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sudonull.com
| | kylewbanks.com

A common requirement for 2D games is to have some sort of fullscreen background, be it a color, sprite, particle system, or anything else, to provide mood and aesthetic to the contents of your game. While a static color can be used to great effect, this post will go over the technique that I use for fullscreen backg...
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| | cleverheap.com

You want to build a game, but don't know where to start? These blog post series are about the concepts I grasped on my own journey of learning game development in Unity. In order to start small, I decided to begin with 2D games development and see where it leads me...
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| | bloeys.com

In Part 3 we setup the basis of our simple path/waypoint system, however we still can't use it easily because the gizmos we used are just simple graphics, so in this post we will create interactive tools in the scene view that we can use to control objects, which we will do using Handles. According to the Unity Docs: "Handles are the 3D controls that Unity uses to manipulate items in the scene view.
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| | lisyarus.github.io

[AI summary] The text discusses the various components and considerations involved in creating a game engine, including topics such as window creation, 2D graphics, scripting, networking, AI, UI, and distribution. It emphasizes the importance of starting with a simple engine and gradually building upon it by identifying reusable code and isolating it into a library or project. The author suggests focusing on making games first and then creating an engine to avoid repetition, highlighting that not every game or engine requires all the features discussed. The text also touches on distribution challenges and the importance of automation in building cross-platform games.
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