3 Sep, 2019
Lets have a chat about a prototype I’ve been working on for the last few weeks then we’ll take a high level tour of how it’s put together.
On a recent VR projects we developed a system where interacting with elements in the world could set off a sequence of actions. As an example, putting your hands underneath a tap would be the trigger for turning on water particles and start playing running water audio. Setting these interactions up could be quite fun and often logical at the same time. This seemed like a good jumping off point to make a puzzle game.
Without further ado, here’s what I made:
23 Jul, 2017
To complement last Octobers Unity UI tutorials I’ve dusted off the microphone and created a short series on Unity 2D characters. What people seemed to enjoy most about my previous videos was how I cut straight to the point, trying to keep the content as concise as possible. I’ve kept that front and centre in the making of these new tutorials. Here’s a little run down of what can be learned in each video.
Sprites, Animations and Scripts
Cutting away the clutter to make an animating, moving character as simply as possible. This video covers:
- Creating an animation and an animator that loops through a set of images.
- Adding a script to your character that controls their position.
Sprites Sheets and Time
Improving upon the character from the last tutorial to make using him more efficient and robust. This video covers:
- Using Texture Packer to combine all of the characters images into a sprite sheet.
- Pulling from that sprite sheet to draw the character which reduces draw calls when more than one character of this type is on the screen.
- Movement using Time.deltaTime to keep the characters speed constant during frame rate spikes and dips.
Skeletal Characters and Animations
An alternative to the first video where a skeletal character is created and animated rather than using images. This video covers:
- Setting up a skeletal character with a sensible GameObject hierarchy.
- Creating smooth and flexible animations that can affect individual body parts.
- Moving between animation states at the click of a button
Depending on the popularity of these videos I’d be happy to carry on down this route or may turn to a different area of Unity.
10 Nov, 2016
Surprisingly, some of the highest visited pages on this site are still the pair of Unity tutorials posted well over a year ago. They’re here if you want to go have a look through:
To make it even simpler to digest the UI information from the tutorials, I’ve uploaded recorded versions to YouTube. My favourite to make was the “Scroll View in 60 Seconds”. Scroll views were something that kept tripping me up when I was new to the Unity 4.6+ UI system. For whatever reason, I kept forgetting how to set them up correctly. All it takes now is 60 seconds 🙂
20 Oct, 2016
As you hopefully know, Castle Invasion release last week on Xbox One, PS4 and PS Vita. We’ve been really happy with the reception it’s received. To showcase that we’ve collected some of our favourite review for the game. Peruse at your leisure…
12 Aug, 2016
To celebrate the launch of Castle Invasion on Steam I’ve put together a showcase of how the game progressed from a very simple look (drawn by myself which was never a good idea) to a beautiful cartoony art style with much clearer design. My general design process is to get a functional system in place, identify it’s weaknesses and iterate until you feel like you’ve hit near perfection.
A Castle Invasion Waiting to Happen
Here’s how it all started at the end of 2014. A poorly drawn marshmallow of a man holding a bow much too big for his head. No enemies, nothing to hit, just a nice animation of him firing an arrow. This is the first and only build of Castle Invasion developed without Unity.
27 Jul, 2016
It’s been a long road for Adam(the artist) and myself but we’re happy to say Castle Invasion is available to purchase on Steam for Windows and OSX! We’re both immensely proud of the quality of the game and hope you’ll enjoy playing it.
If you’re still not sold give me 10 seconds to convince you. Ready the tag line:
“Castle Invasion is the fun, frantic challenge of defending your castle against an army of misfits.“
18 Jul, 2016
After two months of patiently wandering around the world of Steam Greenlight, Castle Invasion found the exit door and has been Greenlit. Hooray! A huge thanks to everyone that voted yes.
If this was a gif of what I’d caught in Pokemon GO everything would be a Pidgey
14 May, 2016
As you’ve no doubt heard in every other Steam Greenlight promotion post, the initial couple of days in a Greenlight campaign is where you get an influx of interested gamers funnelled to your Greenlight page from Steam. When your project inevitably falls off the front page and this traffic falls with it, where do you go from there?