Author Archives: Kevin

September Build

Here’s the build for september. (Click the cat to play! Left and right steer, Up boosts) I’ve been spending a lot of time figuring out Unity’s GUI system works. Unity uses an immediate mode GUI, which is rare – all of the GUIs that I’ve built or used in the past have been very heavily [...]

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At long last. . . a build!

Gord and I have been busy working away during this past long month of silence. Here is the result: Press up to launch and to boost, and left and right to steer. We got this to run on an actual iDevice yesterday with tilt steering controls. Despite the inherent Apple weirdness with Provisioning profiles and [...]

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State of the Cat

All of the games that I’ve worked on at my day jobs have been animation intensive, so I have a very animation-focused vision of gameplay. For me, animation and character control are inextricably linked, and it’s often useful to consider them to be almost the same thing. When I’m designing the behaviour of a user-controlled [...]

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Texture Atlas Generation Using Python

It’s often quite useful to pack multiple textures into one image – this can help to improve rendering performance by reducing the number of texture changes needed to draw a scene, or to more efficiently use space on systems that require power-of-two-sized textures. I need atlasing for sprite the animation system that I’m working on [...]

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2D Sprites in Unity3D

Unity is a great platform. You can get prototypes up and running very quickly, and you can make fancypants 3D worlds with shaders and shadows and all the trimmings. The platorm’s 2D support, however, is practically non-existant. Sure, you can pretty easily constrain your gameplay to a plane, and the included physics engine can be bent into [...]

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