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    <title>GamingYourWay - Unity</title>
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      <dc:creator>nGFX</dc:creator>
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        <p>
        </p>
Ok, the last bit of the headline was a cleverly placed quote from someone who took
Mass Effect 2 way to serious, but hey it still fits.<br /><br />
Our little toy based Unity game has made some nice progress over the last few weeks
(with just a few scattered coding session inbetween all the other  stuff that
needed to be done). I'd go as far and say it is just a few 100 lines away from becoming
gold (yep, in more than one way hopefully).<br /><br /><img src="http://blog.gamingyourway.com/content/binary/2010/toygame_00.jpg" alt="toygame_00.jpg" border="0" height="400" width="480" /><br /><br />
So the the release date is coming closer - at least that is what I thought till Friday...<br /><br /><i>And now the pretty headline kicks in</i>. Why on earth do I want to start all over?
The reason (and once I learned to handle all that weight) is quite simple:<br />
It's a grown game, it started off easy, but then lingered it's way through some fails
(talk Unity animation system and events) and a "second" floor and ended in the tab
system that should showed informations as well as the ingame help.<br /><br />
There was quite a loud "damn fucking shit" from my side when it finally dawned on
me that Unity's UI system (which, honestly is dog shit) does only handle click events
and is missing the "over, out, down and up" states I've came to expect from flash.
So my idea of using a rollover event on the tabs to focus the camera on an object
failed badly. Before I even started to code it (the idea was to show each moving toy
as a tab, then if you move the mouse over it's tab the camera would zoom in on the
toy to show it in closeup - pointless but neat), plus from time to time help tabs
should be added that can be ignored or read. Oh, and while I'm at it, hints to be
shown on rollover for the built in level editor became quite impossible too.<br /><br />
Next point on the list of "things not easy to add" was "scaleability", read new decorational
elements, backdrops and styles that could be bought by players so that we can earn
a quid (to pay the servers for instance). 
<br /><br />
A few hours later, with a few sheets of paper used as external memory, I swallowed
the bitter pill and decided to start all over again. Starting with a new map system,
new "landscape" features, a more flexible decoration system, the level editor (and
a way to save these levels on our severs), deciding an a service for micro transactions
and, and, and ...<br />
The tiny little game grew up, causing a lot more thought and work then I ... thought
...<br /><br />
Either I start again, or drop it, but I do believe that (oh did I mention I'm doing
an overhaul of the visuals?) it might get some fans playing it on Facebook or through
our website ...<br /><br /><b>And now:</b> Day 1 of the development diary (oh come on, I doubt I'll ever be able
to write about it every time I code on it. Just that much: next time I think I'll
have a quick look at MT systems for Unity right now I'm looking into UnityTokens and
Dimerocker (and if you know some else don't hesitate to post a comment).<br /><br />
nGFX<br /><br /><br /><br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=2bcc0959-2af7-493c-aa55-f9919b995585" /></body>
      <title>Let's start all over again - or "how to handle all that weight"</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,2bcc0959-2af7-493c-aa55-f9919b995585.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/09/06/LetsStartAllOverAgainOrHowToHandleAllThatWeight.aspx</link>
      <pubDate>Mon, 06 Sep 2010 12:21:17 GMT</pubDate>
      <description>&lt;p&gt;
&lt;/p&gt;
Ok, the last bit of the headline was a cleverly placed quote from someone who took
Mass Effect 2 way to serious, but hey it still fits.&lt;br&gt;
&lt;br&gt;
Our little toy based Unity game has made some nice progress over the last few weeks
(with just a few scattered coding session inbetween all the other&amp;nbsp; stuff that
needed to be done). I'd go as far and say it is just a few 100 lines away from becoming
gold (yep, in more than one way hopefully).&lt;br&gt;
&lt;br&gt;
&lt;img src="http://blog.gamingyourway.com/content/binary/2010/toygame_00.jpg" alt="toygame_00.jpg" border="0" height="400" width="480"&gt;
&lt;br&gt;
&lt;br&gt;
So the the release date is coming closer - at least that is what I thought till Friday...&lt;br&gt;
&lt;br&gt;
&lt;i&gt;And now the pretty headline kicks in&lt;/i&gt;. Why on earth do I want to start all over?
The reason (and once I learned to handle all that weight) is quite simple:&lt;br&gt;
It's a grown game, it started off easy, but then lingered it's way through some fails
(talk Unity animation system and events) and a "second" floor and ended in the tab
system that should showed informations as well as the ingame help.&lt;br&gt;
&lt;br&gt;
There was quite a loud "damn fucking shit" from my side when it finally dawned on
me that Unity's UI system (which, honestly is dog shit) does only handle click events
and is missing the "over, out, down and up" states I've came to expect from flash.
So my idea of using a rollover event on the tabs to focus the camera on an object
failed badly. Before I even started to code it (the idea was to show each moving toy
as a tab, then if you move the mouse over it's tab the camera would zoom in on the
toy to show it in closeup - pointless but neat), plus from time to time help tabs
should be added that can be ignored or read. Oh, and while I'm at it, hints to be
shown on rollover for the built in level editor became quite impossible too.&lt;br&gt;
&lt;br&gt;
Next point on the list of "things not easy to add" was "scaleability", read new decorational
elements, backdrops and styles that could be bought by players so that we can earn
a quid (to pay the servers for instance). 
&lt;br&gt;
&lt;br&gt;
A few hours later, with a few sheets of paper used as external memory, I swallowed
the bitter pill and decided to start all over again. Starting with a new map system,
new "landscape" features, a more flexible decoration system, the level editor (and
a way to save these levels on our severs), deciding an a service for micro transactions
and, and, and ...&lt;br&gt;
The tiny little game grew up, causing a lot more thought and work then I ... thought
...&lt;br&gt;
&lt;br&gt;
Either I start again, or drop it, but I do believe that (oh did I mention I'm doing
an overhaul of the visuals?) it might get some fans playing it on Facebook or through
our website ...&lt;br&gt;
&lt;br&gt;
&lt;b&gt;And now:&lt;/b&gt; Day 1 of the development diary (oh come on, I doubt I'll ever be able
to write about it every time I code on it. Just that much: next time I think I'll
have a quick look at MT systems for Unity right now I'm looking into UnityTokens and
Dimerocker (and if you know some else don't hesitate to post a comment).&lt;br&gt;
&lt;br&gt;
nGFX&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
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      <category>game development</category>
      <category>news</category>
      <category>Unity</category>
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      <dc:creator>nGFX</dc:creator>
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      <body xmlns="http://www.w3.org/1999/xhtml">I guess you won't remember me (nGFX) as
for ages only Squize has done all the posting. Not that I have been lazy, but there
hasn't been a single line of interesting code on my side, nor something mildly game
related.<br /><br />
I've been coding some large scale foto archive software. To sell our really vast collection
of black/white press fotos (180 000 of the 1.5 million negatives should be available
in the end) and coding the backend and the frontend (with lots of ajax). Right now
last bits and bobs of the user handling needs to be done and there are still a good
number of negatives to be scanned (alas, thank fuck I'm not in charge there).<br /><br /><img src="http://blog.gamingyourway.com/content/binary/images/fotoarchiv_00.jpg" alt="fotoarchiv_00.jpg" border="0" height="336" width="480" /><br /><br />
Ok, back to something game related at last ...<br /><br />
While Squize is churning out flash games like mad, I've jumped on the Unity train
(of course) and been tinkering with it for a while now. I've started with porting
the dungeon creation code over to C# and played with dynamic maps, which proved to
be working just nicely. In order to get more out of this project I thought it might
be helpfull to get deeper into Unity with smaller game.<br /><br />
A remake of one of my games seemed a good idea, I've got the AS2 code to look at and
knew how the game should work (and added some minor additions). So here's something
I've learned besides the usual "oh damnit" ...<br /><br /><h3>Unity's animation editor is good enough to make things easier, but don't trust
it on time critical problems.
</h3>
The game involves things moving along tracks - so my first idea was to save some code
and use animations for that. I wanted to use a container that I can just move from
tile to tile and let the "car" move inside it from the start of the tile to the end
of it, then an animation event should be fired, telling the engin to move the "car"
to the next tile and start the correct animation.<br /><br />
I did a few tests (of course) and it seemed to work, so I did all the animations (straight
tracks, junctions, ramps and so on) which roughly saved some 500 lines of code (compared
to the flash version) - oh lovely - same game, less code, I was on fire.<br /><br />
Of course it didn't work.<br /><br />
I tested it locally, online in a browser and all went well until I noticed that the
timing can get off the track and cause visual glitches. These showed themself as "jumping"
car, where the car jumped ahead one tile for a single frame and then continued as
intended. This happened every time I started a level - but not always at the same
time (hence I didn't see it in my tests).<br />
After a good night of debugging, tracing (or Debug.Log()) I found out what happend.<br /><br />
Unlike flash the "timeline" in Unity doesn't sync visuals and code - and in fact Unity
has no "timeline" - point taken, lesson learned :| .<br />
So this happened (and caused the glitch)<br />
1. [engine] sendMessage -&gt; [car] "goto next tile"<br />
2. [car] move to next tile, rewind animation, play it<br />
3. (glitch might occur)<br />
4. [car] sendMessage -&gt; [engine] "done, give me next tile"<br />
...<br /><br />
Because the code isn't tied to the visuals, the code in 2 can be executed, but the
visuals from the animation might start on the next frame, hence the container is moved
to the next tile, but the animation is still on the last frame (at the and of the
track) ...<br /><br />
... I ended up coding the movement in the end ...<br /><br /><h3>Editor scripts can do a lot of damage (or just be utterly helpfull)
</h3>
In order to get the levels into the game I needed an level editor, but was too lazy
to write one - so I decided to dig into editor scripts in Unity, which allow you to
do all kind of dangerous things.<br />
I wanted to be able to drag my level into the Unity editor window, grab it and save
it to a file (which works just wonderfull). the first big "shit" came when I added
a function to clear the level from screen (so I could do a new level) and carelessly
allowed "DestroyImmediate" to delete from the asset window (and not checking if the
GameObject I want to destroy is a child of my Playground) - oh well.<br /><br />
Anyway, you can easily add you own menu entries, access files or manipulate your current
scenes with editor scripts.<br /><br />
And now some screenies ...<br /><br /><h3>Project Hellstrom
</h3><img src="http://blog.gamingyourway.com/content/binary/images/hellstrom_00.jpg" alt="hellstrom_00.jpg" border="0" height="360" width="480" /><br />
The ponytailed lady is just my scaler model, in the end I guess it'll be 1st person.<br />
Right now you can walk around a dynamic generated map (with temp mapping) - A LOT
of work left to do.<br /><br /><br /><h3>ToyGame - the game without a name yet
</h3><img src="http://blog.gamingyourway.com/content/binary/images/toygame_00.jpg" alt="toygame_00.jpg" border="0" height="262" width="480" /><br />
Inside Unity's editor, the first level in progress ...<br /><br /><img src="http://blog.gamingyourway.com/content/binary/images/toygame_01.jpg" alt="toygame_01.jpg" border="0" height="360" width="480" /><br />
Playing level 1, just crashed 2 toys ...<br /><br />
And with this I descent back into the hell that is js/css and html ...<br /><br />
nGFX<br /><br /><br /><br /><br /><br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=1cbd6c24-2381-45a2-85ac-e2da7b14ffdd" /></body>
      <title>first post in ages - and a jolly short one too.</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,1cbd6c24-2381-45a2-85ac-e2da7b14ffdd.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/06/25/firstPostInAgesAndAJollyShortOneToo.aspx</link>
      <pubDate>Fri, 25 Jun 2010 10:10:10 GMT</pubDate>
      <description>I guess you won't remember me (nGFX) as for ages only Squize has done all the posting. Not that I have been lazy, but there hasn't been a single line of interesting code on my side, nor something mildly game related.&lt;br&gt;
&lt;br&gt;
I've been coding some large scale foto archive software. To sell our really vast collection
of black/white press fotos (180 000 of the 1.5 million negatives should be available
in the end) and coding the backend and the frontend (with lots of ajax). Right now
last bits and bobs of the user handling needs to be done and there are still a good
number of negatives to be scanned (alas, thank fuck I'm not in charge there).&lt;br&gt;
&lt;br&gt;
&lt;img src="http://blog.gamingyourway.com/content/binary/images/fotoarchiv_00.jpg" alt="fotoarchiv_00.jpg" border="0" height="336" width="480"&gt;
&lt;br&gt;
&lt;br&gt;
Ok, back to something game related at last ...&lt;br&gt;
&lt;br&gt;
While Squize is churning out flash games like mad, I've jumped on the Unity train
(of course) and been tinkering with it for a while now. I've started with porting
the dungeon creation code over to C# and played with dynamic maps, which proved to
be working just nicely. In order to get more out of this project I thought it might
be helpfull to get deeper into Unity with smaller game.&lt;br&gt;
&lt;br&gt;
A remake of one of my games seemed a good idea, I've got the AS2 code to look at and
knew how the game should work (and added some minor additions). So here's something
I've learned besides the usual "oh damnit" ...&lt;br&gt;
&lt;br&gt;
&lt;h3&gt;Unity's animation editor is good enough to make things easier, but don't trust
it on time critical problems.
&lt;/h3&gt;
The game involves things moving along tracks - so my first idea was to save some code
and use animations for that. I wanted to use a container that I can just move from
tile to tile and let the "car" move inside it from the start of the tile to the end
of it, then an animation event should be fired, telling the engin to move the "car"
to the next tile and start the correct animation.&lt;br&gt;
&lt;br&gt;
I did a few tests (of course) and it seemed to work, so I did all the animations (straight
tracks, junctions, ramps and so on) which roughly saved some 500 lines of code (compared
to the flash version) - oh lovely - same game, less code, I was on fire.&lt;br&gt;
&lt;br&gt;
Of course it didn't work.&lt;br&gt;
&lt;br&gt;
I tested it locally, online in a browser and all went well until I noticed that the
timing can get off the track and cause visual glitches. These showed themself as "jumping"
car, where the car jumped ahead one tile for a single frame and then continued as
intended. This happened every time I started a level - but not always at the same
time (hence I didn't see it in my tests).&lt;br&gt;
After a good night of debugging, tracing (or Debug.Log()) I found out what happend.&lt;br&gt;
&lt;br&gt;
Unlike flash the "timeline" in Unity doesn't sync visuals and code - and in fact Unity
has no "timeline" - point taken, lesson learned :| .&lt;br&gt;
So this happened (and caused the glitch)&lt;br&gt;
1. [engine] sendMessage -&amp;gt; [car] "goto next tile"&lt;br&gt;
2. [car] move to next tile, rewind animation, play it&lt;br&gt;
3. (glitch might occur)&lt;br&gt;
4. [car] sendMessage -&amp;gt; [engine] "done, give me next tile"&lt;br&gt;
...&lt;br&gt;
&lt;br&gt;
Because the code isn't tied to the visuals, the code in 2 can be executed, but the
visuals from the animation might start on the next frame, hence the container is moved
to the next tile, but the animation is still on the last frame (at the and of the
track) ...&lt;br&gt;
&lt;br&gt;
... I ended up coding the movement in the end ...&lt;br&gt;
&lt;br&gt;
&lt;h3&gt;Editor scripts can do a lot of damage (or just be utterly helpfull)
&lt;/h3&gt;
In order to get the levels into the game I needed an level editor, but was too lazy
to write one - so I decided to dig into editor scripts in Unity, which allow you to
do all kind of dangerous things.&lt;br&gt;
I wanted to be able to drag my level into the Unity editor window, grab it and save
it to a file (which works just wonderfull). the first big "shit" came when I added
a function to clear the level from screen (so I could do a new level) and carelessly
allowed "DestroyImmediate" to delete from the asset window (and not checking if the
GameObject I want to destroy is a child of my Playground) - oh well.&lt;br&gt;
&lt;br&gt;
Anyway, you can easily add you own menu entries, access files or manipulate your current
scenes with editor scripts.&lt;br&gt;
&lt;br&gt;
And now some screenies ...&lt;br&gt;
&lt;br&gt;
&lt;h3&gt;Project Hellstrom
&lt;/h3&gt;
&lt;img src="http://blog.gamingyourway.com/content/binary/images/hellstrom_00.jpg" alt="hellstrom_00.jpg" border="0" height="360" width="480"&gt;
&lt;br&gt;
The ponytailed lady is just my scaler model, in the end I guess it'll be 1st person.&lt;br&gt;
Right now you can walk around a dynamic generated map (with temp mapping) - A LOT
of work left to do.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;h3&gt;ToyGame - the game without a name yet
&lt;/h3&gt;
&lt;img src="http://blog.gamingyourway.com/content/binary/images/toygame_00.jpg" alt="toygame_00.jpg" border="0" height="262" width="480"&gt;
&lt;br&gt;
Inside Unity's editor, the first level in progress ...&lt;br&gt;
&lt;br&gt;
&lt;img src="http://blog.gamingyourway.com/content/binary/images/toygame_01.jpg" alt="toygame_01.jpg" border="0" height="360" width="480"&gt;
&lt;br&gt;
Playing level 1, just crashed 2 toys ...&lt;br&gt;
&lt;br&gt;
And with this I descent back into the hell that is js/css and html ...&lt;br&gt;
&lt;br&gt;
nGFX&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
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      <category>Dungeon Creation</category>
      <category>game development</category>
      <category>General</category>
      <category>Unity</category>
    </item>
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      <dc:creator>nGFX</dc:creator>
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      <slash:comments>2</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">As I already mentioned, the Unity docs
are not quite what I would call helpfull. I think they cover a lot and most of it
will solve your problem, finding the right info in them is what really is the hard
part.<br /><br />
Take the GUI scripting guide for instance "Reference Manual &gt; GUI Scripting Guide",
this covers everything you need to know to build a GUI. My mission currently is to
create a simple form for the game I talked about earlier.<br />
For the salutation I needed a drop down list, so I had to do it on my own, because
that's the one usefull control I missed.<br /><br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/images/unity_igts_00.png" alt="unity_igts_00.png" border="0" height="286" width="400" /><br /><font size="1">After a few hours I came up with this (scaled down a bit)</font></div><br />
The form is dynamic (you can turn of the salutation for instance) and already has
a working validation, but it's dead ugly. So the next task was to skin that up ("Reference
Manual &gt; GUI Scripting Guide &gt; Customization").<br /><br />
Yet again the manual does a good job to tell you what you can do, but fucking lacks
some basic examples on how to deal with the textures to skin up buttons for instance.
That's where I got a bit pissy (although I must admit that I hate searching in boards
or wikis when the solution should be in the manuals).<br /><br />
So the key to skinning the buttons (and the rest of the UI elements is the GUISkin
file or for single use the GUIStyle. I knew that there has been a psd file with "templates"
of the default textures used, but alas I still havent been able to find it again,
though I know I saw it while playing with Unity for the first day (and I was like
wtf?).<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/images/unity_igts_01.png" alt="unity_igts_01.png" border="0" height="286" width="400" /><br /><font size="1">After skinning for a few minutes</font><br /></div><br />
I found the most valuable (and yet again MISSED info) in the scripting guide (after
just testing it with a basic psd file) ... 
<br />
So I looked at the default values of a new Skin and saw this:<br /><br /><img src="http://blog.gamingyourway.com/content/binary/images/unity_igts_02.png" alt="unity_igts_02.png" border="0" height="12" width="12" /> And
I wondered why (and how) it'll become this: <img src="http://blog.gamingyourway.com/content/binary/images/unity_igts_03.png" alt="unity_igts_03.png" border="0" height="36" width="60" />.<br /><br />
What the manual is missing badly is the info that you can set a "fixed" border for
a texture in a skin that isn't stretched:<br /><blockquote><b>var border : RectOffset<br />
Description<br /><br />
The borders of all background images.<br /><br />
This corresponds to the border settings for GUITextures. It only affects the rendering
of the background image and has no effect on positioning.</b><br /></blockquote>Why do I need to find that out by testing? (I guess no one reads through
the scripting guide until he needs a specific info, I for sure do not)<br /><br />
By default the border values are set to:<br />
left: 6, right: 6, top: 6, bottom: 4 ...<br /><br />
After knowing this it was oh so easy to just do this: <img src="http://blog.gamingyourway.com/content/binary/images/unity_igts_04.png" alt="unity_igts_04.png" border="0" height="12" width="12" /> to
get to the buttons used above.<br /><br />
Oh well.<br /><br />
I hope that saves some ugly searching for you, 
<br />
nGFX<br /><br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=0b6ff57f-fae4-41fb-97cd-b7f7a9199d4b" /></body>
      <title>Idiot's guid to skining GUI in Unity.</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,0b6ff57f-fae4-41fb-97cd-b7f7a9199d4b.aspx</guid>
      <link>http://blog.gamingyourway.com/2009/04/30/IdiotsGuidToSkiningGUIInUnity.aspx</link>
      <pubDate>Thu, 30 Apr 2009 17:36:07 GMT</pubDate>
      <description>As I already mentioned, the Unity docs are not quite what I would call helpfull. I think they cover a lot and most of it will solve your problem, finding the right info in them is what really is the hard part.&lt;br&gt;
&lt;br&gt;
Take the GUI scripting guide for instance "Reference Manual &amp;gt; GUI Scripting Guide",
this covers everything you need to know to build a GUI. My mission currently is to
create a simple form for the game I talked about earlier.&lt;br&gt;
For the salutation I needed a drop down list, so I had to do it on my own, because
that's the one usefull control I missed.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/images/unity_igts_00.png" alt="unity_igts_00.png" border="0" height="286" width="400"&gt;
&lt;br&gt;
&lt;font size="1"&gt;After a few hours I came up with this (scaled down a bit)&lt;/font&gt;
&lt;/div&gt;
&lt;br&gt;
The form is dynamic (you can turn of the salutation for instance) and already has
a working validation, but it's dead ugly. So the next task was to skin that up ("Reference
Manual &amp;gt; GUI Scripting Guide &amp;gt; Customization").&lt;br&gt;
&lt;br&gt;
Yet again the manual does a good job to tell you what you can do, but fucking lacks
some basic examples on how to deal with the textures to skin up buttons for instance.
That's where I got a bit pissy (although I must admit that I hate searching in boards
or wikis when the solution should be in the manuals).&lt;br&gt;
&lt;br&gt;
So the key to skinning the buttons (and the rest of the UI elements is the GUISkin
file or for single use the GUIStyle. I knew that there has been a psd file with "templates"
of the default textures used, but alas I still havent been able to find it again,
though I know I saw it while playing with Unity for the first day (and I was like
wtf?).&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/images/unity_igts_01.png" alt="unity_igts_01.png" border="0" height="286" width="400"&gt;
&lt;br&gt;
&lt;font size="1"&gt;After skinning for a few minutes&lt;/font&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;br&gt;
I found the most valuable (and yet again MISSED info) in the scripting guide (after
just testing it with a basic psd file) ... 
&lt;br&gt;
So I looked at the default values of a new Skin and saw this:&lt;br&gt;
&lt;br&gt;
&lt;img src="http://blog.gamingyourway.com/content/binary/images/unity_igts_02.png" alt="unity_igts_02.png" border="0" height="12" width="12"&gt; And
I wondered why (and how) it'll become this: &lt;img src="http://blog.gamingyourway.com/content/binary/images/unity_igts_03.png" alt="unity_igts_03.png" border="0" height="36" width="60"&gt;.&lt;br&gt;
&lt;br&gt;
What the manual is missing badly is the info that you can set a "fixed" border for
a texture in a skin that isn't stretched:&lt;br&gt;
&lt;blockquote&gt;&lt;b&gt;var border : RectOffset&lt;br&gt;
Description&lt;br&gt;
&lt;br&gt;
The borders of all background images.&lt;br&gt;
&lt;br&gt;
This corresponds to the border settings for GUITextures. It only affects the rendering
of the background image and has no effect on positioning.&lt;/b&gt;
&lt;br&gt;
&lt;/blockquote&gt;Why do I need to find that out by testing? (I guess no one reads through
the scripting guide until he needs a specific info, I for sure do not)&lt;br&gt;
&lt;br&gt;
By default the border values are set to:&lt;br&gt;
left: 6, right: 6, top: 6, bottom: 4 ...&lt;br&gt;
&lt;br&gt;
After knowing this it was oh so easy to just do this: &lt;img src="http://blog.gamingyourway.com/content/binary/images/unity_igts_04.png" alt="unity_igts_04.png" border="0" height="12" width="12"&gt; to
get to the buttons used above.&lt;br&gt;
&lt;br&gt;
Oh well.&lt;br&gt;
&lt;br&gt;
I hope that saves some ugly searching for you, 
&lt;br&gt;
nGFX&lt;br&gt;
&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=0b6ff57f-fae4-41fb-97cd-b7f7a9199d4b" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,0b6ff57f-fae4-41fb-97cd-b7f7a9199d4b.aspx</comments>
      <category>Tips</category>
      <category>Unity</category>
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      <dc:creator>Squize</dc:creator>
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      <slash:comments>7</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">We've made no secret of loving Unity. We
cuddle up to it. We watch rom-coms with it and feign interest. Hell, we'd lick it
if we could.<br /><br />
But as we've fallen more head over heels it's just highlighted the fact that there's
no tried and trusted business model for it yet. There's no mochi, there's no big ass
portal wanting to pay for that shiny shiny 3D gameplay, shit there's not even sponsors
with their $500 plus source code offers.<br /><br />
The handful of Flash game studios like ourselves who are looking to Unity I assume
are following a similar pattern, knock out some nice generic games with some added
wow, and then offer it as an alternative [ To Flash ] to clients with the added carrot
of an iphone version of the game. So in effect you take a hit on the costs of making
the actual game ( Unless you're lucky and can get a decent budget ) but make that
back via the iphone version ( One code base, one set of assets, two games to charge
for ).<br /><br /><a href="http://www.flashbangstudios.com/">Flashbang</a> have a different idea via
their <a href="http://blurst.com/">Blurst</a> site, and to be honest it's a real epiphany
moment reading about it.<br /><br />
The full article is on the Wall Street Journals site ( Which is quite a wow in itself
) and can be found <a href="http://online.wsj.com/article/SB124094416078864595.html">here</a>.<br /><br />
To cover the key points before you go shooting off over there, the idea is that you
have "True fans", the fans who really dig your stuff ( A great article which is linked
to in the above article can be found directly <a href="http://www.kk.org/thetechnium/archives/2008/03/1000_true_fans.php">here</a> )<br /><blockquote><i>"A creator, such as an artist, musician, photographer, craftsperson,
performer, animator, designer, videomaker, or author - in other words, anyone producing
works of art - needs to acquire only 1,000 True Fans to make a living."<br /></i></blockquote>They have calculated that by using a subscription based model they
only need 5000 people signing up every six months. That pays for their 6 staff.<br /><br />
In theory that's so simple it's brilliant. Ok it's nothing new, but it's just seeing
the maths laid out so simply just makes it feel viable.<br /><br />
We've touched on <a href="http://blog.gamingyourway.com/PermaLink,guid,2191ce3a-85a4-4260-9643-58b50b616ad8.aspx">downloadable
versions</a> before, and the general feeling was that very few people will pay for
Flash no matter how good it is, because there's just so much free stuff out there
and Flash games demographic in terms of indie players seem to be the younger end of
the market ( Although that could be skewed due to the younger end of the market being
the most vocal ) who<br />
a) Don't have as much disposable income.<br />
b) Have the mindset of "If it's on the net it should be free".<br />
But with Unity your downloadable game can be so much more. Enough to encourage people
to subscribe to get it ? Maybe, maybe not. There are more alternatives to just giving
a exe version of a game though. Subscribe to gywGames and in our racing game we'll
let you design your own livery, and you can take a snapshot which all your friends
can see when you're logged on to the site, hell, they can even vote for it.<br /><br />
It's that divergence of media that will sell a subscription. The level editor that's
unlocked once you join. That comp to win a psp when you're subscribed. It's allowing
players to be that little bit more than players, to let them have a direct effect
on the game they're playing, that sense of community. It doesn't have to be heavy
handed, it's not all about achievements and gamerscore, it's about putting a little
bit of creative power into peoples hands and seeing what they can do.<br /><br />
That to me is the business model for Unity that we've all been searching for.<br /><br />
Squize.<p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=6439186f-4187-4593-8d0a-cb1a7736d564" /></body>
      <title>Unity3D business model ? Seems Blurst have found it</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,6439186f-4187-4593-8d0a-cb1a7736d564.aspx</guid>
      <link>http://blog.gamingyourway.com/2009/04/29/Unity3DBusinessModelSeemsBlurstHaveFoundIt.aspx</link>
      <pubDate>Wed, 29 Apr 2009 10:58:05 GMT</pubDate>
      <description>We've made no secret of loving Unity. We cuddle up to it. We watch rom-coms with it and feign interest. Hell, we'd lick it if we could.&lt;br&gt;
&lt;br&gt;
But as we've fallen more head over heels it's just highlighted the fact that there's
no tried and trusted business model for it yet. There's no mochi, there's no big ass
portal wanting to pay for that shiny shiny 3D gameplay, shit there's not even sponsors
with their $500 plus source code offers.&lt;br&gt;
&lt;br&gt;
The handful of Flash game studios like ourselves who are looking to Unity I assume
are following a similar pattern, knock out some nice generic games with some added
wow, and then offer it as an alternative [ To Flash ] to clients with the added carrot
of an iphone version of the game. So in effect you take a hit on the costs of making
the actual game ( Unless you're lucky and can get a decent budget ) but make that
back via the iphone version ( One code base, one set of assets, two games to charge
for ).&lt;br&gt;
&lt;br&gt;
&lt;a href="http://www.flashbangstudios.com/"&gt;Flashbang&lt;/a&gt; have a different idea via
their &lt;a href="http://blurst.com/"&gt;Blurst&lt;/a&gt; site, and to be honest it's a real epiphany
moment reading about it.&lt;br&gt;
&lt;br&gt;
The full article is on the Wall Street Journals site ( Which is quite a wow in itself
) and can be found &lt;a href="http://online.wsj.com/article/SB124094416078864595.html"&gt;here&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
To cover the key points before you go shooting off over there, the idea is that you
have "True fans", the fans who really dig your stuff ( A great article which is linked
to in the above article can be found directly &lt;a href="http://www.kk.org/thetechnium/archives/2008/03/1000_true_fans.php"&gt;here&lt;/a&gt; )&lt;br&gt;
&lt;blockquote&gt;&lt;i&gt;"A creator, such as an artist, musician, photographer, craftsperson,
performer, animator, designer, videomaker, or author - in other words, anyone producing
works of art - needs to acquire only 1,000 True Fans to make a living."&lt;br&gt;
&lt;/i&gt;&lt;/blockquote&gt;They have calculated that by using a subscription based model they
only need 5000 people signing up every six months. That pays for their 6 staff.&lt;br&gt;
&lt;br&gt;
In theory that's so simple it's brilliant. Ok it's nothing new, but it's just seeing
the maths laid out so simply just makes it feel viable.&lt;br&gt;
&lt;br&gt;
We've touched on &lt;a href="http://blog.gamingyourway.com/PermaLink,guid,2191ce3a-85a4-4260-9643-58b50b616ad8.aspx"&gt;downloadable
versions&lt;/a&gt; before, and the general feeling was that very few people will pay for
Flash no matter how good it is, because there's just so much free stuff out there
and Flash games demographic in terms of indie players seem to be the younger end of
the market ( Although that could be skewed due to the younger end of the market being
the most vocal ) who&lt;br&gt;
a) Don't have as much disposable income.&lt;br&gt;
b) Have the mindset of "If it's on the net it should be free".&lt;br&gt;
But with Unity your downloadable game can be so much more. Enough to encourage people
to subscribe to get it ? Maybe, maybe not. There are more alternatives to just giving
a exe version of a game though. Subscribe to gywGames and in our racing game we'll
let you design your own livery, and you can take a snapshot which all your friends
can see when you're logged on to the site, hell, they can even vote for it.&lt;br&gt;
&lt;br&gt;
It's that divergence of media that will sell a subscription. The level editor that's
unlocked once you join. That comp to win a psp when you're subscribed. It's allowing
players to be that little bit more than players, to let them have a direct effect
on the game they're playing, that sense of community. It doesn't have to be heavy
handed, it's not all about achievements and gamerscore, it's about putting a little
bit of creative power into peoples hands and seeing what they can do.&lt;br&gt;
&lt;br&gt;
That to me is the business model for Unity that we've all been searching for.&lt;br&gt;
&lt;br&gt;
Squize.&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=6439186f-4187-4593-8d0a-cb1a7736d564" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,6439186f-4187-4593-8d0a-cb1a7736d564.aspx</comments>
      <category>news</category>
      <category>Unity</category>
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      <dc:creator>nGFX</dc:creator>
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      <slash:comments>6</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Hi folks,<br /><br />
most regular readers will have noticed that we've jumped onto the Unity wagon after
it finally came out for the windows world and so I think it's time to write down a
few of my thoughts ...<br /><br />
What it is:<br />
an easy to use development platform for 3d games (although easy, well, I'll cover
that later)<br /><br />
What it is not:<br />
Simply put: easy.<br />
And it is not flash.<br /><br />
So?<br />
The best part of it is, that you can do a decent 3d based game with it quite quickly,
that is if you know how to code unity (I might have twittered once or twice that the
docs are not one of the strong points) and (what's more important if you or someone
in your team) can do low poly 3d.<br /><br />
So?<br />
I really can't stress enough that it is NOT flash, not at all, when you get started
with Unity all is nice and straight forward, but once you hit the point where you
really would like to do a quick tween for the main menu, or use a fancy drop shadow
on your font ... you'll probably start cursing and wish you could use a timeline and
some keyframes.<br /><br />
One of the really big letdowns for me was to discover that a quick, easy and nice
UI is not going to happen fast in Unity. You can get away with it if you don't need
dynamic text to appear, but I need to do a lot of stuff with that, because nearly
all of our games are prepared to be played in at least two languages.<br /><br />
How does all that relate to the title?<br />
When I first got in touch with flash (6 I think) AS was really nothing more than a
scripting language, coding for the best part was ... shit and most of us messed with
onEnterFrames per movielclip. Then AS2 hit the light of the day and with AS3 it came
very close to real coding ...<br />
But when I entered the Unity world it seems like the old distributed scripts came
back to haunt me. You've got the choice of using a set of different languages: javascript
like, c#, boo and some others.<br /><br />
JS on the one hand is easy to use, ridiculously lose typed and commonly used. I really
don't like lose typed coding, so for me it was c# ...<br />
Anyway something that commes very close the the old MC based onEnterFrame is Update
... so a script that would move the object 1 "unit" (since we have no pixel) to the
left would be:<br /><br /><p><span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;">function
Update () {<br />
    transform.position.x++;<br />
}</span></p>
(or something very close to that, I said I use c#, oh and I'm sure I saw some other
methods to do the same)<br /><br />
Save that as a ".js" text file, add that to a cube on stage and viola (there you have
the back to script part covered).<br /><br />
I hope you won't be doing that for a complex game, but ... thinking back ... I knew
people who did that with flash  ** shudder **.<br /><br />
As I already mentioned, I hate lose typed coding and as I used c# for some years now
for coding anyway it was a logical choice (that and the fact that I could continue
using Visual Studio).<br /><br />
Oh and did I stress that there is NO timeline?<br /><br />
Everything you want to have animated either needs to be coded (ie for dynamic text)
or already be animated in a 3d app ...<br /><br />
Oops, I think I need to get back to work ...<br /><br />
nGFX<br /><br />
ps: just to have something to look at a screenie of the menu (the start of a camera
move) of my "test" game to see how I get along with Unity, if everything works well,
I might be able to invite for a private beta test on Friday (give me a shout if you
want to) ...<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/images/pots_menu_de_00.jpg" alt="pots_menu_de_00.jpg" border="0" height="351" width="460" /><br /></div><div align="center"><font size="1">(the text for the menu was a big lesson in cheating,
it uses GUI.Button, btw)</font><br /></div><br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=fb1e90da-6bba-4bd1-8b01-8382096e81f4" /></body>
      <title>From script to code and back - just to discover coding again</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,fb1e90da-6bba-4bd1-8b01-8382096e81f4.aspx</guid>
      <link>http://blog.gamingyourway.com/2009/04/21/FromScriptToCodeAndBackJustToDiscoverCodingAgain.aspx</link>
      <pubDate>Tue, 21 Apr 2009 07:38:04 GMT</pubDate>
      <description>Hi folks,&lt;br&gt;
&lt;br&gt;
most regular readers will have noticed that we've jumped onto the Unity wagon after
it finally came out for the windows world and so I think it's time to write down a
few of my thoughts ...&lt;br&gt;
&lt;br&gt;
What it is:&lt;br&gt;
an easy to use development platform for 3d games (although easy, well, I'll cover
that later)&lt;br&gt;
&lt;br&gt;
What it is not:&lt;br&gt;
Simply put: easy.&lt;br&gt;
And it is not flash.&lt;br&gt;
&lt;br&gt;
So?&lt;br&gt;
The best part of it is, that you can do a decent 3d based game with it quite quickly,
that is if you know how to code unity (I might have twittered once or twice that the
docs are not one of the strong points) and (what's more important if you or someone
in your team) can do low poly 3d.&lt;br&gt;
&lt;br&gt;
So?&lt;br&gt;
I really can't stress enough that it is NOT flash, not at all, when you get started
with Unity all is nice and straight forward, but once you hit the point where you
really would like to do a quick tween for the main menu, or use a fancy drop shadow
on your font ... you'll probably start cursing and wish you could use a timeline and
some keyframes.&lt;br&gt;
&lt;br&gt;
One of the really big letdowns for me was to discover that a quick, easy and nice
UI is not going to happen fast in Unity. You can get away with it if you don't need
dynamic text to appear, but I need to do a lot of stuff with that, because nearly
all of our games are prepared to be played in at least two languages.&lt;br&gt;
&lt;br&gt;
How does all that relate to the title?&lt;br&gt;
When I first got in touch with flash (6 I think) AS was really nothing more than a
scripting language, coding for the best part was ... shit and most of us messed with
onEnterFrames per movielclip. Then AS2 hit the light of the day and with AS3 it came
very close to real coding ...&lt;br&gt;
But when I entered the Unity world it seems like the old distributed scripts came
back to haunt me. You've got the choice of using a set of different languages: javascript
like, c#, boo and some others.&lt;br&gt;
&lt;br&gt;
JS on the one hand is easy to use, ridiculously lose typed and commonly used. I really
don't like lose typed coding, so for me it was c# ...&lt;br&gt;
Anyway something that commes very close the the old MC based onEnterFrame is Update
... so a script that would move the object 1 "unit" (since we have no pixel) to the
left would be:&lt;br&gt;
&lt;br&gt;
&lt;p&gt;
&lt;span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;function
Update () {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;transform.position.x++;&lt;br&gt;
}&lt;/span&gt;
&lt;/p&gt;
(or something very close to that, I said I use c#, oh and I'm sure I saw some other
methods to do the same)&lt;br&gt;
&lt;br&gt;
Save that as a ".js" text file, add that to a cube on stage and viola (there you have
the back to script part covered).&lt;br&gt;
&lt;br&gt;
I hope you won't be doing that for a complex game, but ... thinking back ... I knew
people who did that with flash&amp;nbsp; ** shudder **.&lt;br&gt;
&lt;br&gt;
As I already mentioned, I hate lose typed coding and as I used c# for some years now
for coding anyway it was a logical choice (that and the fact that I could continue
using Visual Studio).&lt;br&gt;
&lt;br&gt;
Oh and did I stress that there is NO timeline?&lt;br&gt;
&lt;br&gt;
Everything you want to have animated either needs to be coded (ie for dynamic text)
or already be animated in a 3d app ...&lt;br&gt;
&lt;br&gt;
Oops, I think I need to get back to work ...&lt;br&gt;
&lt;br&gt;
nGFX&lt;br&gt;
&lt;br&gt;
ps: just to have something to look at a screenie of the menu (the start of a camera
move) of my "test" game to see how I get along with Unity, if everything works well,
I might be able to invite for a private beta test on Friday (give me a shout if you
want to) ...&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/images/pots_menu_de_00.jpg" alt="pots_menu_de_00.jpg" border="0" height="351" width="460"&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;div align="center"&gt;&lt;font size="1"&gt;(the text for the menu was a big lesson in cheating,
it uses GUI.Button, btw)&lt;/font&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=fb1e90da-6bba-4bd1-8b01-8382096e81f4" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,fb1e90da-6bba-4bd1-8b01-8382096e81f4.aspx</comments>
      <category>experiments</category>
      <category>Tips</category>
      <category>Unity</category>
    </item>
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      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,964b25be-4968-4b02-9fa2-f87514d16f3e.aspx</wfw:comment>
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      <slash:comments>4</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Hey my beauties. Sorry I've been ignoring
you all, I've just been pretty ill the past week or so ( I was going to say I've been
sick, but I used that joke up last post ). It's me not you, honestly.<br /><br />
Just a short post to go with a small experiment. I've done the <a href="http://blog.gamingyourway.com/PermaLink,guid,9fd6f694-3b7f-441e-8205-755a2124e105.aspx">plasma</a><a href="http://blog.gamingyourway.com/PermaLink,guid,7ef7a44c-0c7d-4be8-8f74-6f8b40880779.aspx">effect</a> to <a href="http://blog.gamingyourway.com/PermaLink,guid,da23f136-a4c5-4e33-a72f-4cde1172ed4e.aspx">death
in Flash</a> but it's a nice little effect to play with when trying out a new language
so I thought I'd see how straight forward it would be to port to Unity.<br /><br />
The answer is... fairly. If nothing else I've discovered that for...in is nasty slow
in Unity ( All these new coding caveats to learn, joy ).<br /><br />
Anyway I still feel like crap, so I'm going to cut this short. The effect is hiding
behind this <a href="http://www.gywgames.com/unity/plasma/">link</a> and it's really
nothing special, I just wanted to show something after being away for a week or so.
If anyone would like the source just ask in the comments.<br /><br />
Squize.<br /><br />
PS. I'm so sorry to everyone I owe an email too, I will catch up, and let's be honest
you should know how crap I am by now.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=964b25be-4968-4b02-9fa2-f87514d16f3e" /></body>
      <title>Unity Plasma effect</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,964b25be-4968-4b02-9fa2-f87514d16f3e.aspx</guid>
      <link>http://blog.gamingyourway.com/2009/04/04/UnityPlasmaEffect.aspx</link>
      <pubDate>Sat, 04 Apr 2009 18:26:32 GMT</pubDate>
      <description>Hey my beauties. Sorry I've been ignoring you all, I've just been pretty ill the past week or so ( I was going to say I've been sick, but I used that joke up last post ). It's me not you, honestly.&lt;br&gt;
&lt;br&gt;
Just a short post to go with a small experiment. I've done the &lt;a href="http://blog.gamingyourway.com/PermaLink,guid,9fd6f694-3b7f-441e-8205-755a2124e105.aspx"&gt;plasma&lt;/a&gt; &lt;a href="http://blog.gamingyourway.com/PermaLink,guid,7ef7a44c-0c7d-4be8-8f74-6f8b40880779.aspx"&gt;effect&lt;/a&gt; to &lt;a href="http://blog.gamingyourway.com/PermaLink,guid,da23f136-a4c5-4e33-a72f-4cde1172ed4e.aspx"&gt;death
in Flash&lt;/a&gt; but it's a nice little effect to play with when trying out a new language
so I thought I'd see how straight forward it would be to port to Unity.&lt;br&gt;
&lt;br&gt;
The answer is... fairly. If nothing else I've discovered that for...in is nasty slow
in Unity ( All these new coding caveats to learn, joy ).&lt;br&gt;
&lt;br&gt;
Anyway I still feel like crap, so I'm going to cut this short. The effect is hiding
behind this &lt;a href="http://www.gywgames.com/unity/plasma/"&gt;link&lt;/a&gt; and it's really
nothing special, I just wanted to show something after being away for a week or so.
If anyone would like the source just ask in the comments.&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;br&gt;
PS. I'm so sorry to everyone I owe an email too, I will catch up, and let's be honest
you should know how crap I am by now.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=964b25be-4968-4b02-9fa2-f87514d16f3e" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,964b25be-4968-4b02-9fa2-f87514d16f3e.aspx</comments>
      <category>experiments</category>
      <category>Unity</category>
    </item>
    <item>
      <trackback:ping>http://blog.gamingyourway.com/Trackback.aspx?guid=81e32ab8-99b7-41e3-95ac-b7d067fd7ef2</trackback:ping>
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      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,81e32ab8-99b7-41e3-95ac-b7d067fd7ef2.aspx</wfw:comment>
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      <slash:comments>16</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Anyone who hangs around Flash boards for
any length of time will see a pattern ( Usually around school holidays ) of script
kiddies turning up, asking a million lazy questions, telling you that in spite of
a lack of knowledge right now they're going to see their project through 'cause it's
the best idea ever ( It's like Mario, but with guns. And tits. And rpg elements. And
zombies ), that if you can just help them with the character select screen the rest
of the game will be all but done, and how much can you earn via mochi again ?<br /><br />
I just like to push back on my rocking chair, spit out some of ma there chewing tobacky
onto ma porch and grin like a hog that found the shit.<br /><br />
Tweening a zelda sprite isn't going to produce the best game ever ( From the best
idea ever ).<br /><br />
So look at me now, I'm playing with <a href="http://unity3d.com/">Unity3D</a> and
I don't know what the hell I'm doing. I'm guessing it's not far away from the Unity
equivalent of tweening a zelda sprite and yet I'm really confident about turning out
a complete game fairly ( Relatively ) soon-ish.<br />
Unity has it's quirks, and the javascript code is no as3 ( All those posts bitching
about as3 being a pain in the ass, well it is, until you get a couple of games out
of the way, then it becomes as natural as yawning in meetings ) but... already, 6
days into the trial, I have no desire to go back to making games in Flash again.<br />
To me it's like going back to as1 and publishing for F7 only, it's such a step backward
that it holds no appeal at all.<br /><br />
Now hopefully I'm not too much of an idiot to release I can just up and leave Flash.
Unity may not be the pot at the end of the rainbow, for all the very lovely demos
there still aren't a lot of complete games, which does ring some alarm bells, and
perhaps it is a world of difference between having a nice mesh with some physics running
on it all at 60 fps in your browser and making that full game ( The gulf between tweening
zelda and making a game could be huge ) but... fuck me it's so good.<br /><br />
I've never been a Flash evangelist. I think a recent post I made on FK.games was the
first time I've ever really bitched about what Adobe are doing ( And that was in the
light of the windows release of Unity in comparison with the upgrade cost to CS4 ).<br />
Basically I couldn't care less. I do like using Flash, but it's just a means to an
end, it's a way for me to make games that can generate an income, a tool to do a job.<br />
I'm not passionate about it.<br />
I am passionate about making cool games though, albeit doing that within business
constraints ( It is my job, so I can't just go off and do some GBA homebrew just for
the hell of it ), and Unity seems to be far and away the best solution to that.<br />
( I'm so glad I've not spent money upgrading to cs4, which is quite an indictment
really seeing how I'm professional Flash game developer )<br /><br />
As a quick update to X++, nGFX was sick last week ( Well he was in bed with his nan,
and that's pretty fucking sick ! Thank you ) so he's behind on things which means
we're a little bit behind on where we want to be, although it'll be in selling limbo
for a while even when it's done so I think the next update may just be a "Look it's
live, tell us how much you love it" post.<br /><br />
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=81e32ab8-99b7-41e3-95ac-b7d067fd7ef2" /></body>
      <title>I need teh codes lolz</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,81e32ab8-99b7-41e3-95ac-b7d067fd7ef2.aspx</guid>
      <link>http://blog.gamingyourway.com/2009/03/25/INeedTehCodesLolz.aspx</link>
      <pubDate>Wed, 25 Mar 2009 08:25:00 GMT</pubDate>
      <description>Anyone who hangs around Flash boards for any length of time will see a pattern ( Usually around school holidays ) of script kiddies turning up, asking a million lazy questions, telling you that in spite of a lack of knowledge right now they're going to see their project through 'cause it's the best idea ever ( It's like Mario, but with guns. And tits. And rpg elements. And zombies ), that if you can just help them with the character select screen the rest of the game will be all but done, and how much can you earn via mochi again ?&lt;br&gt;
&lt;br&gt;
I just like to push back on my rocking chair, spit out some of ma there chewing tobacky
onto ma porch and grin like a hog that found the shit.&lt;br&gt;
&lt;br&gt;
Tweening a zelda sprite isn't going to produce the best game ever ( From the best
idea ever ).&lt;br&gt;
&lt;br&gt;
So look at me now, I'm playing with &lt;a href="http://unity3d.com/"&gt;Unity3D&lt;/a&gt; and
I don't know what the hell I'm doing. I'm guessing it's not far away from the Unity
equivalent of tweening a zelda sprite and yet I'm really confident about turning out
a complete game fairly ( Relatively ) soon-ish.&lt;br&gt;
Unity has it's quirks, and the javascript code is no as3 ( All those posts bitching
about as3 being a pain in the ass, well it is, until you get a couple of games out
of the way, then it becomes as natural as yawning in meetings ) but... already, 6
days into the trial, I have no desire to go back to making games in Flash again.&lt;br&gt;
To me it's like going back to as1 and publishing for F7 only, it's such a step backward
that it holds no appeal at all.&lt;br&gt;
&lt;br&gt;
Now hopefully I'm not too much of an idiot to release I can just up and leave Flash.
Unity may not be the pot at the end of the rainbow, for all the very lovely demos
there still aren't a lot of complete games, which does ring some alarm bells, and
perhaps it is a world of difference between having a nice mesh with some physics running
on it all at 60 fps in your browser and making that full game ( The gulf between tweening
zelda and making a game could be huge ) but... fuck me it's so good.&lt;br&gt;
&lt;br&gt;
I've never been a Flash evangelist. I think a recent post I made on FK.games was the
first time I've ever really bitched about what Adobe are doing ( And that was in the
light of the windows release of Unity in comparison with the upgrade cost to CS4 ).&lt;br&gt;
Basically I couldn't care less. I do like using Flash, but it's just a means to an
end, it's a way for me to make games that can generate an income, a tool to do a job.&lt;br&gt;
I'm not passionate about it.&lt;br&gt;
I am passionate about making cool games though, albeit doing that within business
constraints ( It is my job, so I can't just go off and do some GBA homebrew just for
the hell of it ), and Unity seems to be far and away the best solution to that.&lt;br&gt;
( I'm so glad I've not spent money upgrading to cs4, which is quite an indictment
really seeing how I'm professional Flash game developer )&lt;br&gt;
&lt;br&gt;
As a quick update to X++, nGFX was sick last week ( Well he was in bed with his nan,
and that's pretty fucking sick ! Thank you ) so he's behind on things which means
we're a little bit behind on where we want to be, although it'll be in selling limbo
for a while even when it's done so I think the next update may just be a "Look it's
live, tell us how much you love it" post.&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=81e32ab8-99b7-41e3-95ac-b7d067fd7ef2" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,81e32ab8-99b7-41e3-95ac-b7d067fd7ef2.aspx</comments>
      <category>General</category>
      <category>Unity</category>
    </item>
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