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Little tool and possible asset i’m working on!
In short, it grants the ability to change multiple UI objects as one, either by category or by full skin.
And more.
Fun stuff!
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I realized I didn’t make a post about this. Here’s a pearl of laziness i’ve come up with. In short, instead of making a unity custom editor script, you can just use that button attribute and it’ll display a button. The way it’s syntaxed is the following: [ButtonAttribute(”MethodName”)] public string whateverVarName = “Button Description”; Note that if you’re gonna be running that in editor, you might wanna consider putting [ExcecuteInEditMode] above the class. If you don’t, you’ll just get an error but it should still work (but that would be dirty!). Feel free to grab it and use it as much as your heart desires ~ https://mega.nz/#!dNwDGbza!4aTCEqxLr7tmAxqp9AuFP0GrVUxQ6fJvUEGkpibyIqI Share the love!
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## Speedy Suku Versus Post-Mortem ## Good day people ~ So, I’ve been working on this project called Speedy Suku Versus. In short, it’s a casual game, kinda Clash Royal (card mechanic only) meets 100% Orange Juice, but with sukus. This project was to be a little refreshing on my networking skills, which it is. It can handle as many clients as Unet allows, and I’m actually really proud of it. It helped me realize one big thing: the giant gap between theoretical networking and application. I’ve spent a good 6 months on theoretical networking last year, about syncing data, when to sync, what data, etc. When I launched this project, I already knew what to do, but it took me 3 days to get it down on stable code. Also, I am not a crammer. I used to be (hohoho), but I started this project on monday, thinking I would have 2 weeks to finish it. Turns out that, no, only 4.5 days.. This has been quite a rush; but hopefully, I had all the models ready, so I just had to do programming and 1-2 UI stuff. Of course, it doesn’t look polished at all. The main menu will be reworked later on today, giving it a title and such. The objective of this project was to test my networking skills, and to make suku stuff, and I’ve succeeded at both. I am really proud of myself, and all sugar-sugar stuff. On a very discrete note, I wished that I was working on this for much longer than a week. I feel that this project has potential. I’ll see what I’ll do with it, but it’s cute, so.. what could go wrong? ~ famous last words. Anyhow, have a wonderful day ~ Hizi
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Good day people ~
To anybody who is doing networking on Unity. UNITY ACTUALLY ENCOURAGES YOU TO EXTEND NETWORK MANAGER!!! How do I know that? all those methods were marked as virtual of course. But most importantly, Unity lets you take advantage of all those nice methods and do what you want wiht those. This GREAAAAAAATLY helped me. Thankies to that, I’m storing all new characters once they pop in, and do some debugging here and there ~ Cool stuff, really.
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I’ve been poking ShaderForge quit a lot. I good suggestion is, when you’re dealing with mobile UI, YOU WANT TO SAVE AS MUCH SPACE AS POSSIBLE. I’ve made couple shaders that require no resources and work on both android and iOS. Lightweight and fast computing. Aesthetics at its finest ~
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Good day people ~! A really great habit to have. Make your editor prettier for debugging !!! I’ve created a little button attribute, and thanks to it, I can test things such as skills or whatever in one button on editor, without needing to wait for it to happen. If I had to go through the menu, setup the host, client, test, “woopsy it didn’t work because that float was not the correct one”, I’d be wasting so much time.. Long story short, promote time spent into editor scripting, especially for ingame debugging ! Never wasted!
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Good day people!
I’ve been working on couple mechanics for the cards in the current suku game I’m working on.
One thing to keep in mind is, DO A LOT OF TESTS !!! I usually like having a little parameter (in inspector if possible) where I can quickly switch between display styles. Also, when handling animations by code, do keep in mind. Those are dangerous. If you have cards that might get destroyed during an animation, it’ll give you tons of errors that you don’t want to have. My solution? try-catch, everywhere. Better catch those or else, your game will suffer. Of course, this might require some cleanup (OR NOT, MUAHAHAHA).
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Good day people SO. Some issue that couple of you might have encountered when trying to do something as foolish as a custom editor for a ScriptableObject. Note that everythingies work like it should during editor and runtime, but conflict happens only in the following scenario: IT WILL RESET WHEN RESTARTING UNITY PS: I am not using any custom class. Just ints ,bools and enum value. All get serialized like they should. Now why is that happening? Zero clue, but I’m highly guessing that the modifications you’re doing are scene-based and are not affecting the asset itself. Now. I tried allowing base.OnInspectorGUI ( ); and change values directly on whatever pops up. IT WILL RECORD ALL DATA I’VE INPUT INTO IT, AND WILL BE SAVED WHEN I RESTART UNITY. After reconsidering a different vocation, I try writing on my own editor while base.OnInspectorGUI( ) is still displaying. whatever is on base.OnInspectorGUI( ) gets changed same time like it should. IT STILL DOESN’T SAVE But the best part is, it displays the values I had previously entered directly in the base.OnInspectorGUI( ) fields. I ate a cookie or two. Took deep breaths. Pat my sukus (plushies) and stuff. THE ONLY GODDAMM WAY I’VE FOUND OUT OF THIS IS TO CREATE A COPY OF THAT SCRIPTABLEOBJECT INSIDE THAT SCRIPTABLEOBJECT #scriptableobjectception Now, it does save when I restart unity. I don’t know what’s going on.. I see that a lot of people are having horrible issues with scriptableobjects, and I saw no answer corresponding to my issue. Anyway, I hope that this dirty fix can help a human or two out.
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That demo is finished ! That was quite a challenge =D I did good though, I think.. Come and visit Dex Hexallion’s facebook page! https://www.facebook.com/EnsembleOfGensokyo/ The song is called “I Just Hate you” from Dex Hexallion Feel free to ask any question anytime ~
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I’ve realized it’s been a while since I’ve posted anythingies here.. Well, I’ve been mostly working on documents and boring stuff.. but anywah
Here’s some stuff am working on ~ I’ll spam a more advanced GIF later =D
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I worked on a little project for an assignment about implementing social medias on a simple game~ Here’s a little pastebin for people who struggle with Twitter share http://pastebin.com/Gx9SfmNu Enjoy !
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Woopsy
After a lot of working, turns out that the “Asset Fetcher” I made had one issue. The static call was not working in a stable way, so in the end, I still had to use the Static Call to fetch it.. The good part is that I still got all my assets stored at one place, so it’s still a pretty good deal in the end!
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A little thingy I found out that’s quite handy. I used it when making the iTween Visual Component asset.
Basically, this method allows to fetch assets from the project without any need for objects on the scene, and possible during Editor as well. How does it work? Basically, it’s just a scriptable object instance, with a static call on it. There’s no more to it. The best part is that it works (y)
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Sukutunia Post-Mortem
## PROGRAMMING UNIT ## Firstly, Sukutunia is a JRPG gameframe (at its current development phase at least) using mechanics inspired from Neptunia, and further than that. The biggest challenges of this project where the turn-based combat, the character customization and most importantly, the modular design tools. My objective for this project was to force myself to make the tools as efficient and handy as possible, so a designer could add content on the top of the game without typing a line of code. I had to encounter in sorta-depth how to handle Unity Editor, in order to create custom editors. > Property Drawers : They allowed me to have character customization possible. In short, if a designer made a brand new accessory for the suku, all’s required is to enter a new prefab/mesh, and fill in couple values, and press one button. The body part will then be accessible via enum value in the inspector. http://imgur.com/a/wX20A > Scriptable Objects : Apparently, it’s the new fancy tool that Unity manage to make popular. Basically, it allows an instance class to store data without being a prefab, and be stored in the project folders. All my unit datas, level datas, and etc, are using those. They made my live a whole lot easier when it comes to balancing unit stats, and setting up levels. http://imgur.com/a/hq5BE > Custom Class Editor : They allow a certain class to be displayed in an entire different way (property drawers work for a field in every class). I’ve used this for quite a couple scripts, starting by all scripts that have an auto-rebuild enum button. The best use i’ve made of those are to create mobs (groups of normal units which wander in exploration mode). http://imgur.com/a/rmjAZ > And quite a few more handy tools (such as Gizmos). All of those have made my workflow really smooth. In the end, I’ve built a whole new level for the playable stage. It took me 3 hours to create the level by modeling the terrain, texture it, placing the rocks trees and etc, and only 30 mins to make it playable. Those 30 mins were spent creating unitDatas, mobDatas, and filling numbers, and not a single line of code was written. Nevertheless, I was unable to create a complete gameframe of Neptunia due to lack of time. I am missing the Event System, Dialog, and main map navigation. I am sure that if I was given one more month, those features would’ve been implemented. I do wished that I had more time, also for playtest. I could only do playtest during the final week, which was way too short in timing to make big adjustments and make the player experience smoother. This is not a programmer’s requirement, but a personal one. I could’ve also asked for help from animation and audio students so that all assets would’ve been made on the spot for the game, instead of using some of my models, and assets from the asset store for the terrain props and BGM. In conclusion, I am really proud of my project. It looks absolutely astonishing, and my objective was reached. For further projects, I will focus on making a polished smaller project rather than a massive gameframe. Although my project had a lot of attention due to its pretty graphics, music and of course, the crazy character customization, it is not a FUN game. Nevertheless, as a programmer, my task was a success.
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## PROGRAMMING UNIT ## IN SHORT. I was wondering what were those fields on the top for. I create my animations via AddComponent, and using the AssetDatabase to fetch particle prefabs felt... not righty.. SOOOOOO turns out (thankies Danien) that those are actually default values!! So once I add the component, the prefab link is already made. I WISHED I HAD KNOWN THIS MONTHS AND MONTHS AGO !!! Related link: http://unityready.com/can-set-script-default-values-asset-fields/
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## PROGRAMMING UNIT ## Soooo What I had in mind... I MADE IT HAPPEN !!! Now I can create custom presets of C# scripts for whatever I want ! Thankies to this. I can create a template of combat animation without having to rewrite all that stuff everytime ! SO SWEEEEEEET!!! I spent around 2 hours on figuring this out, but that was totally worth it!
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