Got an amazing game idea? See how we can build it for you at Studio Pepwuper.
Got an amazing game idea? See how we can build it for you at Studio Pepwuper.
It took Pixar 25 years (and a million talents) to get to where they are today. If you live near Oakland, you need to go see this and be inspired.
from Juxtapoz: A Pixar: 25 Years of Animation preview at Oakland Museum of California
Got an amazing game idea? See how we can build it for you at Studio Pepwuper.
This is one of the best tools I’ve found lately. Snippely is basically an organized notepad, allowing you to store bits of codes that you use over and over again. So instead of going back to the textbook or searching the reference website, you can quickly copy and paste codes you’ve written before and simply modify them to fit your new needs.
For example, I stored a two line code for one script to refer to another script on a different object. I use this code quite often for interaction in between the player, the enemies, and the items, and I simply copy and paste this code from Snippely each time I need to do it.
Smart and handy, give it a try!
Download from http://code.google.com/p/snippely/
Got an amazing game idea? See how we can build it for you at Studio Pepwuper.
I spent hours finding a great font two weeks ago. If only I saw this list earlier! There are some really great looking fonts here. I was surprised by how much better the game looked after a font “upgrade”. Don’t ignore the quality of your fonts, especially if your game has a lot of text on the screen.
From 65 Beautiful Free Fonts for Web and Graphic Designers. (Remember to always check the license info before use.)
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The Greatest Game Ever, based on the cutting-edge social-ready free-to-free True Imagination Engine.
from Don Dimanlig
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Have you heard? Monkey Island 2 is the greatest game ever made.
Full article at Untold Entertainment.
Here are six of the most commonly used ways to tell stories in video games. If you’ve played any games with a narrative element, you’ve probably seen at least one of these. You can see how the story-telling in games have evolved over time, and while not listed here, the interactive methods of telling stories in games (eg. Uncharted 1 and 2, Heavy Rain, Half-Life 1 and 2…) have also provided additional tools for game developers to shape the experience of players.
Interactive story telling and story telling in an interactive medium. I sense continuous innovation in this area in video games. And yes please at least play the Heavy Rain demo on the PS3 if you haven’t done so. While the heavily scripted story might not be for everyone, it is a new way of combining gameplay with narratives, and it served the game very well.
Again the full article is at Untold Entertainment:untoldentertainment.com » Six Ways to Tell Stories in Video Games.
Posted via email from Brandon Wu’s Road to Where He Wants to Be
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From HOW TO: Use Game Mechanics to Power Your Business.
Interesting read, but I mostly just wanted to post this image – a great chart summarizing the everyday challenge of gameplay balance for game designers.
And this is what perfect Game Mechanic Zen looks like: 
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All scripts that are compiled in this step have access to all scripts in the first group (“Standard Assets”, “Pro Standard Assets” or “Plugins”). This allows you to let different scripting languages interoperate. For example, if you want to create a Javascript that uses a C# script: place the C# script in the “Standard Assets” folder and the Javascript outside of the “Standard Assets” folder. The Javascript can now reference the C# script directly.
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//this script changes the guiText color of the object and should be attached to an guiText object
//from http://www.plinan.com
var TextColor : Color = Color.white; // define the color for this guiText object
function Start () {
guiText.material.color = TextColor;
}
Description
If you’ve ever wanted to get at the auto-generated font bitmap that Unity creates when importing vector fonts, now’s your chance. SaveFontTexture saves that bitmap as a .png file so you can edit it, add whatever whizbang effects you want to it, and then use it as a colored font, using the TexturedFont shader and a GUIText object.
Script Setup
You must place the script in a folder named Editor in your project’s Assets folder for it to work properly. When this is done, you will then have a Save Font Texture menu item in the Assets menu. Find the TrueType font you want in Unity and open the root, which reveals the auto-generated material and texture. Click once on the texture (called “font Texture”) and select the Save Font Texture menu item. Choose a file name and location in the file dialog, and hit save. (Technically this script will work for any texture in Alpha8 format, if for some reason you wanted to save it as a .png file.)
Customizing and Using Font Textures
1. Get the TrueType font that you want to modify in Unity at the desired Font Size (so that you can use Pixel Correct in the GUI_Text object that will use it for crisp rendering).
2. Use this script (installed as described above) to save the texture Unity generates automatically for the font.
3. Edit that texture file in Photoshop to use in your project.
4. Create a new Material in Unity.
5. Set the texture of the material to the modified texture.
6. Set the shader of the material to the TexturedFont Shader.
7. In any scene GUI_Text objects that will use the custom font, apply the original font to the object then change its material to the custom material created in steps 4-6.
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“Nothing is guaranteed, or goes as planned, but if you keep yourself grounded in what you’re trying to do – which is make a piece of artwork that people would love to watch, it touches them. And that’s the same thing that Blizzard and Bioware do – they’re making games that, when you turn the computer off, you’re still thinking about the game. There’s an important place for that.”
And that’s what keeps Pixar and Blizzard ahead of other studios – Passion for Perfection.
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“If you are moving a GameObject through its Transform component but you want to receive Collision/Trigger messages, you must attach a Rigidbody to the object that is moving.”
From unity3d.com – Unity Reference Document: Rigidbody
This might seem obvious. The rigidbody component is used when you want your game object to have physics applied on it. Unity has Ageia (now part of Nvidia) physX engine built-in, so you can easily make a game with physics in it – stuff like gravity, realistic collisions, forces, and torque. It can create some very impressive and natural-looking effect. (similar to Little Big Planet or this Unity-powered gem Cordy)
But what if you don’t want the fancy physics? You can simply remove the rigidbody component in your game. However if you have any collision or trigger messages in your game, that is, if you use any OnCollision or OnTrigger functions, they will no longer work. As stated at the bottom on the Rigidbody reference page, “If you are moving a GameObject through its Transform component but you want to receive Collision/Trigger messages, you must attach a Rigidbody to the object that is moving.”
So the bottom line is, if you don’t want to use physics for the objects in your game but need to have collisions and triggering events, keep the rigidbody component on the objects and Enable “Is Kinematic” – which disabled the object from having physics applied to it.
Posted via email from Brandon Wu’s Road to Where He Wants to Be
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Tilt-shifting, also known as Miniature Faking, is “a process in which a photograph of a life-size location or object is made to look like a photograph of a miniature scale model” basically by blurring the top and bottom of a picture and adjust the color saturation of the photo. It can create some amazing images.
I love the way they look, and would love even more if we can see a game with this kind of visual!
More at Design Float.
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