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Giganticube Games | An IOS DevAn IOS Dev
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An IOS Dev
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An IOS Dev
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Newer posts →. 7) The Paint Prototype – Enemy Mind. July 9, 2014. This is a bit more complex. I’m going to build an enemy that interacts with the hero. For his behaviour I’ve setup an new FSM that deals only with vitality. This will monitor the current health, max health, min health (death) and moral. Using a ‘float clamp’ we can setup the current health as the variable, max-health as the max number and 0 as the minimum. Next we can work on setting up the attack. July 8, 2014. For now the trigger is setu...
Procedural pop-up | Giganticube Games
https://giganticubegames.wordpress.com/2014/07/16/procedural-pop-up
Popped out of nowhere. Ready to start afresh. →. July 16, 2014. So I’ve gotten the mole popup working. The scene is built using two tags – hidden and unhidden. The ground of the prototype scene starts as unhidden and all the moles start as hidden. The loop is wrapped up with a ‘Wait’ action before going again. Each time it loops it will find a hidden mole, unhide him, pop him up and go again. Next we need to get the interaction working. This entry was posted in 366 Day Method. Popped out of nowhere.
Something fun – Learning the new Unity 4.6 GUI | Giganticube Games
https://giganticubegames.wordpress.com/2014/12/29/something-fun-learning-the-new-unity-4-6-gui
Ready to start afresh. Something fun – Learning the new Unity 4.6 GUI. December 29, 2014. It’s all about doing something fun to get motivated – so here I am with the tutorials for the new GUI system in Unity3d 4.6 (about time guys). Each new UI element resides on top of a ‘canvas’ element. If you add an element with a parent ‘canvas’, one will be created for you. You can have more than one canvas in a scene. There are a couple of render modes for the Canvas:. This entry was posted in 366 Day Method.
(9) The Paint Prototype – Feel the pain | Giganticube Games
https://giganticubegames.wordpress.com/2014/07/11/9-the-paint-prototype-feel-the-pain
8) The Paint Prototype – Did you miss me? 10) The Paint Prototype – Feels wasted. →. 9) The Paint Prototype – Feel the pain. July 11, 2014. Time to fight – albeit one sided. Today I’ve completed the hero’s damage giving behaviour. The hero can now kill the enemy. I also setup spawning to test multiple battles in one playtest. First we need getters and setters to communicate the variable changes between the two objects. This is safer and more controlled than using public (global) variables. Now we can add...
June | 2014 | Giganticube Games
https://giganticubegames.wordpress.com/2014/06
Monthly Archives: June 2014. Porting to the Vita (part 2). June 23, 2014. After loading the scene from ‘Rocket Sculpter’ the game works (mostly), the touch screen controls designed for iOS also work on the touch screen of the Vita. Some particle effects arent working and the sound isn’t playing through. What I … Continue reading →. Porting to the Vita (part 1). June 22, 2014. Back to the game. June 21, 2014. End of year one. May 11th, 2013. The big day is here. Ready to start afresh. Popped out of nowhere.
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Giganticube Games | An IOS Dev
Something fun – Learning the new Unity 4.6 GUI. December 29, 2014. It’s all about doing something fun to get motivated – so here I am with the tutorials for the new GUI system in Unity3d 4.6 (about time guys). Each new UI element resides on top of a ‘canvas’ element. If you add an element with a parent ‘canvas’, one will be created for you. You can have more than one canvas in a scene. There are a couple of render modes for the Canvas:. Ready to start afresh. December 28, 2014. I’m good to go. The scene ...
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