New course released! Make a Portals clone in Unity3D and Blender.

Learn to build a game using portals in Unity3D. Create the game’s art from scratch in Blender.

We at Mammoth Interactive are stoked to release our newest course: Make a Portals clone in Unity3D and Blender. On sale now for only 19 dollars!

This course is unique because we make both the code and the art for the game from scratch. First you design the game and its functionality in Unity. You learn how to code in C# and build video game levels.

Then you create the 3D models for the game in Blender. You build all the art assets for the game, including the characters, weapons, cannon, dungeon, and temple. You learn how to integrate your art from Blender into Unity.

A screen-grab from the course, where art from Blender has been integrated into Unity.

A screen-grab from the course, where art from Blender has been integrated into Unity.

Is this course for me?

Even if you’re not an artist, you can make basic art models. You may have heard of Axiom Verge and Stardew Valley. These games are million-dollar successes. But did you know that only one person made each?

Usually it takes a whole team of people to build a game. But creators Thomas Happ and Eric Barone developed and designed their games by themselves. Now they’re millionaires. You can do it, too.

Our Portals course is for anyone who wants to learn game development. We target complete beginners. But if you already know how to use Unity or Blender, you can still benefit from taking this course.

A snapshot of the game you'll build.

A snapshot of the game you’ll build.

What programs do I need?

To follow along with these tutorials, you will need the following programs: Blender (for 3D modeling and texturing), Photoshop or a free program like Gimp (for 2D art and some texturing), and Unity (for game set-up and coding).

Unity and Blender are free to download. Please download and install Unity3D and Blender before purchasing this course. This course was recorded on a Mac computer, but you can use Unity and Blender on a PC.

We hope you enjoy taking this course as much as we did making it. Click here to get 96% off!

THE Habit of Highly Effective Coders

A good coder is good because they code.

“I never took a day off in my twenties,” says Bill Gates. “Not one.”

The number 1 way to get better at anything is to practice. It doesn’t matter if you do it wrong. As long as you do it.

Suppose you want to improve your typing speed. Typing fast and not worrying about making mistakes is the best way to improve your average speed over time. (Rather than being careful to spell everything correctly and take your time.)

At first, you’ll make tons of mistakes while typing at faster than your comfortable speed. But over time, you’ll make fewer mistakes. You have to push past your comfort level in order to raise it.

Making mistakes is the #1 way to learn.

Instead of copying and pasting, write code out yourself. Though it may be harder, understanding what you’re doing is how you truly learn. 

The tech field changes constantly. Technology innovates faster and faster day by day. The truth is, to be a developer, you have to keep learning. You can’t just get a degree in computer science and expect to use what you learned and nothing else for the rest of your life.

You have to be willing to continue to expand your skill set.

Lucky for you, that’s good for your brain. Your mind (and resume) will thank you for it.

New coding languages become the rage every year, and they’re all competing for the top spot. Just like you as a developer.

The greats didn’t become great overnight. Everyone was a beginner once. You can have some natural talent, sure, but you can’t expect to become great over that alone. Success takes work.

And don’t worry, there are tons of resources that make it easy for you to keep up with the newest releases and what’s in demand in the field. (Such as Mammoth Interactive’s courses).

 

Creating a C++ Script | Unreal Tutorial

Scripts are so important when it comes to making a game in Unreal. For an in-depth lesson on Unreal, consider enrolling in Mammoth Interactive’s Unreal course

If you want to add a player to your game, you need to write code to give the player its own behavior. Default modes contain logic from Unreal. To create a new mode with custom behavior, you need to write a script.

Go to C++ Classes > CoinCollector in the Content Browser. Right-click in the Content Browser. Select “New C++ Class”.

Select “Pawn” from the “Choose Parent Class” to extend a pawn. With the Pawn class, the mode to be able to receive input from the player. The player will be able to move the mode.

Press Next. Name the pawn “HeroController”. Our player to be a hero who collects coins. Press “Create Class”. Unreal will create the script. Note that it does take some time for Unreal to create or compile a script.

We will enable HeroController to move based on user input. When the code compiles, you can open Xcode to view the files of the script if you are on a Mac. If you do not own Xcode, you can download it from the App Store. Xcode is a free program that you can use to write code.

If you are using Windows, you can use Visual Studio to write your code. Visual Studio should already be on your computer.

The Files of a C++ Script

Two files will open with the script: HeroController.h and HeroController.cpp. These are two different files for a single class. .h files are header files. They are used to list variables and methods in a class.

.cpp files are implementation files. They are used to implement those methods and variables. HeroController.cpp contains the implementation of HeroController’s behavior.

We will begin coding in HeroController.h. Some default code is already in the file. class COINCOLLECTOR_API AHeroController : public creates the class. Then there are five public functions:

  • The ACoinController function is a constructor. ACoinController is called when the script loads (when the object is created).
  • BeginPlay is a function that is called when the game starts (after the constructor and internal processes complete). A function performs a method or operation. You can use functions to set the behavior of an object.
  • Tick is a function that is called every frame (every time the game is processed by your computer, smartphone, or console).
  • SetupPlayerInputComponent is a function that is called to configure the input. Whenever we want to make HeroController move left, right, top, or bottom, we need to register the input bindings in this function.

Note that typing // in front of a line turns the code into a comment, which is not read by the compiler. You can use comments to organize code.

To learn how to build 6 games in Unreal, enroll in our Unreal course.

Navigating the Editor | Unreal Tutorial

Unreal is a free program  you can use to make powerful 2D and 3D games. To learn how to build 6 games in Unreal, enroll in our Unreal course.

When you create a project in Unreal (like we did in the previous tutorial), your screen will look like the following image.

The left window in the Unreal editor is the Modes window. The Modes window contains a list of elements that you can drag into the game. Click and drag the right side of the window to increase the window’s width.

One object you can add to your game is a cube. Drag and drop “Cube” from the Modes window to the Viewport, which is the window in the center of the screen.

The Viewport shows the game from the developer’s point of view. In the Viewport, you can click and drag the cube to move it.

If you right-click and drag your mouse in the Viewport, you can look around the game’s world. You can also hit the W, A, S, and D buttons while holding Right Mouse Button (RMB) to move around.

The default tool selected in Unreal is the Translation tool, whose icon is pointed at in the next screenshot.

Click on the icon to the right of the Translation tool to select the Rotation tool. Your Viewport will look like the following image. You can click and drag the wheel that appears on Floor to rotate the object.

Click on the icon to the right of the Rotation tool to select the Resizing tool. Your Viewport will look like the following image. You can drag the handles to change the size of Floor.

Delete Cube from the Viewport by hitting Delete on your keyboard when Cube is selected. Another mode you can add is Empty Actor. Drag and drop “Empty Actor” from the Modes list to the Viewport.

An empty actor contains a position. It is something that you can place in a level and that you can dynamically spawn. Every object in your game needs to be an actor so that the object has a position.

In the Viewport, Empty Actor looks like a sphere. However, Empty Actor is not a 3D object. The game’s player would not see the sphere. The sphere is just there to inform you the developer that the empty actor is in the scene.

Delete Empty Actor. Another mode is Empty Pawn. Pawns are actors that can receive player input. Pawns can jump or move when the player presses a button or hits a key. Empty Character is a pawn that contains a mesh (3D mesh) that can look and move like a human.

Below the Modes window and Viewport is the Content Browser window. The Content Browser contains the files that you drag into the game. Here you can have Materials, 3D models, textures, scripts, and audio, among other assets.

The top right window is the World Outliner. The World Outliner lists the items in the game. Select the floor of the game in the Viewport by clicking on it. World Outliner will highlight its “Floor” line.

In the Viewport, you can click and drag the arrows in the center of Floor to move the object.

The bottom right window is the Details window. This window contains details about the item currently selected. Details contains a list of components of the selected item. With these components, you can change the properties of objects.

For instance, in the Transform component, change Floor’s X Location value to 500. Floor will move in the Viewport to the position you set without your having to recompile the code. Unreal is useful in this sense because you can see changes automatically.

Now you know how to navigate the Unreal editor! To learn more, consider enrolling in Mammoth Interactive’s Unreal course.