Showing posts with label asset. Show all posts
Showing posts with label asset. Show all posts

Sunday, 21 April 2019

Unity Hyper Casual Game - Cubie By FastSolution


Learn To Create A Multiplayer Shooter Using Photon2 in Unity (2019)


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Hyper Casual Game - Cubie Project


Watch Complete Video Tutorials On Youtube Channel


Download Project : 9.0 mb


How to develop jumping hyper casual game in #unity.

Download Apk
https://play.google.com/store/apps/details?
id=codematics.cubie.jumping.game
What are #Hyper #casual #games ?

Crushing Hyper Casual Games,  you'll learn the step-by-step system used to create a massive game business based on building simple graphics and simple game play to provide best user experience and achieve success on play-store and App-store.

You will learn how to create a simple jumping game in unity in a series of video tutorials in English.

Part1 : Creating Hyper Casual Game - Getting Started
https://youtu.be/oXiAEroma-g

Part2 : Jump realistic And Fast in Unity
https://youtu.be/mzUpUw46lwM

Part3 : Adding dust particle on hitting ground
https://youtu.be/bk76sarg-hQ

Part4 : Generating random Tiles At Runtime

https://youtu.be/4drVpWDm1Y0

Saturday, 21 July 2018

Unity Count Down Timer with circular progressbar

Watch Video Tutorial On My Channel

Assets:



White Dotted image is here

Script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Loading : MonoBehaviour {

public Image loading;
public Text timeText;
public int minutes;
public int sec;
int totalSeconds = 0;
int TOTAL_SECONDS = 0;
float fillamount;

void Start ()
{
timeText.text = minutes + " : " + sec;
if (minutes > 0)
totalSeconds += minutes * 60;
if (sec > 0)
totalSeconds += sec;
TOTAL_SECONDS = totalSeconds;
StartCoroutine (second ());
}

void Update ()
{
if (sec == 0 && minutes == 0) {
timeText.text = "Time's Up!";
StopCoroutine (second ());
}
}
IEnumerator second()
{
yield return new WaitForSeconds (1f);
if(sec > 0)
sec--;
if (sec == 0 && minutes != 0) {
sec = 60;
minutes--;
timeText.text = minutes + " : " + sec;
fillLoading ();
StartCoroutine (second ());
}

void fillLoading()
{
totalSeconds--;
float fill = (float)totalSeconds/TOTAL_SECONDS;
loading.fillAmount = fill;
}
}