Let’s Make Solitaire in Unity Part 6: Double Clicks, Reset and Winning the Game
In part six we implement double clicks and automatic card stacking. We will also allow players to reset the game and show a congratulatory message if they win.
Let’s Make Solitaire in Unity Part 5: Building Foundations and Playing Solitaire
In part five we extend card interactivity and allow players to stack their cards to get to the point where we can technically play a full game of solitaire.
Let’s Make Solitaire in Unity Part 4: Interactive Card Management and Rules for Stacking
In part four we start managing card interactivity, allowing cards to be selected, and implement the rules for stacking cards.
Let’s Make Solitaire in Unity Part 3: Dealing from the Stock
In part three we introduce 2D Raycasts and collision detection for mouse interactivity, and then move on to dealing cards three at a time from the stock or ‘deck pile’.
Let’s Make Solitaire In Unity Part 2: Dealing to the Tableau
In part two we assign sprites to the cards, sort the cards into their correct piles and deal them out just like in a real game of solitaire.
Let’s Make Solitaire in Unity Part 1: Set Up and Shuffle
In part one we take a quick look at the background, confirm the rules of Klondike Solitaire and start to set up the scene. We acquire the required assets and start on the first scripts to generate a deck of cards and shuffle them.
Play Solitaire in your browser
Royalty free assets:
Card sprites available at Opengameart.org
Card back sprite from Pixabay.com
FOV Auto-Aim Part 2: Multiple Enemies
In this tutorial we extend the previous example to include the ability to target and destroy multiple enemies depending on proximity.
This is achieved by managing a list of enemies in the scene and targeting the one that is closest to the player.
Auto-Aiming in 3D Space Using Player’s FOV
In this tutorial we take a look at using a player’s field of view (FOV) to detect whether or not it can see an enemy. If the player can see the enemy then they automatically aim towards it.
This is achieved by attaching a simple script to the part of the player that needs to rotate towards the enemy and letting it know what the enemy GameObject is, where the FOV should eminate from, the speed of the rotation and the angles that limit the FOV .
2.5D Rotating Tower Effect For Platformers
In this tutorial we take a look at how to make a 2.5D Rotating Tower effect for a platformer game. This effect was made famous in games like ‘Mickey Mania’ and ‘Porky Pig’s Haunted Holiday’ and historically required some creative trickery to pull off. Now, using 3D objects alongside a 2D character it is really easy to create a similar effect quickly and easily.
Animated Enemy That Auto-Aims At The Player
In this tutorial we take a look at creating a game from start to proof of concept. The player faces off against an animated enemy that is able to constantly adjust its aim in order to fire at the player. We see how animations impact Gameobject hierarchy and how to create a playable game using only the most basic of sprites – a 1×1 pixel white dot.