Screen Recording Software – Screenflick

I had to make a short video overview of the game yesterday. I used to use Camstudio all the time when I was on Windows, and was disappointed that it doesn’t run on a Mac. So I spent several hours trying to find a good screen-casting software on the mac. Here’s what I found:

 

1. Jing: Free and reliable. But unfortunately only records to SWF and not video formats. 

 

2. ScreenToaster: Online Screen Recorder. Free, but I couldn’t get it to work and it kept crashing my Firefox. 

 

3. Camtasia:Mac: I’ve heard a lot of good things about Camtasia, but the $99/$149 price tag is a bit much for me. 

 

 

Eventually I found ScreenFlick, and it’s $25/23 price tag is perfect for me who just needed a simple and easy tool to record the screen and audio. I downloaded the demo and it worked great (except for the watermark in the center of the video). I hit purchase right away after trying it for 10 minutes and have been quite happy with the result. 

 

 

There are some others like SnapzProX ($69), ScreenFlow ($99), and iShowU HD ($29.95) that I didn’t look into. But if you don’t want to spend too much time thinking about which software to go with and just want a simple solution. I’d recommend ScreenFlick

 


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Reduce Coding Time with Snippely

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/

 


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FWD: 65 Beautiful Free Fonts for Web and Graphic Designers | Artatm

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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FWD: untoldentertainment.com » Six Ways to Tell Stories in Video Games

The Secret of Monkey Island 2: LeChuck's Revenge

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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FWD: HOW TO: Use Game Mechanics to Power Your Business

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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Unity3D Beginners Tip Of The Day: Dealing with Error “BCE0018: The name… does not denote a valid type.”

I ran into this problem when I tried to access a function in a class/script that I’ve downloaded from the wiki from another script that I wrote. I kept getting this BCE0018 error telling me “The name (class name) does not denote a valid type”. It took me a while to find out that it is because the script I downloaded was written in C#, and the script I wrote was in Javascript – and due to the way scripts are compiled in Unity3D, I need to have the C# script in “Standard Assets” folder and the Javascript outside of that folder for it to work. Read more on this page Script Compilation

 

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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Unity3D for Beginners: Adding Shadow / Outline, and Changing Font Size / Color on the Text #Unity3D

 

After toying with a few different methods of creating in-game text, I decided to use guiText for it’s simplicity and for all the GUI scripts you can use from Unity Wiki

 

Unity 3D does not have a visual GUI editor at the moment, so it isn’t always obvious how to do simple things like changing the font and adjusting font size. Here’s a quick note of how to get these basics done to get you started with in-game text!

 

1. How do I change the font size for the text for guiText objects? 

 

Go to Project view and find the font you are using. There you can find the setting for font size in the “import setting”. If you are using Unity iPhone, right click on the font to find “import setting”. If you need multiple font sizes, you can duplicate the font and have different import setting on each.  

 

 

Alternatively you can disable “Pixel Correct” on the GUIText object itself and adjust the scale. However the text might get blurry this way so I don’t recommend it. 

 

 

 

2. How do I change the color of the text for guiText objects?

 

You change the color of the text by changing the color of its “material”. You can find the option in the Project view with your Font. 

 

 

However if you change this color here, it will apply to all the GUIText object with this font. What if you want different GUIText objects to have different colors? I created a short script that can be attached to the GUIText object to change the color at run time. You can attach this script on your GUIText objects and select the color you want in the Inspector view when you select the GUIText object. 

 

 

The script is simple, see below:
//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; 
}
3. How do I add an outline or shadow to my text with guiText?

 

This is a bit more complicated. I use two methods in the game to create shadows and both require a little bit of work. 

 

The first method is to create a duplicate of the same guiText (with the same text but a darker color) and move it 1 pixel to the right and 1 pixel to the bottom of the original guiText object to create a shadow effect. Make sure the duplicate is behind the original object. (You can change the renderQueue (more info) of your objects to make sure the original is in front of the duplicate. ) If you want to create a border instead of a shadow around the text, use the same method, create two duplicates, and place them behind the original slightly offset to create a border.

 

This is what it looks like. 

 

This is a simple solution. However it has its problems. I need a way to display moving text, and the text doesn’t look very good with this method as the two objects don’t always move at the exact same time. So I had to find another way to create shadows for the text. 

 

Fortunately Unity Wiki provided a solution to do this with these two scripts: SaveFontTexture and TexturedFont

 

The basic idea is to 
1. Export the Font Texture
2. Edit the Texture so that it has your desired effects (outline, shadow, or any other effects) with Photoshop or Gimp
3. Create a Material with the new Texture you’ve created
4. Use the Material together with the TexturedFont shader on the guiText object.

 

Here’s the instruction from the wiki:

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. 

 

Again, it looks like this in my game. I applied a small shadow to the text so it’s hard to see but it looks very different from text without the shadow. 
Without shadow: 
With shadow: 
It helps to make the text more readable. 
By the way, if you are looking for fonts to use, I found a few at MyFont.com. They also have free fonts that can be used for commercial purposes. 
I think that’s all I have to say about guiText for now. Cheers!


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Blizzard Is The Pixar Of The Video Game World

“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.

Read more Blizzard Is The Pixar Of The Video Game World

 


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Unity Beginner Tip of the Day: Rigidbody Required for Collision/Trigger Events #Unity3D

“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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FWD: 40 awesome examples of tilt-shift photography.

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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