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Category Archives: Game Design
Easier Prefab Creation
At the request of fellow code conjuror Brad Keys, I wrote a simple editor script for Unity that creates a prefab containing the contents of the currently selected game object. The new prefab bears the name of the selected game … Continue reading
GeekTool: Quick Access to Unity’s Debug Logs
Yesterday I mentioned how terribly inconvenient having to fire up OS X’s Console.app to view Unity’s web player debug log is. The in-game console script I supplied eases some of that pain, but there are still times when I find … Continue reading
Consolitis
Like any self-respecting Unity developer, I monitor the contents of the Console window religiously. The editor presents a slick interface, but when it comes to keeping tabs on the warnings and exceptions output by a web player game, a trip … Continue reading
Changing Unity’s Boilerplate Script Code
Quick tip: if you’re not a fan of the boilerplate code that Unity spits out when you create a new script (for example, if you’d rather have an OnGUI function ready to go rather than Start), you can easily change … Continue reading
Unity Cutscene Editor Initial Release
Today I’m releasing the cutscene editor I worked on as part of Unity’s Summer of Code last year. The version number is 0.1 — it’s several features short of what I envisioned and it’s not as user-friendly as I’d like … Continue reading
Blink Blink Blink
As promised: a blinking text script for Unity, to bring back the glory days of Netscape Navigator. Sophistication starts here. public float interval = 1; bool visible = true; void Start () { // Start blinking immediately TriggerBlink(); } void … Continue reading
A New Medium for the Scrolling Marquee
Recently when reminiscing about that custodian of excellent web design that is was GeoCities, I decided to give the <blink> and <marquee> tags a whirl, for old time’s sake. Alas, Safari refuses to recognize these bastions of 90s tastefulness. Tears … Continue reading
Event.Use() and Scroll Views
Today’s Unity discovery: calling Event.Use() every time the OnGUI() function runs will cause scroll views to not work. At least, they won’t respect any dimensions you set and will simply stretch to accommodate the elements contained within it. “A scroll … Continue reading
Coding a Cutscene
Today I was accepted into Unity’s Summer of Code. In their wise words, it’s “a program through which we offer indie & student developers the chance to get paid for doing something cool in Unity.” Applicants pitch an idea and … Continue reading
Get Down, Get Down (Unity Boogie)
Recently I built a browser-based window system using the most excellent MooTools JavaScript framework. It behaves similar to how your modern desktop windows work. That is, windows can be opened, closed, resized, and dragged around by their titlebar. When clicked … Continue reading