We're working on a bunch of stuff.
1. Not do be disclosed project with our friends ;)
2. A Camera app with stickers: www.monsterstamper.com
3. Socialmon
quickie update=)
Keni

roma★

izzy's playlists!
Monterey Bay Aquarium
Jules of Nature

JVL

祝日 / Permanent Vacation

Kaledo Art
d e v o n
trying on a metaphor

Product Placement
No title available
Aqua Utopia|海の底で記憶を紡ぐ
cherry valley forever

titsay

shark vs the universe
taylor price

ellievsbear
Peter Solarz

★
seen from Japan
seen from Venezuela
seen from United States
seen from Vietnam

seen from United States
seen from India
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seen from Peru
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seen from United States
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@mobilegamedev
We're working on a bunch of stuff.
1. Not do be disclosed project with our friends ;)
2. A Camera app with stickers: www.monsterstamper.com
3. Socialmon
quickie update=)
This one has really cool random rotational shake as well. Mike even has a demo so you can see what the shake effect looks like.
PS I cannot understand why people do not put code on gist.
Simple camera shake effect for Unity3d, written in C#.
Can also be used for any other game object. Stick it onto a game object or add it programmatically, then set the shake variable to how long it should shake for. Original source: http://forum.unity3d.com/threads/22886-Screen-Shake-Effect?p=153233&viewfull=1#post153233
If you grab the free and excellent iTween, you can do this in code:
iTween.ShakePosition(gameObject, Vector3.one, 5f);
Code design: you probably need the state pattern
If you are building a game with some amount of complexity, you probably need the state pattern. It is not that hard to understand because it is basically classic polymorphism in action.
http://www.dofactory.com/Patterns/PatternState.aspx
In your design document, don't satisfy yourself with a detailed description of every article and nuance. Take time to describe the feel that the game should have, the purpose behind each element, the experience each user will have, and any other aspects of the game's soul you can envision and describe.
Tzvi Freeman , GAMASUTRA
Has anyone tried to build Unity apps for iOS 7 with the preview of Xcode 5? Does it work out of the box?
Some discussion on getting Unity to compile to iOS 7. Apparently, it works. Seems to be buggy at this point, though. As to be expected from a beta.
HOTween: what do EaseInBack, EaseOutBack, EaseInOutBack do?
From what I can tell, they tween something 10% beyond its end and tween it back. Something like the orange line in the following screenshot:
The Voxel Agents go in-depth writing about their development, sharing their design, code and testing methods.
I think Puzzle Retreat has always been free for Android, but it is now also free for iOS. My favourite puzzle game on mobiles.
Kinetic Damage is out for iOS! Check out its detailed development articles about fighting game implementation.
Kinetic Damage by Benjamin Marchand has been in development for years. The entire time, Benjamin has been diligently posting his implementation details and design on the Unity3d forums. Anyone interested in making a fighting game or action game would probably want to take a look at his articles.
Prototype Friday: a simple fighting game
Hacked a simple fighting game together. The blue and red cubes are the players. The left and rightmost cubes are the walls. The spheres between the cubes indicate the range of the attack and serve as the collision detection for the attack.
Features:
win by pushing the opponent to the wall
pushback
one normal attack
startup, active, recovery, hitstun states
states indicated by colour of the cube
keyboard controls
By default, all cubes are gray. Blue indicates that the attack is active and detecting collisions. If the opponent is within range, he will be hit and pushed back while being coloured red.
Tools on the Unity3d Asset Store for spawning waves of enemies
I have not tried them all out, but here are some tools that help with spawning waves of objects that are timed. You could probably also use them to spawn objects only after the previous wave has finished. These are useful for tower defence games, twin-stick shooters, shmups and other games that have waves of enemies spawning depending on some conditions.
Killer Waves by Dark Tonic - Free
The pro version of Killer Waves has even more features for those who need them.
Spawner by Corrupted Smile Studios - Free
Spawner also has a pro version which you can check out.
Spawn Controller by big G games - $15
There are two products on the store called "Spawn Controller". Looks like Unity does not prevent duplicate names.
Beta test mobile games on PC and Mac with Unity3d
Depending on the game's controls, you might be able to beta test it with players with PC or Mac. Just use Unity's good old PC and Mac export options, and allow mouse control.
If your game uses virtual buttons, the keyboard is an obvious replacement. More mobile-specific things like tilt and camera controls would be a problem though.
Quick tip: add Time.frameCount to Logs
Using
Debug.Log(Time.frameCount + "log message);
helps distinguish between one log message and another.
Binary serialization does not work on Unity iOS
Using BinaryFormatter does not work on Unity3d iOS because it requires JIT, which does not work on iOS.
There are alternatives mentioned in the link. Check them out to see what suits your project.
Redesigning the logo to more clearly convey what the game is about. An action, hack & slash, arcade, kinda thing.
How to make HOTween ignore time scale
Instead of doing something like
HOTween.To(labelTransform, 0.2f, new TweenParms() .Prop("localScale", originalScale));
Do this instead. Pay attention to the last line.
HOTween.To(labelTransform, 0.2f, new TweenParms() .Prop("localScale", originalScale) .UpdateType(UpdateType.TimeScaleIndependentUpdate));
This way, the tween will be played independent of Time.timeScale.
If you want all tweens to be independent of time scale by default, do this:
HOTween.defUpdateType = UpdateType.TimeScaleIndependentUpdate;
HOTween's site has the full (if slightly messy) documentation.
Our first big update, we call it the Orientals will feature 6 upgrades or Consumables. The standard, potion will be one of them.