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Question by Cyclops · Jun 24, 2010 at 01:29 AM · 2dexample-project

Any examples of pure 2D maze games?

Now, before everyone links the Lerpz Unity 2D platformer, I mean a flat 2D maze game - think Pac-man. Are there any such example projects around?

I've been working on building a 2D game, and although there are some tutorials (like the excellent Buzz series), I still have trouble wrapping my head around making a 2D game with 3D Components. :) As such, I have more questions than I really want to post all at once - I'm hoping to find some sample code that will give me some answers.

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Answer by TaigaStudios · Jun 30, 2010 at 08:22 PM

Well for pac-man like game you shouldnt need that much help for it, just put the camera to point down and create a plain as ground and insert some walls. then you can use OnTrigger collision to collect items and increase your score ( as im sure you learned at 3d buzz to make GUI to show score and basic game logic). for AI i would recommend to check Angry ant and steamisM50's AI tutorials.

After that you just need some creativity and good game design.

( trying out things yourself is the best way to learn, just use your imagination and programming skills together)

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Answer by Eric5h5 · Jun 24, 2010 at 02:30 AM

You can look at this project; it's very 2D and you could make mazes with the level editor.

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avatar image Cyclops · Jun 24, 2010 at 03:42 PM 0
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That's a great project, I'm sure I will learn a lot from it. However, I was thinking maze-game like Pacman, where the walls constrain movement. In your game, the ship explodes when it touches the maze walls (which I suppose is one form of constraint :). Unless I missed an option to turn off explosions? Anyway, I created another Question that I hope clarifies what I was looking for.

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Answer by Tetrad · Jun 24, 2010 at 02:03 AM

Not really sample code, but a good discussion on how OMG Pirates and Zombieville USA (iPhone games) were made. http://forum.unity3d.com/viewtopic.php?p=232047

I'm currently using Unity to make a 2D game, and the gist of it is mainly that your projection is flat. In my case, using an orthographic camera along the Z axis, and constraining movement to the X and Y axis (the fact that you can implicitly make a Vector2 from a Vector3 helps with this in a few cases).

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