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COD-like - Season 2 - Updates Weekly
Retro Beat Em Up! - Season 1 - Updates Weekly
COD-like - Season 1
Souls-like
Heat - Third Person Shooter Multiplayer
Collectible Card Game with Multiplayer
MGS-like
Tactical Turn Based Game
Souls-like Archive
Survival Horror
The Chimps
Twin Stick Shooter Zombies!
Door Smashers
Space Colony Sim - Livestreamed
Space FPS
(NEW) Turn Based Game
Shoot Em Up
Advanced Inventory Framework
Digital Boardgames
Roguelite
Colony Sim
(NEW) Advanced Third Person Controller
Behavior Node Editor
Snake Game
Using Unity
Duellistes
Inventory Framework
Lennys (Lemmings Clone)
Botw Climbing
Action Points Turn Based Game
Sharp Force - 2D Run 'N' Gun Platformer
Substance Designer Breakdowns
2D Fighting Game Redux
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Knocback
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Retro Beat Em Up! - Season 1 - Updates Weekly
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AI FOV
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AI Aiming & Shooting
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AI Setup
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Pathfinder Hook
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Retro Beat Em Up! - Season 1 - Updates Weekly
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Souls-like Archive
1. Basic Setup
2. Third Person Controller
3. Root Motion Attacks
4. Lock 'N' Roll #1
5. Lock 'N' Roll #2
6. Weapon Actions
7. Item Actions
8. Enemy Interactions Base
9. Dual Wielding
10. Shield
11. Parry
12. Backstab
13. Icon Maker
14. Game UI
15. Input Fixes / Animation Touch Up / Enemy Manager
16. Stats
17. Weapon / Item Instances
18. #A XML Write / Read
19. #B Database
20. #C Scriptable Object Inventory
21. Spellcasting Base / Item Switching
22. Fireballs!
23. Spell Effects
24. Procedural Animations & IK
25. Action Costs & Stat Depletion
26. Combos #1
27. Combos #2
28. Spell / Block / Attack Orientations / Fixes
29. Weapon Refactor / Unarmed Combat
30. Consumable Items
31. Kick / Gestures
32. UI Base
33. UI Logic #1
34. UI Logic #2
35. UI Logic #3
36. UI Logic #4
37. UI Logic #5
38. Switching Items #1
39. Switching Items #2
40. Switching Items #3
41. Unique Items #1
42. Unique Items #2
43. Equipping Armor
44. Armor Items
45. Inventory / Weapons Fixes
46. Controller Fixes / Pickable Items / UI
47. Jump / World Interactions
48. NPCs & Dialogues
49. Enemy AI Analysis
50. Enemy AI Setup
51. Camera Collisions /Further Enemy AI Work
52. Creature AI
53. Controller Bug Fix & Proper Structure
54. Scene Management
55. Multiplayer Photon Basics
56. Photon Lobby
57. Syncing Starting Equipment
58. Syncing Weapons / Equipment Changes
59. Fixing Sync Issues & Stuff We Forgot
60. Invading (Leaving Room/ Joining Another)
61. Multiplayer Structure Refactor #1
62. Multiplayer Structure Refactor #2
63. Multi-Room Network Scenes
64. Player Grouping / Invasions
65. Prediction / Fixing Sync Issues / Proper Ghosts
66. Refactoring the Architecture
67. Controller
68. Refactored Attacks
69. Weapons At Runtime & Action Handling
70. Character Clothes
71. Inventory Instancing
72. Lock On
73. Rolls
74. Game UI , the smart way
75. Spells
76. Damage Collisions
77. Refactoring with a Design Pattern
78. Decoupled Input & Movement
79. Decoupled Camera Handling
80. More Decoupling
81. Animation Triggering & State Transitioning
82. Root Motion Movement
83. Monitor Attack Input
84. Clean up
85. Rolling #1
86. Rolling #2 & Fixes
87. Weapons
88. Resources Manager
89. Weapon Instancing
90. Modular Attack Structure
91. Item Based Attacks
92. Pluggable Item Actions
93. Power Posing
94. Button Injections
95. Weapons UI Slots
96. Decoupled Stats Setup
97. Parrying
98. Pluggable Parry Response #1
99. Pluggable Parry Response #2
100. Receiving Parry Attack
101. Cloth Items
102. Actual Wearing
103. Better Grounding
104. Better Movement
105. Fixes
106. Spell Items Base
107. Spell Casting #1
108. Spell Casting #2
109. Spell Casting #3
110. Fireballs!
111. Spell Particles Self Containment
112. Lock On #1
113. Lock On #2
114. Lock On #3
115. Lock On #4
116. Conditional Action Batch
117. Lock On Polish
118. TwoHanding
119. Fisticuffs
120. Weapon Changing #1
121. Weapon Changing #2
122. ECS (Entity Component System)
123. Damage Colliders
124. Unarmed Damage Collider
125. Rotation Flag for Attacks
126. IHittable
127. Item Actions Logic
128. Inventory Events Setup
129. Item Slots Setup
130. Item Loading #1
131. Item Loading #2
132. Combo Actions #1
133. Combo Actions #2
134. AI with the BNE Setup
135. AI Action Framework
136. Utility Theory Implementation
137. FOV Score Example
138. Actions List Switching
139. Pathfinding
140. Attack Scores
141. Basic AI Tree
142. Enemy Detection
143. Damaging
144. Project Architecture
145. Death & Game Loop
146. Connecting To Server
147. Joining Rooms
148. Prediction / Syncing Animations / Flags
149. Disconnections
150. Syncing AI
151. Sync Fixes
152. Room Leaving/Re Joining & Fixes
153. Room Handling Fixes
154. Dynamic Room Joining/Creating
155. Inventory Management
156. Inventory Fix
157. Item Assignment
158. Items To Controller #1
159. Inventory Fixes
160. Items To Controller
161. Finishing the Inventory
162. Changing Assets
163. Proper Root Motion
164. New Architecture
Souls-like Archive
- Lesson 74 - Game UI , the smart way
Let's make our Game UI again, but this time from our decoupled data.
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