2 Oct, 2015
Mouse Bounce is chock full of 3rd party plugins with the aim of incentivising replay, sharing scores amongst friends and monetising the game. For any mobile game it’s expected to use at least some of the following.
Android uses Google Play Game Services to store scores and give users achievements. Both will need to be set up in the developer console, sit back and let this plugin take care of the rest.
For iOS GameCentre is already built into Unity. Lucky you.
11 Sep, 2015
Castle Invasion has a whole rag tag army of misfits who are trying to…you guessed it, invade your castle. This post is a short, sharp run through of how one of these enemies (a pitchfork peasant) is created in Unity 5.
Here’s an image of what we’re aiming for:
14 Aug, 2015
This post is definitely one for the coders. Other professions shy away now. My aim for this post is to put forward a simple method for writing maintainable, adaptable and tidy boss fights.
Picture a boss battle and you’ll most likely have an enemy that has a limited number of offensive moves and attacks with these moves in a pre determined pattern.
Barry the boss. Nice name for a dragon.
31 Jul, 2015
In the previous post I showed how to set up a canvas and anchors to make UI stretch and scale just how you want them to. There’s treasure troves of information on the basic components (button, image, text) that you’ll need to learn after that so I thought I’d just drop some hints, tips and pit falls I’ve picked up whilst using Unity UI .
17 Jul, 2015
Last year Unity 4.6 overhauled the engines UI system making it more capable and easier to use. UI can initially seem difficult to learn but is a breeze when you know the basics. Seems like a good excuse for some tutorials.
Here’s what we’ll aim for in this tutorial:
- A screen within a landscape app containing a scroll which fills as much of the screen as possible.
- The scroll will be created with scaleability in mind to look lovely on any size screen and on devices with any aspect ratio.
- A good understanding of the Unity UI canvas object and how we can manipulate it to help us achieve scaleability.
3 Jul, 2015
On 10th September 2015 PlayStation Mobile is due to close. I released 3 games on the platform, Castle Invasion, A Bad Operatunity and Mouse Bounce. All 3 were small bite sized fun that wouldn’t look out of place on Google Play or the App store.
As a hobbyist developer at the time, PlayStation Mobile made me feel it was an achievable goal to make games that people wanted to buy and play. It was this feeling that lingered with me through a full time job and in the end prompted me to start Cat Trap Studios.
1 Nov, 2014
Myself and a friend recently developed and released Mouse Bounce, an addictive, arcade platformer for iOS, Android and of course PSM.
I initially took to developing the game for iOS and Android using Unity. It was my first time working with the engine on one of my own projects but using it made the whole process much easier. From concept to a final build took around two months with very little compromise from how myself and the artist originally imagined.
13 Oct, 2014
Mouse Bounce has been developed by 2 people, myself (Dave) a programmer, and a friend (Adam) an artist. I’ve known Browny (Adam Brown) for far too long; he grew up in the village next to mine and we went to the same school together. Through a string of coincidences we ended up going to the same university and living next to each other in Nottingham for a while. Since then he trotted off to London for a bit and now he’s in Australia while I moved back to nice warm Yorkshire. After spending 15 months in full time work I fancied the excitement of making my own games. A few days before I was about to leave my safe, secure, paying job I dropped Browny a message, that was along the lines of:
“G’day mate! Hope I haven’t interrupted you drinking Fosters around the barbie. How do you feel about making a mobile game, ripper? You do the art, I code, we both design. As a pommie you’ll be wanting to explore Aus so you can just pitch in when you’re free”
22 Sep, 2014
The most interesting and difficult part of Mouse Bounce to develop has been infinite, randomly generated levels.
A level is a combination of:
The main goal of level generation is to make something that is different every play through, fun and more difficult as the player progresses. Easy, right? So, starting at the beginning, Platforms! Hopefully, as you’ve noticed, there are two levels of platforms, one at the front that the player can jump on and one at the back that he can’t. They are switched around with a double tap to make finding a path more fun and challenging.