22 Mayıs 2025 Perşembe

PxelScene - Gizlilik Politikası

PxelScene - Gizlilik Politikası

Son güncelleme: 21 Mayıs 2025

PxelScene tarafından geliştirilen bu mobil uygulama, kullanıcı deneyimini geliştirmek ve bazı işlevleri sağlamak amacıyla sınırlı ölçüde veri toplayabilir. Bu gizlilik politikası, bu verilerin nasıl toplandığını, kullanıldığını ve korunduğunu açıklar.

1. Toplanan Veriler

Uygulama, kullanıcıdan doğrudan kişisel bilgi toplamaz. Ancak, aşağıdaki anonim veriler toplanabilir:

  • Reklam görüntüleme ve tıklama istatistikleri (AdMob aracılığıyla)
  • Pro abonelik durumu (yerel olarak cihazda saklanır)

2. Üçüncü Taraf Servisler

Uygulama aşağıdaki hizmetleri kullanmaktadır:

3. Verilerin Saklanması

Toplanan tüm veriler kullanıcı cihazında yerel olarak saklanır. Uygulama, sunucuya veri göndermez, üçüncü taraflarla paylaşmaz.

4. Kullanıcı Hakları

Kullanıcılar uygulamayı istedikleri zaman cihazlarından silebilirler. Sildiklerinde tüm veriler otomatik olarak silinir.

5. İletişim

Herhangi bir sorunuz varsa bizimle pxelscene@gmail.com adresinden iletişime geçebilirsiniz.

13 Mayıs 2022 Cuma

developing 5vs5 multiplayer game

Story of  3D 5 vs 5 team Game by using Photon.Pun On Unity engine(For mobile) 





(this is not a guide for building a Mobo game on photon server its just story of how we create)


Our main target is to create our own 5 vs 5 multiplayer game this project as you see on header.

For the beginning we are decided to do:


  • Different guns for each player. 
  • Different Characters
  • Identical skills and and values (Health,speed and jump length etc.)
  • Display Skills Characters sprite
  • Display Gun sprite,username. 
  • ZERO Asset from unity store

First we start with out Photon

Using Scriptable object to make gunsStad:

Creating scriptable objects gives great advantages for future changes on game. So i create a my first Scriptable Object named GunsStad 
so i add new folder named Gun in Assets folder and add GunsStad script just like this: 

Yes there are only some values  its easy and very useful. I will use this variables to my all guns. Now at the top Unity Scene When I click expand Asset =>Create=> right there i can see my Guns are waiting me to click for create new gun. Isn't it awesome? 



And right now when click it Unity will create a New Gun in a folder I choose. I just going to change the name of it  as I wish. I this case I write "Pistol".In the Ispector will appear pistol values that i have to fill and just like this:


I can make another gun named Shot gun;


How easy isn't it :) And size of it very small. So We already made stats of guns. Lets create First gun

Function. I will Write a new script named "Shoot" this will be same for all guns.Just variables will give this differentiates to guns:


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Shoot : MonoBehaviour
{
    public GunsStat _gunStat;
    public GameObject bullet;
    public float reloadTime;
    public int bulletCapacity;
    public Transform[] ShotPos;
    private int Clicked;
    public Text bulletText;

    // Start is called before the first frame update
    void Start()
    {

        bulletCapacity = _gunStat.capacity;
        reloadTime= _gunStat.reloadTime;
        Clicked = bulletCapacity;

        bulletText.text = bulletCapacity.ToString();

    }

    void Update()
    {

        if (Input.GetMouseButtonDown(0))
        {

            if (Clicked > 0)
            {

                Fire();
                Clicked--;
                bulletCapacity -= 1;
                bulletText.text = bulletCapacity.ToString();
                if (Clicked <= 0)
                {
                    bulletText.text = "Reloading";
                    StartCoroutine(Reload());
                }

            }

        }

    }

    void Fire()
    {
       GameObject _bullet = Instantiate(bullet, ShotPos[0].transform.position,                                ShotPos[0].transform.transform.rotation);

        Rigidbody _bullet_rb = _bullet.GetComponent<Rigidbody>();
        _bullet_rb.AddForce(10000 * Time.deltaTime, ShotPos[0].transform.forward,ForceMode.Impulse);
    }
    IEnumerator Reload()
    {

        yield return new WaitForSeconds(reloadTime);
        bulletCapacity = _gunStat.capacity;
        bulletText.text = bulletCapacity.ToString();
        Clicked = bulletCapacity;
    }
}

As you see to use scriptable objects variables we are implementing the all variables to this Gun(Pistol)
And In update function I am calculating clips capacity of gun. Coroutine is using Reload time to reload bullets. 








  

18 Nisan 2022 Pazartesi

Aero crash

 A classic aircraft game 

The main theme of the game is to collect as many points as possible by passing the mixed platforms without hitting the obstacles. The top ten players with the highest points in the game will be shown on the leaderboard. 

Basic

Side view. Endless. Player (Battleship)

Control

While directing the plane with the WASD Keys, we fire with the LEFT MOUSE button.

Progress

The player can make himself stronger by collecting weapons with different characteristics, which are spawned every fifteen seconds.
Missile
Rampage
Laser

Must 
Destroy or avoid walls, enemy ships or survive.

Health

The player has only 5 lives during the game. If  player wants, can continue from the same scene by pressing the play button, but score will be reset.

Mechanics

When the game starts, the objects that are randomly spawned from the right side of the game moves to the left at different speeds, in different forms and in different characters.

Flying objects
Passing way
Bombing towers
Walls
Laser Towers And Spaceships
Lasers



Score

Objects have different health and different point values. The player can gain points only by destroying the objects.

Sound System

Audio mixer was used to control sound outputs separately. Sounds were divided into two as Fx and music.

Building user system 

The most important thing that we are working on with this project is that those who are members of our site can automatically connect to the games using their own usernames!

For each player, we added values experience (Level), income (Score or Gold) and income (Silver) that can increase as you play and successfully.

The points collected by the players will provide early access to the games we will add in the future. or they will gain some advantages.

Web site: Bamboomgame.fi