A Complete Guide: How to Develop Your Own Mobile Game Application?
In this blog, we will discuss a complete guide on how to develop your own mobile game application for your project.
In this blog, You'll know how to build a game just like what you see on screen. Even if you've never looked at a line of code or thought about building your own mobile game before you'll end this blog knowing how to develop a mobile game of your own. We'll start with how to set up what game tools you need and how to install them.
Then we'll dove into art and see just how easy it is to pull any art you want into a game. You'll be able to customize like crazy and just have fun with your own project. Before we get going, I just wanted to say that if you have questions, drop them in the comments below.
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If this is the kind of content you're interested in where we do in-depth tutorials on mobile game development, it really helps when you share it or at the very least just hit the like button. And also, if this is a little bit too beginner for you, you're looking for more advanced stuff. I'd say hit the like button and skip to the end where I talk about how we're going to turn this into something a lot more advanced than probably fits your needs more.
We're going to start with installation and setup. We're going, to begin with, to install unity. So if you already have unity installed, go ahead and get past this part. But if not, let me explain briefly what unity is, why we install it, and how to get it installed. So when you're building a game, what you usually do is start with an existing game. Engine Unity and Unreal are the two most popular game engines.
As a developer, when you're starting up a game, you'll pick the engine that you like the most or you're most familiar with. And you can build the same kind of games in Rio. But we're going to do it with unity today. So to get started, what you need to do is go to the unity download page. That's just that unity three-dot com slash download and it'll redirect you to something like this.
There's a choose your unity plus download, which is to install a very specific version of unity. So Unity releases about four new big versions every year. And if you want to install a very specific version, like I want the version from twenty eighteen quarter one, I can go there and just choose it and install that. But what I personally prefer and most people that I know use is the unity hub. This is a tool for managing your projects and managing your different unity installations.
But I'm going to go with the hub and show you that process and you can just follow along. So install the hub, just click on it to download it and it's going to go right into my downloads folder that I've emptied out. So it looks nice and clean. When it's done, I should see it in my bar and Chrome or whatever browser you're using, or I should be able to just go to the download folder and see it right there.
Now, I'll install it by double-clicking on the installer, which is going to pop up a little dialog, a user account control dialog in Windows. Just click yes on that. And then choose to agree to the terms of service and will go for the default installation folder hit install and let it finish. When it's done, well, choose run unity hub. And then when the firewall pop up appears just allow access to it. Once the hub launches, you should see an app that looks something like this, there's a project, learning, and an install section.
We need to go to installs first and then choose to add to install a version of unity. Right now I have a bunch of versions installed, but you'll probably have none. So hit the add button and then choose the latest official release. You can see the version that it currently is on, but it doesn't matter if it's a newer version. Just select that and then choose next. And you'll see here that we have a bunch of options for different types of build support.
So if we wanted to build for Android and make a mobile game, we'd just choose that mobile box and click it to install that setup. We can also do the same for Web Google. So if you maybe want to share this game on the Web when you're done, choose that box. Otherwise, you can just ignore most of these options and hit the done button. Then it will do an install and see that if we run out of space, though, it's going to give me an error and say, hey, we don't have enough space available.
If that's the case, then just go clear up some extra hard drive space on your system. How do you do that? I think it's kind of up to you. I personally like to use the winders, that tool to find extra stuff or just delete things out of the temp folder. Assuming that you are not out of space, though, your install should finish and you'll get a version like this showing up right here. The next thing we need to do is create our project.
To do that will go to the project section and then we're going to choose the new option. Since I have multiple versions of unity installed, I'm going to use the dropdown and choose the version that I want to use. If you only have one installed, you can just click on the button. Next will choose a template. I'm going to use the 2D template because we're going to build a 2D game development. But it's worth noting that if you accidentally choose the wrong one, it's pretty easy to switch back and forth once you're in the editor.
It's really just setting up some default for the way the editor looks and the way that our camera is set up. They're pretty simple things to swap back and forth between or even mix and match. Next, we need to look at the location. I store my game projects in this folder just because I use the source control system. I recommend that you create a project folder or something else off of your folder on your main hard drive, whatever your fastest hard drive is, really, and keep all of your projects in there.
When we create a new project, it'll be a subfolder of this. Don't mix it deep into your documents folder or your downloads folder where it's going to get lost, deleted or just confused with something else. Keep a nice setup or area for all of your projects. Now we need to give it a name and I'm going to name this Mad Birds and then hit the create button to kick off our project. They're starting up the first time may take a minute or two, so just be patient and wait for those little loading bars to go by, and eventually, you'll be presented with a UI that looks just like this.
Well, here we are. We're in the game engine. So what do you do? Well, first, let's make sure that your layout looks like mine. So it's not confusing to do that. Go to this window option and then look for layouts and just choose default. We use the default layout throughout this entire thing to make sure that it's consistent and easy to follow along with. Now, go over this scenic view. You should see here that we have a seen a game and an asset store tab.
We're going to ignore the asset or tab for now. We're going to go back to this scene tab and then put our mouse over this scenic area where we can see a little camera icon and a grid. If you use your mouse, all you should be able to zoom in and out just like this and notice that it's going to zoom in and out based on where the mouse is. So if I move it over there and zoom in, it's going to go there.
But move it over here. It's going to zoom in on this spot. And if I zoom out, I'm going to get into this weird, odd position. Now, if I want to drag this around so that I can see the camera back in the center, I can hold down the right mouse button over the scene view and move the mouse. That way I can just drag it and move my view all around. I can zoom back in.
So this box right here that's showing me what our camera can see is all, in my view and visible. Now, when I say that this is what my camera can see, what I mean is that we actually have a camera component in a level right now that's able to see something in our game view. So if we click on a game and see that we have a blank blue screen, what's happening is that we actually have a camera set up, but we don't really have anything for it to look at.
Let's see how we can modify that. I'm going to go back to the scene view and I'm just going to left-click on this camera and notice that in our seeing hierarchy it expanded and our main camera got selected. If I click off of it down here, you see it's unselected. And if I click it again, you see it's now selected again. So we have our main camera selected, which is this camera that's showing up here and this box that's showing what our camera will show our player.
And we also get a little camera preview again, still just blue because we haven't put anything in front of it. We also have this inspector tab that showed up and gives us a couple options. We have a checkbox to allow us to turn our camera off and on again. So toggle it on and off by clicking on it. We can rename it just by typing in here.
We can also adjust the position, rotation, and scale of it, so if I grab the rotation and see that I can do some weird stuff, it doesn't make a lot of sense, though. I want to grab this X and rotate it. So I put that back to zero. Let's try moving in the Y value. So I grab the Y here and I go left and right and you see that the camera goes up and down. And if I rotate on the Y axis, it's a little bit weird too.
But if I rotate on the Z-axis, it might start to make a little bit of sense with this rotation is doing right. We're tipping it left or I guess right or left by dragging this up and down and again to drag this, just click on them and then hold the mouse and drag left and right or up and down. Now I'm going to reset these all back to zero just by clicking in the box and hitting a zero.
We're going to leave the Z negative That's the default value. I'm going to put the Y back to zero, though, make sure that everything else is zero and our scale is still at one. There's really not a lot of point in scaling a camera, by the way. We'll play with scale a bit later, though. OK, so we have our scene here and our main camera and our level right now are called sample scene. First, let's just try adjusting the background color of our camera.
We can click on the background again. We need to make sure that our main camera is selected. We click on this background color and we get a nice little color picture where we can just choose a color for our background. And if you look here, we can see in our camera preview that it's updating.
And if I go to my game view tab here. And then click on this background, you can see that we're actually able to update it and see what the game view looks like while it's updating, I'm going to go with something that's kind of dark green for now.
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