if you have any questions about it:)
There is no shortcut to put a UI button. You'll need to go through some Unity UI tutorials, for example ua-cam.com/video/K4uOjb5p3Io/v-deo.html (in any case, I recommend to look for tutorials published within the last 12 months as Unity changes quite fast). You will then need a method/function which does these lines (remove them from Update) with appropriate k, wx, wy, nx, ny (depending on the key pressed and intended move direction): if (Input.GetKeyDown(k)) if (wall[wx, wy]) Player.position = Vector3.Lerp(Player.position, new Vector3(nx, ny), 0.1f); else (x, y) = (nx, ny);
Hi! Sorry for a long reply. I can't say for sure, but the problem might be because you haven't set up "2D Renderer", as shown here: ua-cam.com/video/F5l8vP90EvU/v-deo.html (I linked the specific moment, although I recommend to watch the whole tutorial)
You actually don't need to change any code. Change: 1. Camera (or likely Virtual Camera, i don't remember exactly) settings to "perspective" instead of "orthographic" 2. Replace the prefab which is spawned from a 2d sprite to some kind of 3d box If you want to make it 1st/3rd person: 3. Add first person controller to the character (search on UA-cam for some tutorials) 4. Add box collider to the new wall prefab from step #2 5. Remove all of the movement code from my script
Sorry for a long reply. I did this project quite some time ago and I don't have the files on my current laptop. But the files likely wouldn't help you much since Unity changes quite a lot from year to year. If it's still relevant, feel free to ask specific questions and I'll try to answer. You can also try to watch the most recent tutorials on relevant topics, as they'd be most likely to use an updated Unity.
Sorry for a long reply. In case it's still relevant for you or others: I would highly suggest to only use Unity's new input system - it's much better. With new input system, you can create 4 actions (Left, Right, Up, Down) and assign multiple bindings to each action (WASD, Arrow keys, Gamepad D-Pad, Gamepad Joystick).
I still don't understand HOW THE F DID YOU DO THAT!. More videos please... Like and subscribe from me. Awesome job, loved all of it, especially the phone holder part, lol... Seriously, you proved that we don't need those stupid gadgets. I hope you ll be doing some tutorials
I am glad this video impressed you:) I constantly got side-tracked from UA-cam, so not enough of new videos, but I keep pushing! Regarding phone-holder: you found it cool, but it's actually more like an inconvenient workaround - making it took some time and then it was quite limited in camera angles it can hold. Sorry for a long-long reply.
Awesome video and good work :) I tried to do the same project, and it worked !! But there is a problem when replacing the simple line wall you draw with a sprite of a wall : When it comes to the 6 or 7th level, the number of batches increases a lot, and the fps starts to drop ! And even more every next level, as there is more and more instanciated walls and ground. It seems that both Static and Dynamic Batching don't do big difference at this state. Any help would be greatly Welcome :)
Thanks, glad you liked it:) The simple line (in this case) is still a sprite (it needs to be because of the use of shader graph) so it doesn't make a difference whether it's just a line or another sprite. I also observed big fps drops on bigger levels while working on this video and I tracked it down to shadows. Try removing shadows (Shadow Casters on walls) and everything will become much faster (and the number of batches will decrease drastically). Although I don't have a simple solution for how to maintain shadows and fix performance at the same time.
@@awesomegamedev Thanks a lot ! Effectively, it worked like a charm ! Unfortunately, that casted angular shadow which moves with the player position was very important and it brings an awesome visual style ! Thanks again for your feedbacks, and gg once again for your video :)
Yes: add variable to keep the level number (in addition to level width, height and others). Increase it when level finishes and check if it's three. You'll obviously also need to make something to show as an end-screen instead of new level
@@maripellecer Are you comfortable with: variables, conditionals (if/else), functions? You'll likely need to follow some easier beginner tutorials on programming to understand it and write the logic. In order to create an end-screen, I'd suggest to look up (and follow) some Unity UI tutorials. It's a broad topic, but shouldn't be too hard to get started.
Sorry for such a long (11 months ...) reply. I was travelling back then. Feel free to ping me if it ever happens again. Here is the first version of the game code: gist.github.com/nns2009/3d05c9a90dfd8d20a09822b586c67fe4?permalink_comment_id=4172402#gistcomment-4172402 It has the maze generation function separate and is overall easier to understand.
How could you make the movement different? Instead of spamming to go in certain directions how would you make it to hold then stop when no longer pressing the key? Anyone figure this out? I been trying to do it for a couple hours now.
There might be (I don't know) some way to implement "repeating" keys with new Unity Input System, but without it, you'll need some "float timer" variable to keep track of how much time passed since you pressed the key. I write code without testing so there might be mistakes: // If at least something is pressed if (Input.GetKey(KeyCode.Left) || Input.GetKey(KeyCode.Right) ...) { timer += Time.deltaTime; } else { timer = 0; } // Then for specific keys if (timer > 0) { timer -= repeatingInterval; if (Input.GetKey(KeyCode.Left)) { DoWhatYouNeedToDo ... } }
@@awesomegamedev I have been jumping around trying to understand maze generation but it is something that is quite confusing. I do have a question in regards to yours here though. I built a player movement script in order to move within a grid. By any chance do you have this algorithm seperate from the player movement etc?
Thanks for the request and sorry for a long-long reply. The tutorial would take a ton of effort to put together, so I didn't know what to reply myself. At this point I'm more sure that I'm taking this channel in the direction of a mix of entertainment (Dani) and (hopefully) cool projects (Sebastian Lague). So the tutorial is unlikely to happen, at least in the near future:( In any case, it's been over one year, I hope you could find some nice tutorials by this point. Let me know if you have any questions:)
It stops when your computer is out of memory or there is a stack overflow:) Otherwise it never stops - it's infinite, one (random) side (width or height) of the maze just increases by one with each completion.
No need to rewrite. At 11:14 add something like: if (w + h > 40) { YouWin(); } on line 79, but you'll of course have to create method "YouWin" and corresponding User Interface to at least show the player winning message (and maybe some button to restart from the beginning).
@@awesomegamedev I have tried to add a new model but couldn't do add that while I am adding a new scene both screens are coinciding, could you help me on how to create a new model and corresponding UI(scene)
@@laasyapriya8011 > new model I don't understand. What do you mean here by "model"? 3D-model? If so, you need to check out some 3d-modelling software (like Blender), but how do you want to insert model into this game?
Yes, sure! You'll need to make some adjustments like changing input in the Update method and changing the prefab you instantiate as a wall, but it should be mostly good to go
Want to play AMONG US with me (and other subscribers)? - Join my Discord: discord.gg/f5XpW3k89v Check out how I've made a game (although a much simpler one) in just 1 minute - ua-cam.com/video/uvKG7uki_N8/v-deo.html and join me on: Discord: discord.gg/f5XpW3k89v Twitter: twitter.com/NnsMe Itch: nns2009.itch.io/ - this is where I post my games Facebook: facebook.com/groups/advancedgamedevelopment - my group for any advanced game dev related stuff, not necessarily channel related
@@fen4flo In der Schule, lernte ich night gerne Englisch, aber heute macht sprachen lernen mir Spaß. Ich war noch nie in Deutschland, aber denke ich nach dass vielleicht ich dorthin bald gehen sollte für 2-3 Monaten :)
Ok so you can write all of this in 8 minutes and _that is very impressive_ but, you had it all planned out beforehand. I mean, the video is really great but not realistic if you think about it.
It's like speedrunning: planned and practiced. Of course, making a game without preparation takes much longer. Original Brackeys 10-minute game challenge video is also planned.
My other videos you might like:
I made the WORST Game of the Brackeys Jam: ua-cam.com/video/Tpeu1-gqA3o/v-deo.html
Easiest Money I Made With Gamedev (without code): ua-cam.com/video/b_LUHn8Fd8g/v-deo.html
Coding a simple game in 1 minute: ua-cam.com/video/vnYES_fba-M/v-deo.html
Join my Discord: discord.gg/f5XpW3k89v
for more personal stuff and I don't know why
This is awesome! Can't wait to work with it and make my own version ;) ! Please make more videos like this! For me its a great way to learn.
There will certainly be more, both challenges and tutorials!
Stay tuned:)
This is very impressive, as simple as it is for under 10 minutes it's probably the most sophisticated game I've seen it might mean nothing from a stranger but good job.
Thanks for watching and commenting!
what a video, u r very underrated, and this needs to be seen by more people, well-done bro.
Thanks:)
And I totally need to make more video like this!
Great job, I love how the game turned out!
Thanks! It's nice indeed:)
Great, thanks for sharing the process!
Your welcome
And thanks for watching!
Simplicity is great.
Indeed
It has a lot in common with my game which i have made for Brackeys game jam 2021.2 but mine is 3D.My game is very easy and it has only 5 levels . That's my first game jam :)
Congrats on completing your first jam!
Have you tried implementing procedural maze generation afterwards?
please share your source code. I am also building a 3D version of this
I shared a link to the source code in the description (or the pinned comment), check it. I'm currently writing this from mobile, so it's it's hard for me to resend it
Поздравляю с первым прорывным видео!
Спасибо!
Это первое, которое я запостил на фейсбуке, и это сработало
@@awesomegamedev Репость вообще везде, куда можешь дотянуться.
Кстати, вставка со вторым комментатором тоже прикольная, гикам я думаю зайдет.
@@svadba5542 Да, у меня целый список куда постить, но я планирую постить последовательно, чтобы более-менее оценить эффект: откуда приходит больше людей, откуда - меньше, что "работает", а что - нет
This is just amazing! Simplicity is beauty. I would really like to know how did you proceed to make such maze generation. Great video and looking forward to next :)
Thanks!
Big maze generation tutorial will happen, but later (maybe after 5-6 videos), once I am more comfortable/fast with video production.
The next video will be as stupid as the previous one. Some interesting Physics stuff turned out to be harder than I estimated, so I had to default to a simple idea for the next video to keep myself on video-production-"track", but I laid the groundwork for some cool stuff in the future.
you deserve 10000 subs, very polish and skill, how long have you been coding? just curious cause your code is so smooth :D
Thanks:)
> how long have you been coding?
About 14 years, although I also had to practise for this specific game (as shown in the video) to be able to create it that fast, without any hiccups.
More videos coming ...
May I ask a question? The most difficult part for me to understand is probably how the maze's walls self generate without forming a little loop(or square,circle?). I would like to know which part of code solve it. I guess it would be the "if" statement. BTW, great video!
Comparison: st[nx, ny] == 2
is responsible for not placing too many walls
It means: "only place wall if the next cell has been fully processed"
There is also an extra comparison && Random.value > holep (now that I think about it, it should have been >= holep, but not a big difference)
which sometimes prevents a wall from being placed and creates a small number of loops, which make the maze more interesting.
I am glad you liked the video!
I have been absent from channel for quite some time, but next videos are in the works:)
This is so fantastic! Thank you so much!
Glad you liked it and sorry for a long reply!
Hello, I want to customize this game and share it on my own developer account. But when I print it out, I think there is no scene on some phones originating from LightRenderer. How can I fix?
Hi!
I don't exactly understand you:
> when I print it out ...
> there is no scene on some phones ...
What do you mean?
@@awesomegamedev THE SCREEN DOES NOT WORK ON SOME PHONES BECAUSE IT IS DUE TO "URP"
@@ahmetozbey3208 I've never compiled Unity project for phones so I don't know how to fix it:(
It might be not URP itself, but specifically: 2D Renderer and 2D Lights, because they are still "Experimental" features.
Another thing you need to know is that Unity's 2D shadows are currently quite performance-intensive. 40x40 maze was already lagging a lot on my PC. You will have performance issues on mobiles with much smaller maze sizes.
Hipppity Hoppy, your code...is now my property.
* Dani music intensifies *
This is incredible!
Thanks!
I plan to do more "cool game in Unity in X minutes" a bit later:)
king
Thanks!
I'll probably also do "chess in X minutes" one day, by the way:)
The pun on the title was just great. The game is about mazes. You wrote "maze in Unity"... lollll
Hahaha. It happened accidentally:)
I only noticed it after I've uploaded the video.
I first thought it is a typo and I was about to correct it, but then I realized it is not [a typo]
@@awesomegamedev oh wow. Ok then.
I don't get it. He's making a game about walking through a maze, ok. What's the other meaning?
Amazing 🔥
Thanks 🔥
I'll do more videos like this:)
I would love to learn to create random maze generation. Also the video was super fun to watch.
Thanks:)
Let me know if you have any questions
@@awesomegamedev Sure, I would love if you make a video following up this and explain how to create such random mazes.
That still seems like a good idea, but likely not in the next few videos: I progressed slower with videos than I wanted (now back to video-work though:) and I expect this specific video will be pretty hard to make. I would like to gain a bit more experience before working on it.
@@awesomegamedev Sure take your time. Meanwhile if you can please share in the comments how can I make such a maze, I guess many people will be interested to know.
This is incredible! Man, game development speedrunning should become a thing. What's your keyboard? I've been looking for something like that for a while
Thanks:)
> game development speedrunning should become a thing
It might be a bit tricky (although probably not impossible) to define clear goals/conditions/rules for game dev speedrunning.
In any case I hope I can set some world records before it becomes to crowded and competitive.
I'll do more videos like this with something cool made in a short time, but likely after a couple of tutorials.
Stay tuned (subscribed:)
> What's your keyboard?
Defender Domino 825 Nano B.
But I haven't put much thought into the keyboard yet. And I am actually not very proficient touch-typer, so I have a lot where to grow typing-wise.
Awesome indeed!!!
Thanks!!!
The Universal Render Pipleine template dosent show in the current unity hub. Is there anything I can use instead of this?
Very strange. It should be there. Maybe it's abbreviated as "URP"?
Bro .. can you tell me where did you learn unity and how much time it took
> where did you learn unity
Various UA-cam tutorials, googling specific question.
At the moment, Unity's official learning resources and Unity's official UA-cam channel are quite good.
> how much time it took
I've been learning over the course of several years.
But you can start creating games with Unity right-away, just don't expect to create games fast as in the video. It takes time, especially if you are just learning. Take part in "game jams". Brackeys game jam is coming soon, by the way.
Good job!
Thanks!
This took quite some effort:)
Great tutorial! Truly amazing, do you mind if i use the source code for project? Kind want to try to port it to phones :)
Thanks:)
Feel free to use! No problem
Wow! Very good the didactic continues like this =))
Yeah, more is coming:)
Well done! However, you're using Vector3.Lerp wrong :-D The third parameter is t that should keep increasing to interpolate from A to B. If you use a constant, you end up getting the same value over and over again (unless you move A or B, which should not be done as long as you're lerping)
I disagree. Sure the leap function can interpolate between 2 values, but its also a fantastic way to get certain distances along a straight line between 2 vectors.
I've used plenty to take specific positions out of a set of Vector3s.
Thanks for the comment
> If you use a constant, you end up getting the same value over and over again (unless you move A or B, which should not be done as long as you're lerping)
I use Lerp two times and in both times the code is essentially:
A = Vector3.Lerp(A, B, t);
so in my case 'A' changes
1) First time it's:
Player.position = Vector3.Lerp(Player.position, new Vector3(nx, ny), 0.1f);
- this slightly moves the player towards the wall, it is only executed during one frame and does exactly the job expected
2) Second time it's:
Player.position = Vector3.Lerp(Player.position, new Vector3(x, y), Time.deltaTime * 12);
- this produces effect where movement is faster at the beginning (because distance between A and B is large) and slower at the end (which looks nice and is the desired behaviour).
Although this line is frame-rate dependent (the ball moves faster with low frames-per-second and correspondingly big Time.deltaTime), so it's not ideal, but it does the job and it's short:)
@@ArtisticallyGinger yes!
I explained it's usage in my code a bit more in the comment above.
Not sure if all people in the thread get notified about new comments.
How can I download your Photoshop files
Uploaded it for you:
drive.google.com/file/d/1nhlKzt3j8_ONlqzidnTqv-MqkKTvtYVm/view?usp=sharing
But you can also probably just remake it yourself, just like in the video
Hi,in minute 18:12, how did u made that u can´t see through walls and those shapes of light?
The setup is the same in all variation, but in the case of total darkness I just disabled global light (from 5:40) and set shadow intensity (from 5:46) to 0. No other changes (as far as I can remember). Shapes of light are just done by Unity based on Lights and Shadow-Casters.
hi, can you help me how to put path finding algorithm c # (Maze in Unity)
Hi! Thanks for your comment and sorry for a long reply.
Is the question still relevant?
The pathfinding algorithm is called BFS (Breadth First Search) - you may find it online and feel free to ask me if you have any questions about it:)
var dirs = new[] { (x - 1, y, hwalls, x, y, Vector3.right, 90, KeyCode.A), };
"A" I WANT TO PUT A UI BUTTON INSTEAD OF THIS
There is no shortcut to put a UI button. You'll need to go through some Unity UI tutorials, for example ua-cam.com/video/K4uOjb5p3Io/v-deo.html (in any case, I recommend to look for tutorials published within the last 12 months as Unity changes quite fast).
You will then need a method/function which does these lines (remove them from Update) with appropriate k, wx, wy, nx, ny (depending on the key pressed and intended move direction):
if (Input.GetKeyDown(k))
if (wall[wx, wy])
Player.position = Vector3.Lerp(Player.position, new Vector3(nx, ny), 0.1f);
else (x, y) = (nx, ny);
Didn't get how to create Shader Graph for Wall. Does not work.( - implicit truncation of vector type
Sorry for a long reply. Is it still relevant?
If so, can you join the Discord and share a screenshot there.
Can u make an update version of this turorial? Bc it unfortunally doesn't work now
Most likely no (or not in the near future): it takes me forever to release videos.
But I may try to help you. What exactly doesn't work?
@@awesomegamedev I can't find the same setting as u have for example I don't havve a cinemachine
@@awesomegamedev I will just try with older version of unity and check if it will work
You need to install Cinemachine from the Package Manager with any version of Unity
@@awesomegamedev I don't think I have it
Great Video😄
Glad you enjoyed it:)
Sorry for a long reply
Amazing!
Thanks!
There was a huge gap in video uploads, but I'm working on the next ones already, so more is coming:)
Hi, i wanna ask why my Sprite Unlit Master and Light 2D doesnt appear?
Hi! Sorry for a long reply.
I can't say for sure, but the problem might be because you haven't set up "2D Renderer", as shown here: ua-cam.com/video/F5l8vP90EvU/v-deo.html (I linked the specific moment, although I recommend to watch the whole tutorial)
How can I make it a 3D? which code do I need to add or change?
You actually don't need to change any code. Change:
1. Camera (or likely Virtual Camera, i don't remember exactly) settings to "perspective" instead of "orthographic"
2. Replace the prefab which is spawned from a 2d sprite to some kind of 3d box
If you want to make it 1st/3rd person:
3. Add first person controller to the character (search on UA-cam for some tutorials)
4. Add box collider to the new wall prefab from step #2
5. Remove all of the movement code from my script
its so cool game I tried to make it but I just don't have these options that you had. Can I get the Unity project file to see what I did wrong
Sorry for a long reply. I did this project quite some time ago and I don't have the files on my current laptop.
But the files likely wouldn't help you much since Unity changes quite a lot from year to year.
If it's still relevant, feel free to ask specific questions and I'll try to answer.
You can also try to watch the most recent tutorials on relevant topics, as they'd be most likely to use an updated Unity.
@@awesomegamedev I don't need it any more. I figured out how to similar game in newer version.
but thx still
Good!
I'm glad you figured it out
Hi, it's just Amazing! How can I replace keycode with inputgetAxis to make it work with a controller? Can you put me in the right direction please?
Sorry for a long reply. In case it's still relevant for you or others:
I would highly suggest to only use Unity's new input system - it's much better.
With new input system, you can create 4 actions (Left, Right, Up, Down) and assign multiple bindings to each action (WASD, Arrow keys, Gamepad D-Pad, Gamepad Joystick).
Can you tell me. Why does Unity opens so slow when hitting Create button of a new project?
I don't know. Any time you import many files (e.g. assets from Unity Asset Store), Unity takes quite some time to process.
I still don't understand HOW THE F DID YOU DO THAT!.
More videos please... Like and subscribe from me.
Awesome job, loved all of it, especially the phone holder part, lol... Seriously, you proved that we don't need those stupid gadgets.
I hope you ll be doing some tutorials
I am glad this video impressed you:)
I constantly got side-tracked from UA-cam, so not enough of new videos, but I keep pushing!
Regarding phone-holder: you found it cool, but it's actually more like an inconvenient workaround - making it took some time and then it was quite limited in camera angles it can hold.
Sorry for a long-long reply.
Awesome video and good work :)
I tried to do the same project, and it worked !! But there is a problem when replacing the simple line wall you draw with a sprite of a wall : When it comes to the 6 or 7th level, the number of batches increases a lot, and the fps starts to drop ! And even more every next level, as there is more and more instanciated walls and ground.
It seems that both Static and Dynamic Batching don't do big difference at this state. Any help would be greatly Welcome :)
Thanks, glad you liked it:)
The simple line (in this case) is still a sprite (it needs to be because of the use of shader graph) so it doesn't make a difference whether it's just a line or another sprite.
I also observed big fps drops on bigger levels while working on this video and I tracked it down to shadows. Try removing shadows (Shadow Casters on walls) and everything will become much faster (and the number of batches will decrease drastically). Although I don't have a simple solution for how to maintain shadows and fix performance at the same time.
@@awesomegamedev Thanks a lot ! Effectively, it worked like a charm !
Unfortunately, that casted angular shadow which moves with the player position was very important and it brings an awesome visual style !
Thanks again for your feedbacks, and gg once again for your video :)
Hi! Love this game!
I was wondering if there's a way to finish the game after 3 randomize mazes
Yes: add variable to keep the level number (in addition to level width, height and others). Increase it when level finishes and check if it's three. You'll obviously also need to make something to show as an end-screen instead of new level
@@awesomegamedev I'm still a bit new programming, could you please show me how would you code it?
@@maripellecer Are you comfortable with: variables, conditionals (if/else), functions?
You'll likely need to follow some easier beginner tutorials on programming to understand it and write the logic.
In order to create an end-screen, I'd suggest to look up (and follow) some Unity UI tutorials. It's a broad topic, but shouldn't be too hard to get started.
Really amazing work, I was just wondering if I could get the first version of the code (at 13:32) if possible.
Sorry for such a long (11 months ...) reply. I was travelling back then. Feel free to ping me if it ever happens again.
Here is the first version of the game code:
gist.github.com/nns2009/3d05c9a90dfd8d20a09822b586c67fe4?permalink_comment_id=4172402#gistcomment-4172402
It has the maze generation function separate and is overall easier to understand.
@@awesomegamedev Thank you so much for this:)
I understand it a lot better
You're welcome ☺️
where i can play the total darkness variant?
Uploaded night and darkness modes to the Itch page:
nns2009.itch.io/just-maze
check download section
How could you make the movement different? Instead of spamming to go in certain directions how would you make it to hold then stop when no longer pressing the key? Anyone figure this out? I been trying to do it for a couple hours now.
There might be (I don't know) some way to implement "repeating" keys with new Unity Input System, but without it, you'll need some "float timer" variable to keep track of how much time passed since you pressed the key. I write code without testing so there might be mistakes:
// If at least something is pressed
if (Input.GetKey(KeyCode.Left) || Input.GetKey(KeyCode.Right) ...) { timer += Time.deltaTime; }
else { timer = 0; }
// Then for specific keys
if (timer > 0) {
timer -= repeatingInterval;
if (Input.GetKey(KeyCode.Left)) { DoWhatYouNeedToDo ... }
}
@@awesomegamedev Well with my skill level (Which is really low) I could not find a way to get it to work sadly.
@@Mr.SilentOne Which part doesn't work?
What happens?
@@awesomegamedev I have been jumping around trying to understand maze generation but it is something that is quite confusing. I do have a question in regards to yours here though. I built a player movement script in order to move within a grid. By any chance do you have this algorithm seperate from the player movement etc?
@@Mr.SilentOne Can you please clarify the question: what do you mean by "this algorithm"?
Can you please make a tutorial
Thanks for the request and sorry for a long-long reply. The tutorial would take a ton of effort to put together, so I didn't know what to reply myself.
At this point I'm more sure that I'm taking this channel in the direction of a mix of entertainment (Dani) and (hopefully) cool projects (Sebastian Lague). So the tutorial is unlikely to happen, at least in the near future:(
In any case, it's been over one year, I hope you could find some nice tutorials by this point. Let me know if you have any questions:)
Don't worry I have moved on at this point.
after how many attempts does the game stop, I have created the game but it is not ending
It stops when your computer is out of memory or there is a stack overflow:)
Otherwise it never stops - it's infinite, one (random) side (width or height) of the maze just increases by one with each completion.
@@awesomegamedev is there any chance to rewrite the code and stop the game after some levels
No need to rewrite.
At 11:14 add something like: if (w + h > 40) { YouWin(); }
on line 79, but you'll of course have to create method "YouWin" and corresponding User Interface to at least show the player winning message (and maybe some button to restart from the beginning).
@@awesomegamedev I have tried to add a new model but couldn't do add that while I am adding a new scene both screens are coinciding, could you help me on how to create a new model and corresponding UI(scene)
@@laasyapriya8011
> new model
I don't understand.
What do you mean here by "model"?
3D-model? If so, you need to check out some 3d-modelling software (like Blender), but how do you want to insert model into this game?
Can I use your scripts for a 3d maze game?
Yes, sure!
You'll need to make some adjustments like changing input in the Update method and changing the prefab you instantiate as a wall, but it should be mostly good to go
Want to play AMONG US with me (and other subscribers)? - Join my Discord: discord.gg/f5XpW3k89v
Check out how I've made a game (although a much simpler one) in just 1 minute - ua-cam.com/video/uvKG7uki_N8/v-deo.html
and join me on:
Discord: discord.gg/f5XpW3k89v
Twitter: twitter.com/NnsMe
Itch: nns2009.itch.io/ - this is where I post my games
Facebook: facebook.com/groups/advancedgamedevelopment - my group for any advanced game dev related stuff, not necessarily channel related
Авито и русская раскладка клавы хммм
Я сразу понял, что речь о моём ноуте, но мне пришлось перелистать видео, чтобы вспомнить, где я его засветил:)
You're german, right xD
Warum denkst du das? xD
@@awesomegamedev war nur so ne Vermutung
@@fen4flo Eigentlich bin ich aus Russland, aber lerne ich viele sprachen (Deutsch, Französisch, Spanisch, Japanisch)
@@awesomegamedev cool krass, ich bin froh wenn ich nur Englisch lernen muss xD
@@fen4flo In der Schule, lernte ich night gerne Englisch, aber heute macht sprachen lernen mir Spaß.
Ich war noch nie in Deutschland, aber denke ich nach dass vielleicht ich dorthin bald gehen sollte für 2-3 Monaten :)
Ok so you can write all of this in 8 minutes and _that is very impressive_ but, you had it all planned out beforehand. I mean, the video is really great but not realistic if you think about it.
It's like speedrunning: planned and practiced. Of course, making a game without preparation takes much longer.
Original Brackeys 10-minute game challenge video is also planned.