Links: Voronoi – Symphony Of Destruction (And More)

So, lets get to the point here: Blowing stuff up is cool.

That statement probably will put me on a list somewhere — I mean virtually blowing stuff up is cool. In games, you hit something, and pieces of it fly apart, fragments go everywhere, cool particle effects, awesome sounds, all that feedback feels very satisfying. But sometimes, in a lot of games, that feedback is just par for the game. Like, a quick flash, some little sound byte, you reticle lights up, and it’s like, “OK, I did the thing.” but it’s not very gripping. To get that level of immersion, players need to not just see something break, but really feel it. Particles can only do so much – people want to see the result of their actions. They want to see stuff break.

Continue reading “Links: Voronoi – Symphony Of Destruction (And More)”

Links: Unity Sprites: Hues & Color Swapping

Old games, am I right? Back in those days, they didn’t have any of these fancy 256 color pallets! In those days, you had only a handful to chose from, so devs had to swap out color pallets like a Bob Ross Marathon! Nowadays, if you want something to be a particular color, you just…. do it. There’s actually a lot of good videos that talk about how colors and images were achieved back in the days of limited color ranges.

Now, most of us know that, back in the days of limited colors and memory, games would fake sprite variety by swapping pallets. It worked pretty well, and resulted in some pretty awesome effects. But, unfortunately, the old ways must die, and now, with retro visuals all-the-rage these days, getting back those effects can be challenging.

Never fear, because our good friend Google is here!

HSV & HSL Shader by greggman

Just like in your favorite image editing application, this shader allows you to modify the Hue, Saturation, Value/Luminosity, and Alpha of your sprite. But that’s not all! You can also set the Affect range, so it will only modify certain colors within your image! It’s pretty nifty, and a good base-line cover-all for whatever your needs are.

Daniel Branicki: How to Use a Shader to Dynamically Swap a Sprite’s Colors

Here, we get a little more advanced. What this tutorial shows us, is how to use a shader to change the individual colors of a sprite. With this, we can get pretty powerful, because we can have control of just about every aspect of our sprite. He even goes over a little “Damage” effect, just to show what you can do with this ability.

So here are a few tools to add to your toolbox. Keep these around, and you’ll have that old school game dev feeling back in no time.

Minus the awful assembly code. Yikes.

Super Simple State Machine!

Hey all! How’ve you been?

I’ve been very busy lately. I know I don’t post often enough, but I’m working on changing that up. And, for starters, I’ve posted a brand new tutorial! Been a few years since I’ve done that, right?

Well, for you AI newbies, I’ve posted a tutorial for a Finite State Machine I made a few years ago, affectionately called the Super Simple State Machine. I even posted the code and a Unity package demo project up on my GitHub for you. Isn’t that nice?

Give the tutorial a look-see, let me know if you like what you see and you want more.

That sounded really dirty… Sorry about that. Later!

David León, and his Zelda Dungeon Generation in Unity3D

Zelda Dungeon Generation in Unity3D

The other day, I found a post in Reddit’s /r/Unity3D to random procedural Zelda-style map generation using a binary-tree by a dude named David León, a game programmer. He goes on to explain his method for generating the maps, and even has downloads to his source code. He also has a bunch of other tutorials for creating a rougelike-style maps and so-on. Really great stuff, and if you’re looking for a little inspiration for random map generation, check out David León’s tumblr.

Unity 3D – Super Simple Animation System (SSAS)

One thing I always considered good practice is “If you know what you need, and ‘the wheel’ is over-bloated, it’s OK to reinvent.” I looked at animation systems involving many awesome features, but I wanted something really, really simple. Named after my room mate, here is the Super Simple Animation System (SSAS).

Continue reading “Unity 3D – Super Simple Animation System (SSAS)”

Quadratron Returns in Global Game Jam 2012!

Hey everyone!

I know i’ve been out for a while – I’ve been SWamped up TO my eaRs in work.

Last month was the Global game jam 2012, and Me, Zenas Bellace and Christian Plummer returned to the battlefield. With the help of Moises Carreras and Matt Catron and George Harris, we dominated. Our task was to make 1 game. We made 3.

Come look at our accomplishments. And look out for evil lawn mowers and crazy airline pilots.

Do it.

 

Code Snippet Quick Reference

I have created a quick way to find the code snippets you’re looking for! The Code Snippet Quick Reference under the Code tab at the top. Now you can find all the snippets for C/C++, Unity, and even the Math Algorithms all in one easy place (OK, technically 3, but shut up; I’m trying to do you a favor, here!).