I'll follow this up with a more verbose post with pictures and links, but I figured I'd start things out.
So for the Missile Command challenge, I decided I wanted to try a couple of different things:
1. Drunk Missiles. You know, those weird randomly spinning anime missiles from Macross …
So, it's been a while, but @Eck posted, and it inspired me to do a post as well. I tend to code in spurts when something interests me. And I get distracted easily. I came across UniRX as a possible solution to the doldrums of writing event systems and doing SendMessage all …
Last time someone asked for video/screenshots, so decided to try some image recording and uploading to youtube. Hadn't done the youtube thing before, but was fairly straightforward. Time to see if GameDev embeds video or not:
Also, here's a gif:
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in ferrous' Journal
So I still poke at my games, I just forget to post here =)
Lets see if I can sum up all the things added since last time:
Water
Meteors
Swinging Wrecking Balls
Magnets Overheat, top and bottom magnets as well.
Better tutorial message improvements
Level change message
Some image shader effects for enteri…
[color=rgb(0,0,0)][font=Helvetica][background=rgb(252,252,255)]This is my first time playing with Google Play Services integration with Unity. It's pretty early Alpha, but should still be fun to play, and I've got an integrated google leaderboard that I'd like to test out. I look forward to seeing …
So with limited time, I decided to laser focus on just one thing, and that was optimizing my radial pathfinding. Honestly, probably didn't need to be the focus, but when you don't have a boss, or a time frame, might as well follow your passions.
So, first thing of course, was to profile things. Whi…
I got sidetracked by life for a while. Then I tried to integrate google play services for the leaderboard and somehow broke my Unity project. (Fun times) That kind of killed my drive. That and adding sounds, I found to be mind numbing. I don't like the sounds I have now, I find the saw noise t…
Okay, it's been a bit, I've been having a devil of a time getting a long enough block of time to both code some stuff, and update my journal. So I've been usually defaulting to just coding =)
Anyway, here's the latest webGL version.
I still need to do a tutorial / control explanation, a web based …
So another fellow was doing a journal and was a little nervous about posting code for review. It got me thinking that I should post some code up as well. (I do have a game update that I could do as well, but I'll save that for later)
Anyway, my game spawns a lot of random levels that are populate…
Oh, updated the webgl one, that link is here: Seems to work in Chrome now, yay. But oddly, it errored for me in FireFox at first.
So lets see, since last time, I have:
Added a local scoreboard
Added some extra obstacle types
tweaked some physics
drastically reduced the time to remove a swiped brick …
Okay, so I fell off the coding wagon, and found it a bit intimidating to jump back to the big TBS game. I decided I'd ease myself into it by playing around with a quickie simple game, and learn more about the process of putting it up on an app store. (Of various flavors, I might try the Win 10 stor…
Also here is my first attempt at showing a GIF
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http://joshv.itburns.net/MazeWarMulti.html
So I added multiplayer, [color=rgb(0,0,0)][font=Helvetica] the UI is the default garbage Unity GUI, but it works and its easy, so it'll do for now as a quick placeholder to get to the new st…
So this is a remake of an old Atari game: http://joshv.itburns.net/MazeWar.html[/font][/color]
[color=rgb(78,78,78)][font=Helvetica]
The basic ruleset is you can have only shot out at a time, hitting a wall causes it to explode shortly thereafter, sending shrapnel…
I've also updated my path planning with a minimal turn radius (http://joshv.itburns.net/RadialAttempt.…