Unity Tool – ReadOnly Attribute

You Can See It, But Never Touch It When you start using Unity, the first type of "customizable controls" you learn to make, probably involve having a bunch of public variables to tweak during run-time to test. We all start like that, but if you work a little longer on a project you might realize,... Continue Reading →

Software Suggestion – GIFCam

Make GIFs From Your Screen On The Press Of A Button If your everyday life somehow revolves into peeking at social media, you may have noticed that GIFs are prevalent in many popular posts. And why wouldn't they? We are immediately attracted to moving images when browsing through mostly static content. So naturally, if you... Continue Reading →

Unity Tip – Use StringBuilder Instead Of +=

We Are All Accustomed To += Whenever you wish to concatenate two strings in your project, at some point you probably ended up doing something like: string myString += "myOtherString"; The reason? It is of the first things you are probably taught to be able to do while programming, and it's super easy to keep... Continue Reading →

Unity Tool – Group Utility

Swiftly Organize Your Code With A Simple Command GameObjects in Unity's hierarchy are both a charm and a curse. The distinction, relies heavily on how well you organize and break down the functionality of your game. You can esentially use GameObjects as folders, in fact, I haven't seen a project that doesn't do this. However,... Continue Reading →

GDCR – Solving The Time Travel Paradox

Welcome to Game Development Conferences Redux, a place where it is attempted to condense the contents of hour-long game development videos, in compact, written format for those with less time. For this issue we are covering the contents of GDC's 2014 Solving The Time Travel Paradox Conference. In a nutshell, it is a conference about... Continue Reading →

GDCR – Experimental Gameplay Workshop 2017

Welcome to Game Development Conferences Redux, a place where it is attempted to condense the contents of hour-long game development videos, in compact, written format for those with less time. For this issue we are covering the contents of the 2017 Experimental Workshop from GDC. Where in a nutshell, the Experimental Workshop is a collection... Continue Reading →

Common Game Developer Questions (Part 2) – About Steam Greenlight

This is but an update message to let people know that more questions from the About Steam Greenlight F.A.Q. has been updated. Namely, it now includes the answers to the following questions: What did you do to get Greenlit? What are the requirements to upload at Greenlight Are there any things to consider about Greenlight... Continue Reading →

Unity Tip Of The Day – Custom Scriptable Objects Icon

If you use Unity to develop your game and know about its scriptable objects you might know just how useful they are. If you don't knot about them stop reading this, and read tutorials on them instead. But basically, scriptable objects are little container classes where you can store "hard-coded" information. What do I mean... Continue Reading →

Common Game Developer Questions (Part 1) – About Steam Greenlight

Just a little disclaimer, this FAQ was started before Steam announced they would be dropping the Greenlight program, but decided to finish it while it was still relevant. Also note that given just how much I'll be writing, the whole FAQ will NOT be completed right away, but instead given out in healthy chunks for... Continue Reading →

Software Suggestion: Hawkynt’s Image Resizer

Many people claim that the overall aesthetic of a project can be as definitive as their functionality, when it comes to liking or using it. When it comes to games, there are several art styles that people can immediately relate to or at the very least identify. Such as minimalistic, "mobile/flash" (which generally is vector art),... Continue Reading →

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