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UDEV

EDITORIAL First at all, thanks, thanks for buying this UDev is‐ sue and hope you like it.

Charge: Director Name: David Collado e‐mail: director@udevmagazine.com

Charge: Editor Name: Ángela Espelta e‐mail: wolveskiller.osk@gmail.com

Charge: Typese#er Name: Eduardo Echevarría e‐mail: eduetxbe@gmail.com

As you would know this is our first issue on en‐ glish. Udev is a free spanish magazine done by unityspain.com community. You could think: If it´s a free magazine, why should i pay? English edition is not free and that´s only caused by one think: Translation. We should translate the spanish edi‐ tion and we pay a translator for it. In this issue you would see really interesting con‐ tents like our interview with the amazing tornado twins and the article about video streaming on unity. But, common, stop reading this! Enjoy the maga‐ zine and give us your opinion!

Charge: Illustrator Name: Javier Moreno e‐mail: freemindart@hotmail.com

IN THIS NUMBER

CONTENTS Ar"cle: Interview with Tornado Twins Name: Tornado Twins web: www.tornadotwins.com

Ar"cle: How to do it? Name: Jesús Pancorbo e‐mail: yosoy_chus"@hotmail.com

1. Unite 2010

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2. Introduc"on to iTween

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3. Interview with Tornado Twins

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4. How to do it? Product Sheet (Part 1)

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5. How to do it? Product Sheet (Part 1)

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6. Tutorial: Video streaming with unity

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3 Entrevista Tornado Twins (inglés):Páginas maqueta 02/03/2011 18:31 Página 9

INTERVIEW

TORNADO TWINS TORNADO TWINS Who is TornadoTwins?

What are for you the best points of Unity?

We're a twin that have been making games since age 10. We've wor‐ ked for some of the largest companies in the world and possibly also some of the smallest. We love star"ng our own businesses as well.

The fact that the edi"ng of assets is very visual. That's for us the most important part, not the coding. However, for our own games we have made our own tools, so we don't do everything inside of the engine. We actually use the engine to deploy the tools, haha, and then use the tools to shape the game. Funny how that goes!

What rela!onship do you have with Unity? We love the Unity engine among other tools. It's a very fun tool to make games with, one of the best we've used. Of course, picking an engine is always dependent on the client or the game you're making.

Out of curiosity, have you traveled to Spain or another country spanish spoken? If so, could you sum up your experience? There was only one "me in my life that I didn't like Spain: when my country (Holland) had to go up against you guys in the finals of the World‐Cup! But you deserved winning, well played!

How did you come to Unity? We loved Unity so much that we purchased Macs to use the software, back in the day when there was no windows version. We're not sure when exactly we started using it or heard about it, but it was probably somewhere in 2006.

Furthermore, I have been to Bolivia a couple "mes. Of course it's not the same as Spain, but they speek Spanish also, although it's different of course. I love the language!

Have you a"ender unite 2010? If so, how was the experience?

What make you create UnityPrefabs?

No we haven't, duty called ;‐) From what we heard it was great though.

One year ago we started a YouTube channel to help people make games. Little did we know it would get very popular very

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4 Como se hace Parte 1 (inglés):Páginas maqueta 02/03/2011 18:38 Página 13

HOW TO DO IT?

Product Sheet GIVING BIRTH (1st PART)

JESUS PANCORBO DÍAZ

My name is Jesus Pancorbo Díaz.

Beginning

• Gladiadores (provisional name) Title not published. Kron Indie Games Se‐ nior Game Designer & Design Team Co‐ ordinator

We have a Ninja that can give 50 lunges in a second, or a mutant capable of jump as hard as you can cross the universe from corner to corner and now we want to transform it into a video game. Many will say that the screenplay is first step, others Storyboard or conceptual art and my ho‐ nest opinion is that none of these things and more.

Rejected for publication due to lack of coordination in the art departments and programming. All the problems occu‐ rred in this project will be set as exam‐ ple throughout this unique tutorial in order to prevent errors in future deve‐ lopment groups. • Clippox Exodus. Lithium Digital Game Designer That said, we begin to get their hands on those ideas that will not let us sleep and we every minute obsessed with raising the GOTY this year.

Before spending our precious and fleeting time on a project with no future and no signs to get anywhere, we make a deep reflection on our "beast". Is your project viable?, Can we take care of a develop‐ ment of these proportions?, in case of successful commercial future relationship, Is time / benefits? And a host of questions that will make up the so‐called Product Sheet viable or sales document, the soul of ideas. Perhaps you find the terrible

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news that 99% of ideas do not go any‐ where but wait, there's hope. Small stu‐ dies survive day to day and even fight monsters alongside wealthy and large de‐ velopments AAA studies, but all share a common beginning, test the feasibility of project before investing astronomical fi‐ gures or in case of a small study, hours of research and trial and error. There are many ways to check if a project is viable or not, whether through market studies that make clear global trends, response to archenemy company turn (This fight does not concern us), launch the first "tle of a new genera"on of con‐ soles where the compe"tor is almost non exis‐ tent, and the player gets li#le to choose, among many other methods, although we we shall join all aspects in one document. A small study should take into account all the aspects before star"ng the adventure development. A small study has no margin for error, everything must be agreed from the beginning.

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6 Articulo Streaming Video (inglés):Páginas maqueta 03/03/2011 15:40 Página 19

TUTORIAL

Video Streaming VIDEO STREAMING Welcome to this tutorial where we are going to learn how to create a player for Unity3D. The objec!ve is to create an in‐ dependent module from the context where we want to situate it. It is able to offer vi‐ deos hosted on the internet via streaming.

PREVIOUS CONCEPTS All of my tutorials are gong to be in C#. We can be hours talking about advantages and disadvantages of JavaScript or C# but this is not the objective of our tutorials, I simply will say that I am using this lan‐ guage because I feel comfortable with it. Now focused, raises a number of habits or rules that I use when programming with the aim of fur‐ ther facilita!ng the understanding of the scripts.

LANGUAGUE The programming language chosen is En‐ glish. Not much is needed to justify this

decision; it is easier for other program‐ mers to understand what makes a save‐ function or variable name if you unders‐ tand it. Obviously the name of this kind of thing has to do its job.

write it all together and capitalizing (by capitalizing) the initial of each word (ex‐ cept the first, as already mentioned). Example:

Member variables Vs. local variables Generally, the scripts typically have hun‐ dreds of lines, so we will not have seen the declaration of variables. In these ca‐ ses, to distinguish at a glance the variables that belong to the class or who are local to the function is of vital importance. There are many methods and practices to accomplish this. I personally declined by doing the following differentiation: ‐ Member variables: all the member va‐ riables will be written starting with the character '_ ' (underline or low bar) follo‐ wed by variable name starting in lower case. Should be a name in different words,

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int _num; string _num; MovieTexture _movie;

‐ Local variables: these variables follow the same rules that member variables, except for the bar low ini!al ('_') Example: int i; float maxDuration; string veryLongNameForAVariable; FUNCTIONS The functions follow a basic rule: all to‐ gether and starting in uppercase. Example: public void GetPosition(int i)

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