Visit the GitHub page for the most up to date source code: github.com/zigurous/unity-frogger-tutorial View the FAQ for answers to common questions: github.com/zigurous/unity-frogger-tutorial/wiki
I noticed there was an exploit made available by letting the player stay seated on the turtles and logs as they veer out of bounds. Frogger can jump off of them and roam freely! The little devil can also jump off of the first set of turtles and trapse onto the second median from the outside void. To fix this, I gave the water a polygon collider and stretched it out past the point where the logs and turtles loop, and extended it a little bit on either side of the second median to prevent all exploits. Thought I'd mention it in case anyone else noticed this. Thanks for the tutorial!
I made Snake and Space Invaders before this. This one took 3x as long, mostly due to all of the logic Frogger has to follow. The video quality/tutorial is excellent though.
I really enjoyed this tutorial. My only complaint is that close to the end you became more sporadic. I highly enjoyed this and plan on sharing this. Thank you.
Hi, I'm currently working through this tutorial. it's great! but I haven't seen other people mention the issue I'm having with the Frogger script. Basically, if the player inputs lots of movement in quick succession, Frogger will end up off the grid and will no longer be lined up with the other objects. He could end up halfway on a platform and halfway in the water, for example. It's kinda weird. I imagine it's something to do with the coroutine, but I don't know how to fix it. Any suggestions?
I've added a new entry to the wiki page for this issue with an included solution: github.com/zigurous/unity-frogger-tutorial/wiki#how-to-prevent-too-many-movement-inputs
Good Video so far (I am halfway) but what's up with the "screen resolution" with aspect ratio 14:16 and the Viewport that now depends on it? 945 X 1080 is not a supported screen resolution on my machine and even if it was it would stretch the image out horizontally to fit the screen. It seems it does it's best and just gives a 1920x1080 "Viewport" which of course throws the whole game out. Is there a way to make this more robust? One possible workaround I've found so far might be to target 1920x1080 but then alter the Camera Viewport Rect X to .25 and Width to 0.5 (which is roughly correct for 14:16?). Then a second "Background Camera" is needed to render black outside of the main camera's Viewport (the left and right of the screen), otherwise you get a drab default grey. Maybe there are better ways though?
My machine does not support a 945x1080 resolution either, but Unity letterboxes the game accordingly. When I run the game in a build, the application is adjusted to maintain that 14:16 aspect ratio while fitting within the screen space available. It does this without stretching by adding black bars on the sides to fill the remaining space. This process is known as letterboxing. Perhaps this is not the perfect solution for all cases. I think your way may actually be in the right direction of how to do this while maintaining the native resolution of the display. This was an aspect of the tutorial I didn't want to put a ton of emphasis on, but I'll consider some better ways to handle this for future tutorials.
@@Zigurous I guess I must have got a different or inconsistent result which was also complicated by Windowed, Fullscreen Window and Fullscreen Exclusive settings. Perhaps a more robust solution than the above would be to render to an offscreen render target, of the exact correct size, using a guaranteed Viewport size and just rendering that to the actual screen later. This would be a generic "problem" to solve for any old arcade game, especially those that had the TV on it's side to produce the extra vertical height. I'm really enjoying the video though, you have a real talent for this :)
Im curious as to what things you use in vidual studios to get all of the autocorrect and recoloring and directories on the left. Can you please tell me what plugins/settings i need to use to get that?
In Visual Studio Code, you need to install the C# extension. Then in Unity make sure your project has the Visual Studio Code Editor package installed (usually it already is), then you just need to set VS Code as your external editor in Edit > Preferences > External Tools.
Hey. this is a great tutorial but I haven't seen anyone mention this problem. When Frogger gets back from the turtle/logs and goes back to the road, he's not align correctly with the grid and this is causing a lot of trouble in my game since I want to do more levels. If anyone has any idea of what can be done, that would be really helpful :)
I'm having an issue in the GameManager section of the tutorial where I keep getting compiler errors for error CS0246: The type or namespace name 'Home' could not be found (are you missing a using directive or an assembly reference?) My code looks the same as in the tutorial? the line that causes the error is "private Home[] homes;"
Currently having a problem with this specific sections of code at 2:06:29 private IEnumerator Timer(int duration) { time = duration; timeText.text = time.ToString(); while (time > 0) { yield return new WaitForSeconds(1); time--; timeText.text = time.ToString(); } It is currently coming up with the error, 'The type or namespace name 'IEnumerator' could not be found
Thank you very much for these awesome series! It is difficult to overestimate the work that you put into these videos. Keep going, views will come to you one day
Thank you for the great tutorial! I'm new to unity and I imported the project from your github to mess around. However, when I start the game, my Frogger can't die. It doesn't get hit by cars and can move on water. It also doesn't move when on logs/turtles. Any clue what I may have done wrong?
If there were no changes made at all to the project, then I am not sure what would be causing these issues. Every one of these issues points to the collision detection not working at all. If you imported it into an existing project, it is probably because the layers have not been defined. Throughout the tutorial we place different game objects on different physics layers, and this helps the code determine which objects are colliding with one another. This would be my best guess as to why.
Visit the GitHub page for the most up to date source code: github.com/zigurous/unity-frogger-tutorial
View the FAQ for answers to common questions: github.com/zigurous/unity-frogger-tutorial/wiki
I noticed there was an exploit made available by letting the player stay seated on the turtles and logs as they veer out of bounds. Frogger can jump off of them and roam freely! The little devil can also jump off of the first set of turtles and trapse onto the second median from the outside void. To fix this, I gave the water a polygon collider and stretched it out past the point where the logs and turtles loop, and extended it a little bit on either side of the second median to prevent all exploits. Thought I'd mention it in case anyone else noticed this. Thanks for the tutorial!
Holy moly. I finished it in like 7 hours but I learned a lot! Seriously. Thank you so much for this!
Thanks for the great videos Adam! I hope your channel blows up.
Doing the tedious stuff can be a good way of confirming that you understand prefab basics and how to place objects inside Unity.
Tip: press Ctrl when using move tool to move objects on a grid
Adding a comment to help your channel with the algorithm.
Very nice work :)
Others nice ideias for a game tutorial:
- Missile Command;
- Q*bert;
- Tetris;
- Out Run;
- Dig Dug;
- Super Mario (big challenge);
Looks like he accepted the big challenge.
@@pikabuds7463 yap, true😅
Really great video series!
Suggestions for other games I'd love to see:
Gauntlet
Q*Bert
Fantastic - keep up the good work!!
Tempted to make this and add levels in other environments (snow, desert, etc.)
I made Snake and Space Invaders before this. This one took 3x as long, mostly due to all of the logic Frogger has to follow. The video quality/tutorial is excellent though.
I really enjoyed this tutorial. My only complaint is that close to the end you became more sporadic. I highly enjoyed this and plan on sharing this. Thank you.
So Good!!🤩 Thanks!
Its amazing what other things you learn, just by watching a simple game like frogger. Ie.Euler angles lol
Thanks for this tutorial. I hope your channel grows fast to keep you motivated!
great vid as always
please continue with these bangers but pls make a video on how to make a shop that'll be amazing
great and easy to understand ,
AWESOME! Best game development series i've ever seen.
Good video! Best one yet. I'd love to see you make Centipede. Cheers!
Just finished. Excellent tutorial, thank you!
Thank you so much for this, it was very informative and I achieved what I needed to
Another Great Tutorial 👍.
In a future Video can you add some game audio just to see the workflow.
Thanks again
Love You're Videos, Learning alot. Sokoban/Box Pushing Game Tutorial Would Be Really Great, Can't Find Any Well Explained tutorial at CZcams.
How would i make the turtles dive like the original game?
have u figured this out?
Thank you, the tutorial was the best
This is a great video. Thanks for providing it. Liked and Subbed
This is an amazing tutorial man
Muchas gracias por compartir tu conocimiento
you're a LEGEND!! thank you! u got a new sub...
EXCELENTE. Muchas gracias.
Hi, I'm currently working through this tutorial. it's great! but I haven't seen other people mention the issue I'm having with the Frogger script. Basically, if the player inputs lots of movement in quick succession, Frogger will end up off the grid and will no longer be lined up with the other objects. He could end up halfway on a platform and halfway in the water, for example. It's kinda weird. I imagine it's something to do with the coroutine, but I don't know how to fix it. Any suggestions?
I've added a new entry to the wiki page for this issue with an included solution: github.com/zigurous/unity-frogger-tutorial/wiki#how-to-prevent-too-many-movement-inputs
@@Zigurous awesome, thank you for this and for explaining the code too. it works flawlessly!
Good Video so far (I am halfway) but what's up with the "screen resolution" with aspect ratio 14:16 and the Viewport that now depends on it?
945 X 1080 is not a supported screen resolution on my machine and even if it was it would stretch the image out horizontally to fit the screen. It seems it does it's best and just gives a 1920x1080 "Viewport" which of course throws the whole game out. Is there a way to make this more robust?
One possible workaround I've found so far might be to target 1920x1080 but then alter the Camera Viewport Rect X to .25 and Width to 0.5 (which is roughly correct for 14:16?). Then a second "Background Camera" is needed to render black outside of the main camera's Viewport (the left and right of the screen), otherwise you get a drab default grey. Maybe there are better ways though?
My machine does not support a 945x1080 resolution either, but Unity letterboxes the game accordingly. When I run the game in a build, the application is adjusted to maintain that 14:16 aspect ratio while fitting within the screen space available. It does this without stretching by adding black bars on the sides to fill the remaining space. This process is known as letterboxing.
Perhaps this is not the perfect solution for all cases. I think your way may actually be in the right direction of how to do this while maintaining the native resolution of the display. This was an aspect of the tutorial I didn't want to put a ton of emphasis on, but I'll consider some better ways to handle this for future tutorials.
@@Zigurous I guess I must have got a different or inconsistent result which was also complicated by Windowed, Fullscreen Window and Fullscreen Exclusive settings. Perhaps a more robust solution than the above would be to render to an offscreen render target, of the exact correct size, using a guaranteed Viewport size and just rendering that to the actual screen later. This would be a generic "problem" to solve for any old arcade game, especially those that had the TV on it's side to produce the extra vertical height. I'm really enjoying the video though, you have a real talent for this :)
Im curious as to what things you use in vidual studios to get all of the autocorrect and recoloring and directories on the left. Can you please tell me what plugins/settings i need to use to get that?
In Visual Studio Code, you need to install the C# extension. Then in Unity make sure your project has the Visual Studio Code Editor package installed (usually it already is), then you just need to set VS Code as your external editor in Edit > Preferences > External Tools.
Would there be a way to change the speed value of the vehicles from inside the movecycle script?
Hey. this is a great tutorial but I haven't seen anyone mention this problem. When Frogger gets back from the turtle/logs and goes back to the road, he's not align correctly with the grid and this is causing a lot of trouble in my game since I want to do more levels. If anyone has any idea of what can be done, that would be really helpful :)
My frogger keeps respawning at the middle median and not the bottom one :( I have no idea what to do.
I'm having an issue in the GameManager section of the tutorial where I keep getting compiler errors for error CS0246: The type or namespace name 'Home' could not be found (are you missing a using directive or an assembly reference?) My code looks the same as in the tutorial? the line that causes the error is "private Home[] homes;"
Currently having a problem with this specific sections of code at 2:06:29
private IEnumerator Timer(int duration)
{
time = duration;
timeText.text = time.ToString();
while (time > 0)
{
yield return new WaitForSeconds(1);
time--;
timeText.text = time.ToString();
}
It is currently coming up with the error, 'The type or namespace name 'IEnumerator' could not be found
you gotta have voiddd my dudee
Thank you very much for these awesome series! It is difficult to overestimate the
work that you put into these videos. Keep going, views will come to you one day
Thank you for the great tutorial!
I'm new to unity and I imported the project from your github to mess around. However, when I start the game, my Frogger can't die. It doesn't get hit by cars and can move on water. It also doesn't move when on logs/turtles. Any clue what I may have done wrong?
If there were no changes made at all to the project, then I am not sure what would be causing these issues. Every one of these issues points to the collision detection not working at all. If you imported it into an existing project, it is probably because the layers have not been defined. Throughout the tutorial we place different game objects on different physics layers, and this helps the code determine which objects are colliding with one another. This would be my best guess as to why.
hey did u ever manage to fix this ? im having the same issue , although i didn't imporrt the project
@@Zigurous Thank you, editing the layers fixed the issue!!
@@zenitsu950 You may have to fix the layers, like Zigorous mentioned in the above comment. It worked for me.
second
Can you make original donkey kong
I've had other people request this as well, so there's a good chance I will
@@Zigurous you alos could do: mario bros 1983 and the old dr mario just some sugestions
@@kumatoons5508 czcams.com/video/mWtcTbXzubI/video.html
As a Unity user and Godot user I tried converting 'Frogger' to Godot. See the results here:
czcams.com/video/nXF8SaSfkgs/video.html
GRACIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAS