Saturday, August 23, 2014

Reminder to self.

My top priority now should be to complete the development of Spacejacked.
Any other projects, both team and personal, is secondary.

SpacejackedSpacejackedSpacejackedSpacejackedSpacejacked.

Spacejacked.

Need to finish Spacejacked.

Today's tiny update


  • Made smokey explosion scale to the size of the enemy.
  • Adjusted firing controls so it feels more responsive.
  • At the request of jon, darkened the top section of the screen so that the gui stands out more.

Wednesday, August 20, 2014

Added health bars for enemies

For additional feedback, and for the purpose of better gauging enemies' hitpoints, we made a minor decision to add health bars for enemies. At least for now.


Tuesday, August 19, 2014

iOS runtime memory allocation limit

With the app (contract work) unwittingly exploding on us for the umpteenth time, it's determined that we're facing a memory issue. Here's a little link from someone detailing the memory ranges for various ios devices (pulling from his personal experiences):

http://stackoverflow.com/questions/6044147/memory-limit-and-ios-memory-allocation-in-iphone-sdk

Monday, August 18, 2014

Tweaking ui

After witnessing more than a few confused play testers, we're shifting these icons straight to the teleporters themselves.

Texture compression on iOS v.s. Android

Here's something we learnt the hard way:

when exporting 2 builds of a project, one for the iOS, one for Android, the difference in size was more than 1gb apart! Turns out it had to do with the different compression standards uses by the different platforms. Apparently, on the iOS, texture width has to be a power of 2 in order to compress at all.

Reference: http://answers.unity3d.com/questions/226866/ios-vs-android-build.html#

Sunday, August 17, 2014

Untitled

I dreamt of her last night. She gave me a hug as if to comfort me, and I returned the hug. There were much I had wanted to say, but at that moment I could find no words.

I can't stop thinking about the people who's already gone.