casual game developer, interactive artist, nerd

About Me  

Scaling back

I was looking for inspiration at GameJolt when I found a game that just reminded me that I should really scale my project even smaller since I’m just starting Unity3d.  I’m starting to worry that I might have trouble submitting a game for the AppStore using the Unity3d package.

I figure that I’ll start small.  I’ll make a fairly simple game similar to a Flappy Bird type of game just to see if I can submit the app.  I would be devastated if I spend a huge amount of time on a game only to find that I will spend the next month trying to submit it to the AppStore.

In lieu of those thoughts, I’m going to plan the next three game as follows:

1.  Simple Physics Golf Game - learn how to submit something to the stores.

2.  Boxing game - learn how to do a fighting game(hitboxes and AI)

3. Samurai game - the ultimate goal.  

Unity3d is kind of dumb in some ways

I had to learn hard way about Unity3d’s limitations for GUI buttons for mobile devices.  Above is a screenshot of a button that I just spent more than 14 hours implementing.  The basic behavior of the buttons is to have 2 sprites representing the button; one for being pressed and the other one for not being pressed.

The first try was using Unity3d’s native GUI.  I thought this would work great.  It worked well on the my MAC but once I tested the buttons on my iPhone, my iPhone chugged.  It wasn’t capturing all of my touches.  Sometimes the buttons will be pressed and sometimes it wasn’t.  The cause of all this is that Unity3d’s implementation of its native GUI system generates enough draw calls to slow down the CPU.  

I was disappointed with Unity3d’s GUI system so I decided to write my own from scratch.  I figure, how hard could it be?  Create a GameObject, give it 2 children with Sprite Renderers with the “unpressed” sprite directly on top of the “pressed” sprite, make the “unpressed” sprite disappear when I click the button.  Simple enough but unfortunately, something went wrong.

I couldn’t figure it out.  i had the two buttons on the screen but whenever I clicked on one button, the other button gets clicked too.  I spent an ungodly amount of time trying to figure it out.  I thought it was some sort of Unity synching issue.  Basically, whenever I click one button, the button’s script somehow  messes with the other button’s Sprite Renderer.  I eventually gave up because I was wasting too much time on this and I just wanted to get this done.

In the end, I bought the NGUI module from Unity’s Asset Store for $95.  After spending 20 minutes watching YouTube videos on how to use NGUI to publish a simple button, I was able to implement the buttons the way I wanted to.

This whole process to get 2 buttons on the screen is COMPLETELY RIDICULOUS.  This process would’ve taken me 15 minutes to code in cocos2d.  

I’m still learning Unity and this game is supposed to be a learning experience.  I just hope I don’t run into dumb things like this.

Another mockup revision for mini not-a-game

Another mockup revision for mini not-a-game

I realized that for my next major game I need to work on AI fighting mechanics.  I’m going to create a minigame so I can fleshout the AI before I apply it to the major game.  Mocking up the game right now.  It’s a simple boxing game whose AI mechanics will play right into the Samurai game I am working on.

These are progress shots.  I keep uploading them and then realizing that I missed something.

More Test Runs with Unity3D

More Test Runs with Unity3D

Testing out Unity3D for making mobile games. It’s a lot easier than straightup coding. Made a small level for a samurai to move around and do some practice jumps and attacks. I put a geisha in there for good measure. 

Looks like I’ll be comfortable with Unity3D.  I’m going to shelf this game proposal for now and focus on another game I am planning on developing for Unity3D.  I just made this to see how easy Unity3D is.  So far, it’s as good as advertised.

This is how far I got with making my first game in Unity3d.  Got a basic level design and then dropped the character in it.  Also tested if this will deploy smoothly over to my iPhone. So far, it works.

Next stop is moving and animating the character.

This is how far I got with making my first game in Unity3d. Got a basic level design and then dropped the character in it. Also tested if this will deploy smoothly over to my iPhone. So far, it works.

Next stop is moving and animating the character.

Reblogged from alpha-beta-gamer


Yojimbrawl is a local multiplayer sword fighting game from the developers of the Brotastic pixelated action/platformer - Broforce.

You play the game with the normal directional keys (W,A,S,D) and a single button attack, with different button combinations allowing a variety of attacks.  Matches are won by either killing your opponent or throwing them out of the arena.

It’s a fun 1 on 1 fighting game, with a great art style, animations and effects.  Perfect for short blasts of pixelated carnage.  The prototype was created in just 72 hours for Ludlum Dare 29 game jam, we’d love to see what they can do with a little more time.

Play the Prototype, Free

Reblogged from unseven