wwwinbweeklyblogpage-blog
wwwinbweeklyblogpage-blog
INB379 Capstone project Weekly blog page
148 posts
By Chris Mitchell
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wwwinbweeklyblogpage-blog · 8 years ago
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Audio panel progress
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In-game audio still unaffected with the values of each slider changing. Issue has been set aside for now to focus on higher priority tasks.
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wwwinbweeklyblogpage-blog · 8 years ago
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Side note on brightness slider
Progress on the menu feature has been scrapped for the time being. Its priority is not of significant importance in comparison to other tasks involving the game’s technical aspects.
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wwwinbweeklyblogpage-blog · 8 years ago
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QA testing in progress
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So far no major issue with latest build 
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wwwinbweeklyblogpage-blog · 8 years ago
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Change Quality Code
using UnityEngine; using System.Collections; using UnityEngine.UI;
public class ChangeGraphics : MonoBehaviour { public Canvas Canvas; public Button Fastest; public Button Fast; public Button Simple; public Button Good; public Button Beautiful; public Button Fantastic;
void Start () { Canvas = Canvas.GetComponent<Canvas> (); Fastest = Fastest.GetComponent<Button> (); Fast = Fast.GetComponent<Button> (); Simple = Simple.GetComponent<Button> (); Good = Good.GetComponent<Button> (); Beautiful = Beautiful.GetComponent<Button> (); Fantastic = Fantastic.GetComponent<Button> (); Canvas.enabled = true;
}
public void fastest(){ QualitySettings.SetQualityLevel (0); }
public void fast(){ QualitySettings.SetQualityLevel (1); }
public void simple(){ QualitySettings.SetQualityLevel (3); }
public void good(){ QualitySettings.SetQualityLevel (4); }
public void beautiful(){ QualitySettings.SetQualityLevel (5); }
public void fantastic(){ QualitySettings.SetQualityLevel (6); }
}
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wwwinbweeklyblogpage-blog · 8 years ago
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Graphic settings comparison
Fastest quality:
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Simple quality:
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Good:
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Beautiful:
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Fantastic:
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wwwinbweeklyblogpage-blog · 8 years ago
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Splash screen research: tips into catching the player’s attention
1 - Use the right size
From one smartphone to another, the screen resolution can vary a lot. Let's imagine you have crafted the perfect splash screen for the latest iPhone. But what about older versions of the device and their screens' resolutions? Given that your splash screen is the first image users will see, you definitely don't want it to look distorted. How to make the right first impression? You should create as many splash screens as there are screen resolutions. If you are creating an iPhone app, it's not a big deal since there are few devices. But, if you build an Android app, it's far more complicated. There are lots of manufacturers, a lot of devices ... implying a lot of screen resolutions. It would be nerve-racking to embed in your Android app dozens of splash screens to handle all the existing resolutions on Android devices.
The best way to deal with this problem is to create 3 splash screens.  A small, a medium and a high res, and pull the one that is the closest to the screen resolution of the phone that opens the app. To quickly make those 3 images, read on to the next tip.
2 - Keep it simple
The splash screen doesn't last very long. So no need to put a long text on your splash screen. Your users won't have the time to read it. And moreover, that's not the purpose of the splash screen.  
Use your brand name
, your logo, your motto, or whatever describes you and your app the best. Make a clear composition using those elements, and create one single image, in portrait mode. If you want to create several sizes for your splash screen, I recommend you focus on the center of the image to put your composition. Leaving the edges of the splash screen free will enable you to crop your image to the different desired sizes.
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wwwinbweeklyblogpage-blog · 8 years ago
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More splash screen reference images
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wwwinbweeklyblogpage-blog · 8 years ago
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Splash screen research: references from AAA game marketing
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wwwinbweeklyblogpage-blog · 8 years ago
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Finalised environment asset
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wwwinbweeklyblogpage-blog · 8 years ago
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Splash screen mockup designs
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wwwinbweeklyblogpage-blog · 8 years ago
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Team logo mockup designs
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wwwinbweeklyblogpage-blog · 8 years ago
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Weekly blog entry #22 (10/18/2017) semester 2, week 12
Total work: 20hrs
QA testing: 3hrs
Team logo mockups: 2hrs
Complete environment assets: 30mins
Complete menu options: 4hrs 00mins
Implement graphical quality settings: 5hrs 00mins
brightness slider: 1hr 20mins
Splash art research: 1hr 15mins
Technical issues with sourcetree: 2hrs 30mins
Splash art mockups: 1hr
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wwwinbweeklyblogpage-blog · 8 years ago
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More mockups
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wwwinbweeklyblogpage-blog · 8 years ago
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Game logo mockups
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wwwinbweeklyblogpage-blog · 8 years ago
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Other menu features: brightness, mouse sensitivity
Note: considering the game’s state, these features may get scrapped during the short run due to current publishing phase
Brightness research:
youtube
Mouse sensitivity code:
@script AddComponentMenu ("Camera-Control/Mouse Look")
enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
var axes = RotationAxes.MouseXAndY;
var sensitivityX : float = 15;
var sensitivityY : float = 15;
var minimumX : float = -360;
var maximumX : float = 360;
var minimumY : float = -60;
var maximumY : float = 60;
var rotationX : float = 0;
var rotationY : float = 0;
private var originalRotation : Quaternion;
function Update () {
   if (axes == RotationAxes.MouseXAndY) {
       rotationX += Input.GetAxis("Mouse X") * sensitivityX;
       rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
       rotationX = ClampAngle (rotationX, minimumX, maximumX);
       rotationY = ClampAngle (rotationY, minimumY, maximumY);
             var xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
       var yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
             transform.localRotation = originalRotation * xQuaternion * yQuaternion;
   }
   else if (axes == RotationAxes.MouseX) {
       rotationX += Input.GetAxis("Mouse X") * sensitivityX;
       rotationX = ClampAngle (rotationX, minimumX, maximumX);
       xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
       transform.localRotation = originalRotation * xQuaternion;
   }
   else {
       rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
       rotationY = ClampAngle (rotationY, minimumY, maximumY);
       yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
       transform.localRotation = originalRotation * yQuaternion;
   }
}
function Start () {
   if (rigidbody)
       rigidbody.freezeRotation = true;
   originalRotation = transform.localRotation;
}
static function ClampAngle (angle : float, min : float, max : float) : float {
   if (angle < -360.0)
       angle += 360.0;
   if (angle > 360.0)
       angle -= 360.0;
   return Mathf.Clamp (angle, min, max);
}
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wwwinbweeklyblogpage-blog · 8 years ago
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Main menu master volume functionality
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Quick note to consider, audio source still needs to be included which will determine whether the code for the sliders will work or not
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wwwinbweeklyblogpage-blog · 8 years ago
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Improved plant asset
A few hours invested in fixing bush asset from last feedback.
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Improvements:
-lack of perfect symmetry to make it look organic to game space
-less flower count 
-vertices stretched to improve look 
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