Advertisement Jump to content
  • Advertisement
  • entries
  • comments
  • views

Unity Splash and The Guild

Timmmmmmmmmm.. T



That's right, I modded the Unity Splash screen.  The default one wasn't doing it for me.
I'll make a video on how to do this with your own image if there's any interest.

In other news, project Unleavened progressed a little.  There is a movable pawn that shifts gears, like a car.  The bulk of Unleavened will be driving.
I had planned to assign gearshifting to a button, like in pole position, but that was too unintuitive (and StickyKeys got in the way.)
Instead, I took influence from River Raid on Atari 2600.  If you drive into the top of the screen, you go faster.  If you drive into the bottom of the screen, you go slower.  
But instead of a momentary boost, the speed boost lasts until you downshift, but the screen will never stop scrolling.

I am now president of the MU Game Design Guild.
I have planned all our meetings since last semester, and this semester attendance shot up from ~7 to ~18 people per meeting.

THE KEY: Announce it in classes, so that people are guaranteed to know about it.  Also, promise them development experience.

Meetings are tough to plan, because we gamify everything.  We have done one design challenge and two programming challenges.

Card Game Jam: Make a card game.  Write the rules.  Other teams play it from your rules.
    Iteration: You can revise the rules between rounds of playtesting.

C++ Challenge: Write a simple calculator with as few ; as possible.
    Record: 1 semicolon, after the meeting.  During the meeting, it got down to 3.

ComBots Challenge - We had a tournament using this:
    Lots of chances for iteration since each team could make 3 ComBots.

As el presidente, I will be kind to the people of Tropico.

Long live the Guild!


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • What is your GameDev Story?

    In 2019 we are celebrating 20 years of! Share your GameDev Story with us.

    (You must login to your account.)

  • Blog Entries

  • Similar Content

    • By lougv22
      Hi all,
      I would like feedback and ideas on how to improve the UX for an indie game I am working on, in Unity. First of all, I am not an artist so pardon the quality of my art assets. What I have in the UX below is a 3D character and a piece of interface that displays some stats about his limbs, such as arms and legs. The limb UX is connected to the limb it represents with a line (drawn with the Line Renderer component in Unity). The problem I am having, and what I want feedback and improvement ideas on, is that the line in question is difficult to distinguish from the background. I've tried different colors, but none seem to work well. Also, because i didn't want to make the line thick (it's current width is 0.02), i couldn't really have any significant outlining. I am open to making the line thicker though, if that would look better and make it stand out more, and also if it works well with the limb UX.
      The bottom line is that I want the line connecting the limb UX to the limb to stand out and be easy for the player to distinguish from the background. Also, I would like feedback on the limb UX itself, that's the shape outlined in purple. I am thinking it should probably be bigger and I am not sure that purple works well with the rest of my level.
      The first two images below are screenshots of the UX i want feedback on. The second two are ideas i've been bouncing around about to how to improve the UX in question, though I am not sure it would look any better.
      So what are some ways I can make my UX interface stand out more and look better? 

    • By Ming-Lun "Allen" Chou
      Hi, all:
      Boing Kit, my bouncy VFX plugin for Unity has just been released.
      It can be used to create single-body & interactive multi-body bouncy effects. It utilizes the GPU to offload work from the CPU. It also makes use of Unity's job system (2018.1 or newer) for parallel computing.
      Asset store page:
      Here's some more info:
      Details -
      Manual -
      Here's some technical explanation I wrote on the mathematical tool behind the effects, numeric springing:
      Part 1 -
      Part 2 -
      Part 3 -
      My plan for next update is to add support for bouncy hierarchical/chained objects (e.g. bones) utilizing the same framework.
    • By yoseph072
      How do I fix my issue with Unity? I build an android game with Unity and I already publish it on Google store.
      But until yesterday, everytime I use my package name, the layout even Unity logo splash screen (unity logo not mine) was resize. But if i used another package name, it works fine.
      Please help
    • By achiga
      I am new to shader programming. I was learning how to detect edges using shaders these days. And I found the UnityChan toon shader project. But I found it difficulty to understand when I read its implementation of sobel filter.
      Especially for these s few lines:(From Line166)
              depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR
              depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL
              depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR
              depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL
              depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T
              depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L
              depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R
              depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B
              depthsDiag -= centerDepth;
              depthsAxis /= centerDepth;
      It seems to try to get the diagonal and axial depth values. But I don't know why we need to substract centerDepth from depthsDiag and divide depthsAxis by centerDepth?
      Another confusion comes from these a few lines when it tries to return the final color from fragment shader:(From line 191)
              float SobelX = dot(SobelH, float4(1,1,1,1));
        float SobelY = dot(SobelV, float4(1,1,1,1));   float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY);       Sobel = 1.0-pow(saturate(Sobel), _Exponent);   //NK   float4 Col = tex2D(_MainTex, i.uv[0].xy);   Col = _EdgesColor * Col * (1.0 - Sobel) + Sobel;   return Col * lerp(tex2D(_MainTex, i.uv[0].xy), _TestColor, _BgFade);  
      What does Sobel = 1.0-pow(saturate(Sobel), _Exponent) do? And what dose Col = _EdgesColor * Col * (1.0 - Sobel) + Sobel mean?
      Sorry for my bad English and hope anyone could help me understand this.
      Links to the git
    • By khawk
      Improbable announced today that all existing and in-development games using SpatialOS are now in breach of Unity's TOS. While the TOS was changed on December 5, 2018, Improbable received confirmation of breach on January 9. Improbable had just released the SpatialOS GDK for Unity around the same time as the TOS change.
      Improbable is taking steps to help all developers affected by this change, including:
      But this change to the Unity TOS may have wider implications for developers in the Unity ecosystem.
      The clause in question is Section 2.4, which states:
      Specifically troubling for all Unity asset and service providers and developers is that Unity now prohibits "streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user devices...".
      Seeing as this applies to the Unity runtime and Project Content, this could mean that any kind of processing offload for entity state occurring on a server or cloud provider (such as SpatialOS) is no longer allowed. While Unity does provide an authorized list of streaming platforms, with these Terms in place, developers who planned to use Unity in any kind of distributed network capacity may find themselves in a difficult situation.
      Comments from Epic's Tim Sweeney:
      Further comments from Sweeney:
      Update from Unity
      More from Improbable
      Epic and Improbable Partner Up

      View full story

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!