Friday, August 29, 2014

New loading screen

Jon had whipped up an animated loading screen. My task for the day was to touch it up.

What do you think? (click to view in intended size)

Muting audio with the editor (Unity)

Getting sick of listening to the same music over and over while debugging your game?

Go:

Edit > Project Settings > Audio, then set volume to 0.

NOTE: Remember to revert volume before exporting game ;)

Thursday, August 28, 2014

Undo a git pull

I forget these stuff way too easily.

git reset --hard  (changes current branch to point to the last commit)

To instead point to an older commit, use git reflog to first locate the identifier for the desired commit, then

git reset --hard <commit>

Monday, August 25, 2014

More feedback x 2



  • Little small flashes spawns each time a bullet makes contact.
  • Quick ring-like wave spawns each time a laser makes contact.

Financial Woes?

My extended period of "grass eating" will soon be cut short so that I may finally work for some "real food". In other words, I'll have to be getting a job (you know, other than being the penniless developer at Rotten Mage). That said, I'm not going to stop developing my own games (and likewise, jon as well). As of now, the priority is to get Spacejacked as close to completion as possible.

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.

Wednesday, August 13, 2014

Unexplained Crashing

It's barely been a couple of month since I've used Unity 4.5 for the purpose of contract work and I've experienced more than a few odd issues. Among them, the most prominent are:

  • Missing references to sprites in the scene
    • Even after pulling a fresh build from the repository, the issue persists. Weirder still, my team-mates were supposedly free from this issue when they opened the scene on their end.
  • Scene simply crashes when I attempt to open it. Making an executable is impossible so long as the said scene is included under "Build Settings"
As a last resort, I deleted the entire "Library" folder (possibly a dangerous move). That somehow fixed the above 2 issues.

I wish someone could shed some light on these issues.

Multiplayer

Seems like almost everyone I've shown Spacejacked to, even non-gamers, wants a multiplayer mode.

Sunday, August 10, 2014

Ain't no place for no hero.

Don't mind the title (just grooving to a little music).

I've been called back to serve the nation during the week; but I've managed to put in a little bit of work for a new game idea.

Some time in the middle of the week:

Right now:
I'm glad I spent the time to work on the visuals

It's a Minimalist 2D Sniping game that I planned to finish in a week... but a week is almost up and it's not even near ready. Furthermore, a lot of work on my end remains to be done for Spacejacked; and the deadline for the contract work (crap! no actual contract was drafted!) is looming over my head.

Ugh, my headache is killing me.