How to make a Game?

Now a days a lot of people asking this question, how to make a game? and there’s a lot of possible reasons usually they are just curious about it, most of the time they heard that it could earn a lot and it could make them Millionaire instantly, some people just love doing it and make it as a hobby and some are really passionate about it and make something that people loves to play and they are all addicted to it or perhaps love their games.

so what ever reasons you have, you are here and reading this article because you want to start making games and that is something, it is one of the hardest part and this is making an effort to start because some people are just happy doing nothing and you are not and I’m proud of you. so you want to make game? are you really sure? making game is a big effort , i can say it’s a huge effort, most of the time people just look at the game as a simple thing they though making games is so easy like just writing something on Microsoft word and boom you have your game and sometimes people just think that it is just you copy the code and paste it and then yes you have your game.


Two common ways to start making a game

Alright! it seems you are really serious about making games because you are still here reading, to reward your effort i will tell you how to make games, now a days there’s a lot of way to make games and if you look at them carefully there’s only 2 major way, first is you can do it manually by making your own game engine and i can say that this is not a good idea unless you are a big company with a lot of money to invest and the second way is just used an existing game engine and start making game right away.

it sounds so simple right? yes because the first choice is definitely not the right way specially if you are alone and not a big company, and the second choice yes it is so easy you just download some existing game engine and boom you start making your own game, most of the new people who wants to make game fall in this trap they underestimate most of the things and forget the important things but you are lucky because you are here reading this article and we don’t want you to fall on this traps.

Skills that you need to make a game

Are you ready? alright let’s do this, first you need to know what skills do you have that can help you to make your game? ask your self can you do programming? , can you do art as in graphic assets like 2d or 3d, can you compose and make audio files for Sound effects and Background music or are you good in planning and game designing this skills is the most important one but there’s still a lot of skills involved on making games.

so i think you know now, what skill you can contribute to make your own game and probably you are now thinking what existing game engine to used and you are so lucky because there’s a lot of choice and some of them are free to use it’s all depends on you on what kind of game you want to make, what programming language you know, or even if you don’t know how to program you can still make a game

List of some Popular Game Engine

on that list most of the people choose Unity3d or Unreal, People choose Unity3d because they say it is easy to use and easy to learn and it’s true if you gonna used Unity3d i suggest that choose C# as your programming language instead of javascript to make your life more easier and Unity3d also have this AssetStore where you can get free or paid assets that you can used to jump start you game. If you love C++ programming language you can choose Unreal, most of the hardcore programmer love unreal because you know C++ (Power!) and yeah the particle effects and lighting of Unreal is so Good compare to unity3d, Lumberyard is a Game Engine created by Amazon this is also promising, this engine is like Unity3d and Unreal you can try it to see the difference

If you don’t know how to program it’s ok you can used Game Maker to start making your game, instead of Programming language you will used a scripting language called LUA don’t worry it is super friendly for the beginners. Corona is a Cross-Platform Framework like Game Maker it also used LUA scripting language and they say it is easy to learn

Cocos2dx is also a good choice because it’s free and powerful engine and can publish on Android and IOS. If you are focusing on web based game you can choose Phaser this is becoming famous now a days because of HTML5, Love2D  another promising open source Game Engine, Defold an open source Game Engine created by king the maker of Candy Crush, they say this Game Engine is focus on Performance, another Tip on Choosing Game Engine, make sure that it can build for different platforms like Web, PC, Android and IOS at least this four major platforms and you are Good!

And There you go!, i hope this introduction enlighten you about how to start making a game? and i wish that you still want to make a game and if you are? please continue reading our blogs and we will make sure that we will complete this how to make a game blog series until you know most of the things to equipped you with right knowledge and for you to have a big chance of completing your first game.

Thank you for visiting and reading our blog 🙂

If you have comments or suggestions or any feedback, you can email us at

Finger VS Bugs In Development

Hi Guys! we made this post to tell you that we are developing a simple yet addicting mobile game and the name of this game is Finger VS Bugs

it’s a tapping game and the goal is to be the one with the highest score and beat your friends score and other people scores

This post is all about what we used inside this game, what plugin, what game engine and other things like graphic assets.

The goal is how  we can  do more on a game that is so simple, how can we squished all juice on it and make this game both challenging and fun to play with the limitation of our time is so little because we have a day job for 8 hours so we can only do it on about 2 to 3 hours per day during  the night usually. so please follow our adventure on how  we’re going to  accomplish and complete this game.

Want to test Finger VS Bugs?  here’s the link

Google Play Store

Itunes Apple Store

Here is the Game Engine, tools, plugin and other things that we used in this game so far.

Game Engine – Unity3d is a good engine for making games for different platforms like pc, web, android, ios, ps, xbox and a lot more.

Tweening plugin –  Dotween free version if you want to try it here’s the link!/content/27676

Dotween Pro – here’s the pro version!/content/32416?aid=1101lGtb

Graphic Assets for GUI – Jungle UI!/content/35303?aid=1101lGtb

3d Model – Ants 3d models!/content/56474?aid=1101lGtb

Particle Effect – Cartoon FX Pack1!/content/4010?aid=1101lGtb

For Sharing and local notifications on Android – Android Ultimate Plugin!/content/38872?aid=1101lGtb

For Sharing on IOS Devices we used this plugin!/content/70861?aid=1101lGtb

For Google Play Game Service Plugin this one should work on both Android and ios but we used Unity3d API for accessing Game Center on IOS

For Ads like banner or interstitial this one works on both android and ios 🙂

Firebase Analytics

Need 3d Models with lots of discounts? check and register on this link

We will update this post until we complete the game and publish it on  Amazon app store and other different platforms for selling games or app BTW this game is FREE  just a little ads on it 🙂

Please download it and try it and gives us a good reviews and 5 stars this will help us a lot and thank you in Advance 🙂

For more questions or comments or suggestions just email us at

Integrating Firebase Analytics to Android Ultimate Plugin For Unity3d

Hi Guys, After we successfully integrate the Google play services and Google Mobile Ads to Android Ultimate Plugin today we will try to also Integrate the Firebase Analytics which came from this link

Setting Up Guides

Before you start Integrating Firebase Analytics you need to provide 1st the SHA1 and SHA256 on firebase project settings to get this keys on your keystore follow this links


For quick start guides on how to integrate firebase analytics and use inside Unity3d

To know on how to log events on firebase analytics follow and read this link

More information on Firebase Events

More information on Parameters

For setting user properties

For Linking your google play or android app on Google play follow this link

Note: if you have google play services plugin inside your Unity3d Project you will get some conflict on the google resolver jars , so what i do is i just remove the resolver from google play services plugin and after that a popup will appear on Unity3d Editor that asking you to install the dependencies and then just install and accept it after that you will see a lot of new libraries inside your Android Plugin folder and it will also replace your libraries with the new one which is not good because it might cause some problems or error on your other Android Plugin.

Here’s what happen, we successfully build the apk on Android Device

Things that still working

  1. Google Admob
  2.  Android Ultimate Plugin

Things that is not working

  1. Google play services the app crashed when try to login

How to fix the Android Errors?

Alright after searching  on different forums and support groups we find out from other people that the play services .aar files with 10.0.20 version have conflict on google play services to fix this change everything into version 10.0.1 both play services .aar files and firebase-analytics .aar files after that just build normally and everything should be fixed by now on our end everything is working fine after this changes and we also check the firebase dashboard and yes it detects that firebase analytics is running and active

Note: all of the .aar files must be the same version to make this build and run sucessfully

How to fix IOS xcode errors?

Yes it’s a bad news after we build the xcode project using unity3d we got lot’s of errors and yes it’s because of Firebase Analytics plugin for untiy3d and we spent lots of hours trying to find the solution on it and at last we got lucky so the solution is

  1. delete all the derived data on your machine because xcode get confused sometimes or most of the time when adding new framework or library this can be done by going to your Library/Developer/Xcode/DerivedData
  2.  force  build clean project the shortcut keys is cmd + shift + alt + k
  3. Delete all files inside pod directory
  4. open your terminal and then pod update
  5. build clean again once more and build the project on your device
  6.  if you still get error try to delete the frameworks and library that you add  and add it again this is weird but it works 🙂

more tips:

  1. when build ios or xcode project in unity3d always use build only dont use build and run and used Append not replace to avoid doing all the settings and fixes again that’s nightmare!!!
  2.  when opening the xcode project double click the work space not the xcode project file this will create a weird errors
  3.  always  build clean every time you open your xcode project and before building

and that’s the step we go through before we finally build it successfully on ios device.


And Here’s the list of other things you can do with Firebase

Firebase Cloud Messaging for Unity3d

Manage Users on Firebase for Unity3d

Firebase realtime Database for Unity3d
Firebase Storage for Unity3d

Firebase Remote Config for Unity3d this is the best you can modify you game config and settings without actually uploading  a new build on google play store

Firebase Invite for Unity3d

And that is our findings, i hope this information helps you out and saves you a lot of time unlike us but yes we are happy to help you out 🙂

For more questions or comments or suggestions just email us at


Integrating Firebase Google Admob on Android Ultimate Plugin for Unity3d

Hi Guys, After we Integrate Google Play Services with Android Ultimate Plugin For Untiy3d Successfully, we are now about to try the Firebase  Google Admob For Unity3d this is the newest way on adding Google Admob for your game after Google Acquired the Firebase technology they combine it quickly on their API like Admob and some other things like Analytics because Firebase is one of the unique Technology now a days that can be easily use by any one quickly  because it’s so simple and easy to use with a lot of features available.

to setup this on Unity3d this please follow and read these links below

Admob Setup for Unity3d

Link for Google Mobile Ads Unity3d Plugin

Plugin API for Untiy3d

Setup for Integrating Firebase Analytics for Unity3d

Firebase Docs and Features

This post will be updated after we completed this integration and we will give you our findings on this integration like we did on google play services, so see you for now



We have successfully Integrate Google Admob Ads on Unity3d with Android Ultimate Plugin, Google play services and Google Mobile ads our findings

  1. you just need to change the min sdk to 9 and target sdk to 16 on Android Manifest of GoogleMobileAdsPlugin folder
  2.  change the target sdk on file to 16

and then you can build it successfully, here’s the demo apk with google admob banner ads running , install it and try to see it in action 🙂

link for demo APK

this Finger VS Bugs game have Android Ultimate Plugin, Google Play Services and Google Mobile Ads which is Admob we used Banner Ads on this game try it out 🙂

Information about Admob Banner Sizes

Ad Request Targeting to customize your ads based on your target audience

and yes for testing admob on device this link might help you

For getting device id  for testing admob ads

this code is if from that link in case it’s not active anymore 🙂


Thanks for  reading and visiting 🙂

for more question or comments or suggestions just email us at

How to use Android Ultimate Plugin For Unity3d

Hi Guys! Here’s the new way on how to use our Android Ultimate Plugin for Unity3d this changes will start on version 1.7.1 and if you are a previous user of this plugin please read the links and  information below before following the steps  , if you are a new user of this plugin you can follow the steps below directly.

New Structure version 1.7.1

How to Merged  Android Ultimate Plugin and Google play Services and use them  both at the same time

well after reading the above links at least you know now on why we need to do this changes and now you can follow this new steps

Step by step on how to setup the Android Ultimate Plugin for unity3d

1. Download the plugin from unity3d asset store!/search/page=1/sortby=popularity/query=publisher:13227

2. Check and import all the files from plugin

3. Download the google play services libraries and support .aar files from this link

4. uncompress the google play services libraries and support .aar files and put it inside “Assets/Plugins/Android

5. Inside Unity3d go to File Menu, Build Settings and then select player settings and look for other settings
and change the bundle indentifier to your game or app bundle identifier for ex. com.mycoolstudio.awesomegame

6. On Build Settings switch platform to android platform

7. Inside Unity3d in your Project hierarchy go to “Assets/AndroidUltimatePlugin/Scenes” and open the Demo scene

8. Inside Unity3d go to File Menu, Build Settings and then make sure that you added Demo Scene

9. Inside Unity3d go to File Menu, Build Settings and then select Build and Run

10. wait for the build and then check the application if everything is working fine and that’s it.

So Basically it’s just import and then use it unless you want to add more Android permissions or you want to remove Android permissions to do that please read the next topic below.


Android Manifest Permissions

To change or remove permissions please check the Android Manifest file inside Assets/Plugins/Android/aup/AndroidManifest.xml

this is some permissions that you will need but they are all inside by default


<uses-permission android:name=”android.permission.INTERNET” />

Reading And Writing files

<uses-permission android:name=”android.permission.READ_EXTERNAL_STORAGE” />
<uses-permission android:name=”android.permission.READ_INTERNAL_STORAGE” />

For Accessing the Network State this one is also used by GPS

<uses-permission android:name=”android.permission.ACCESS_NETWORK_STATE” />


<uses-permission android:name=”android.permission.FLASHLIGHT”/>
<uses-permission android:name=”android.permission.CAMERA”/>
<uses-feature android:name=””/>
<uses-feature android:name=”” />
<uses-feature android:name=”” />


<uses-permission android:name=”android.permission.WRITE_EXTERNAL_STORAGE” />
<uses-permission android:name=”android.permission.CAMERA” />
<uses-feature android:name=”” />
<uses-feature android:name=”” />
<uses-feature android:name=”” android:required=”false” />


<uses-permission android:name=”android.permission.VIBRATE”/>

For Recording Audio

<uses-permission android:name=”android.permission.WRITE_EXTERNAL_STORAGE” />
<uses-permission android:name=”android.permission.RECORD_AUDIO” />


<uses-permission android:name=”android.permission.ACCESS_FINE_LOCATION”/>
<uses-permission android:name=”android.permission.ACCESS_COARSE_LOCATION”/>

Alarm Clock

<uses-permission android:name=”android.permission.WAKE_LOCK”/>
<uses-permission android:name=”android.permission.RECEIVE_BOOT_COMPLETED” />

Accessing Wifi State

<uses-permission android:name=”android.permission.CHANGE_WIFI_STATE” />
<uses-permission android:name=”android.permission.ACCESS_WIFI_STATE” />

Accessing Device information

<uses-permission android:name=”android.permission.READ_PHONE_STATE” />

Getting Accounts on the Device

<uses-permission android:name=”android.permission.GET_ACCOUNTS”/>

Getting Contacts on the Device

<uses-permission android:name=”android.permission.READ_CONTACTS”/>
<uses-permission android:name=”android.permission.READ_PROFILE”/>

Accessing Settings

<uses-permission android:name=”android.permission.WRITE_SETTINGS” />
<uses-permission android:name=”android.permission.WRITE_SECURE_SETTINGS” />

Inside Application Tag you need to have this line

Custom Camera Activity

<activity android:label=”@string/app_name” android:name=””></activity>

Local Notification

<receiver android:name=”com.gigadrillgames.androidplugin.notification.NotificationPublisher”/>
<receiver android:name=”com.gigadrillgames.androidplugin.notification.NotificationOnBootReceiver”>
<action android:name=”android.intent.action.BOOT_COMPLETED” />

<service android:name=”com.gigadrillgames.androidplugin.notification.NotificationService”


<receiver android:name=”com.gigadrillgames.androidplugin.alarm.AlarmManagerBroadcastReceiver”/>
<service android:name=”com.gigadrillgames.androidplugin.alarm.AlarmService” android:enabled=”true” android:exported=”true”/>

Accessing Google play services

<meta-data android:name=”” android:value=”@integer/google_play_services_version” />

For Demo APK please go to this link

And That’s all, thanks for Purchasing Android Ultimate Plugin for Unity3d and more power to you! 🙂

For more questions or suggestions or comments please email us at

Android Ultimate Plugin Unity3d Demo APK

Hi Guys! here’s the new Demo of our Plugin you can download it to try it 1st before you purchase from Unity3d Asset Store!/search/page=1/sortby=popularity/query=publisher:13227

Demo Links:

Android Ultimate Plugin version 1.7.5

Finger VS Bugs – integrated with Android Ultimate Plugin , Google Play Plugin Services and Google Mobile Ads Admob

Google Play Store Link:

Itunes App Store Link:

Android Ultimate Plugin Lite

Android Speech TTS

Android Info Scanner

And Also Android Sensor which can be found on this link!/content/43522

And Here’s the demo of Android Sensor

For more question or comments or suggestions just email us at



Merging Android Ultimate Plugin 1.7.1 on Google Play Services Part 2

Hi Guys, this is the continuation of my last post, last time we try to used both Android Ultimate Plugin version 1.7.1 with google play services that can be found on this link

and we encounter a lot of errors and we spend almost 2 days on finding a way on how to fix this plugin and libraries conflict and we found out the following check list

  1.  make sure all of your Android Manifest file in your project have the same min sdk value and target sdk value , as in every Android Manifest files search your whole project this usually is the caused of conflicts
  2. make sure your Android Manifest File that is using google play services is using this  meta  <meta-data android:name=”” android:value=”@integer/google_play_services_version” /> take note do not hardcode the version number and make sure that this meta tag is inside <Application TAG> not inside <Activity TAG>
  3.  if you have a values.xml with gms  with hardcoded version number inside just delete it , this values.xml file will just make everything worst
  4. See to it that the Android Plugin that you are using is using provided instead of compile on their Build.gradle dependency settings for classes.jar which is the jar that came from unity3d app directory. because if this is compile it will conflict on Unity3d Classes.jar because i think unity3d put classes.jar automatic when we build on Android

Some optional checklist that people says on stack overflow, unity3d forum and other forums

  1.  Right now  (  Unity3d version 5.5.1f1 ) the max  Android API support is 23 so delete the build tools and please don’t delete the SDK tools 🙂 just build tools greater than 23 API on your Android SDK.
  2.  Make sure your target SDK on your Android Manifest is declare unless unity3d will used the maximum SDK available on your machine.

And that’s the checklist and now back to using  both Android Ultimate Plugin and Google play services these are the steps

  1.  make sure all Android Manifest on your project is using this min sdk  and target sdk  <uses-sdk android:minSdkVersion=”9″ android:targetSdkVersion=”16″ />
  2.  Unity3d Player Settings should be set to minimum API 9 too
  3.  Make sure you use these exact libraries as of now we tested these and it works
  •  appcompat-v7-23.0.1.aar
  • support-v4-23.0.1.aar
  • play-services-games-9.2.1.aar
  • play-services-base-9.2.1.aar
  • play-services-basement-9.2.1

Note: some of these libraries are included when you import the google play services plugin

you can download these new libraries on this link because Unity3d  asset store for sure will not allow this libraries to be included on the plugin

More Steps

  1.  check all the files in your project they all should used the same TargetSDK value if not you will have a conflict and it’s very high
  2.  find any values.xml lurking around with hard coded google play services values inside and delete them they create lot’s of problems
  3.  make sure you don’t have any duplicate Libraries jar,aar files and other library files they will introduce conflict as well.

And then after these changes we successfully build our project with both Android Ultimate Plugin and Google play Services and they work 🙂

The Game Sample with Google Play Services, Admob, Android Ultimate Plugin and Firebase Analytics

here in this game we used both google play services and AUP , on share we use our plugin see it works 🙂

That’s it,  i hope this guide can help you find the problems and the conflict when using more android plugin in Unity3d Projects.


Update 02/12/2017

We have encounter some errors when building on xcode

Take Note this errors is came from the google play services not from our plugin to make things clear

For more details please follow read this link


for more questions or comments or suggestions just email us at and if you have time please like our page

Thanks for visiting and reading 🙂





Android Ultimate Plugin Tutorial part 13 – Image Picker and share

Hi Guys and Gals, here we are again and now we will tackle about Image Picker, this is also the new features that is added on Android Ultimate Plugin version 1.3.8 and being said that let’s begin.

First we must  always check our Android Manifest File and make sure we actually have it on this path “Assets/Plugins/Android” and make sure we have the following basic Permissions

after checking and adding those permissions on your Android Manifest File we can now start coding and do the image picking feature.

First we need to have the instance of ImagePickerPlugin

Then we  decide SetDebug to 1 to see the Debug Toast Messages or 0 to hide them

We Then Initialize our ImagePickerPlugin

After Initialization we need to setup a Callback Listener for ImagePicker Event and pass onGetImageComplete, onGetImageCancel and onGetImageFail methods.

After that we also need AndroidUltimatePluginController to access ShareImage Method

Our code now will look something like this

and now to open the gallery and get image we need to call GetImage method

Then when it’s complete we will received an Image path this path can now be use to share it on social media applications like Facebook, Twitter or even gmail just call androidUltimatePluginController.ShareImage() and pass “your share title”, “your share message” and image path

or if you want you can get this image and load it as texture inside Unity3d using Utils.LoadTexture and pass image path on it

Note: saving image or loading image takes some time that’s why we need to set delay before loading or sharing in order to do that we can do something like this

for loading

for sharing


For Reference here’s the code that we used on Image Picker Demo

Note: to make this code run you need Text and RawImage UI just drag them on this code inspector and also don’t forget Button to call Get Image Method and to call Share.


And that’s all of it , see this is so easy to used and easy to understand, that’s why if I were you? you must purchased our Android Ultimate Plugin now

For more Information

For more Tutorials

For questions or comments or clarification or any Feed back just email us at

Android Ultimate Plugin Tutorial part 12 – Camera and Share

Hello Every one , i know that you wanted to know on how to use the Camera feature on Android Ultimate Plugin , and today is that day so let’s get started.

First make sure that you have an Android Manifest File  in “Assets/Plugins/Android” and you added this permissions

After added that permissions on your Android Manifest File we can start coding now.

First get the instance of  Custom Camera Plugin

Set Debug to 0 because i don’t want to see any Debug Toast Messages it’s annoying.

Then we initialized the Camera Plugin and pass the folder name where we wanted our image to be save.


folderName will be the name of folder on the actual device

imageFilaName will be the name of Image that you take

ImagePath is actual directory path where you will save the image

useBackCamera is to know if you want to use front or back camera if front just pass false if back pass true

After Initialization we need to setup callback listener for our Camera Plugin and we need to pass our methods onCaptureImageComplete, onCaptureImageComplete and onCaptureImageFail.


after we setup our Camera Plugin  we can now start taking picture using our Camera on our Android Device. we can do this by calling this method

After taking picture  we will received an events

onCaptureImageComplete – if successful

an Image paths on where our picture has been saved. we can now use this to load the texture by calling Utils.LoadTexture and pass image path on it


onCaptureImageFail – if failed

onCaptureImageCancel – if camera is cancel

and then we can share it just by passing Image path on Share Image method of SharePlugin together with “Share Subject Title” and “Share message”

And this is the exact code that we use on our  Custom Camera Plugin  and Share demo

Note:  you need to drag Text and RawImage UI  on this code inspector to make it run and also you need Button UI to access the open camera method.

I think we are done,  you can now test this code on your Android Device and see what will happen.

I Hope this tutorial some how helps you on dealing with  Custom Camera Plugin

For more Information

For more Tutorials

For Questions or Comments or any Feed back just email us at


List of Tutorials for Android Ultimate Plugin

Note:  we just  updated the Android Ultimate Plugin and we changed the structure of the plugin and because of this changes the way on how to set it up changed a bit for more information on this changes please follow and read this link

Hi everyone, we know that you wanted to see list of tutorials for Android Ultimate Plugin on one page only to make it easier for you to navigate back and forth and here it is.

Building and Testing Demo sample

Android Manifest File 101

Take Screen shot of your game then share it on Social Media Applications like Facebook,Twitter,Instagram and even gmail. you can also share url or text



Bluetooth  communication

Speech to text

Text to speech

Audio Recorder

Immersive Full screen mode

Local Notification

App Indexing

Alarm Clock

Camera and Share – take picture using Android Device Camera and then share it on Social Media Applications like Facebook,Twitter,Instagram and even gmail.

Image Picker and Share – get image from your Android Device and then share it on Social Media Applications like Facebook,Twitter,Instagram and even gmail.

Android Native UI

Android Advance Info

For questions or suggestions or comments or feedback or errors or bugs or if you want to add specific features just email us at or you can comment below 🙂