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Unity WebGL JavaScript interaction

A note-to-ourselves…

This one just somehow extends the official WebGL Interacting with Browser Scripts documentation from Unity. So it’s really more a note-to-ourselves which contains a few notes we have to look up from time to time again. So we decided to just pin them down.

Read more: http://fa-games.de/2016/03/17/unity-webgl-javascript-interaction/

#FantasyArtsDevs, #IndieDev, #JavaScript, #Kongregate, #Unity, #UnityTricks, #VolleyBrawl, #WebGL

Unity WebGL TOTAL_MEMORY allocation

Memory problems in the browser?

Soon after we have put our development build  for Volley Brawl on Kongregate, we noticed some technical issues with memory allocation for the WebGL build. As you might know, you can adjust the TOTAL_MEMORY allocation not only in the WebGL settings, but any time later on directly in the HTML file. As memory allocation was a bit of a blackbox to us, we felt pretty insecure, how much memory we should allocate to our application and started to play around with different values.

Read more: http://fa-games.de/2016/03/16/unity-webgl-total_memory-allocation/

#FantasyArtsDevs, #IndieDev, #Unity, #UnityProfiler, #UnityTricks, #VolleyBrawl, #WebGL

Unity: GetComponentInSibling

Sharing components among siblings

In Unity, we can make good use of the following functions, when we want to get a component at runtime. This is especially interesting, if you want to structure your scripts in a certain way in the hierarchy and do not want to drag-and-drop the references.

Read more: http://fa-games.de/2016/03/04/unity-getcomponentinsibling/

#CSharp, #FantasyArtsDevs, #IndieDev, #Unity, #UnityTricks, #VolleyBrawl

Predicting Unity Physics

Unity Physics Engine is such a gift!

You really wouldn’t want to write it by yourself. However, if you’d like to know in advance, where a GameObject will be a few Update()s later, you cannot rely on it completely.

Read more: http://fa-games.de/2016/01/18/predicting-unity-physics/

#CSharp, #FantasyArtsDevs, #IndieDev, #Physics, #TrajectorySimulation, #Unity, #VolleyBrawl

Finite-state machine in Unity

Just another FSM implementation?

Maybe some of you guys might be thinking: “Uh, just another dudes making an own finite-state machine… what for?“. Well, we asked ourselves the same question: “Why don’t we simply use someone else’s implementation?“.

Read more: http://fa-games.de/2016/01/13/finite-state-machine-in-unity/

#CSharp, #FantasyArtsDevs, #FSM, #IndieDev, #Unity

Volley Brawl

Catch the action!

Volley Brawl Open Dev Build launched! Volley Brawl is planned to be a casual PvP WebGL action game on Facebook.

Read more: http://fa-games.de/2016/01/04/volleybrawl/

#FantasyArtsDevs, #IndieDev, #IndieGame, #Presskit, #Unity, #VolleyBrawl, #WebGL

Cloud UI layer animation

Watch the clouds move by…

This is not a big deal, but today we’d like to share with you the C# script that moves the cloud layers in Volley Brawl.

Read more: http://fa-games.de/2015/12/22/cloud-ui-layer-animation/

#Bitgem, #CSharp, #FantasyArtsDevs, #IndieDev, #Unity, #VolleyBrawl

Maze Rat Winter Edition

Winter is coming!

We have published our first major update “Winter Edition” for Maze Rat (Google Play Version 1.61).

Get it now on your Android device:
The Winter Edition brings an additional completely new stage, including 15 brandnew levels and 4 bonus levels. Level difficulty ranges from medium to hard (for experienced Maze Rat players)!

Read more: http://fa-games.de/2015/11/21/mazerat-winter/

#FantasyArtsDevs, #GooglePlay, #IndieDev, #IndieGame, #MazeRat, #Presskit, #Unity

Maze Rat

Finally, our first release!

Maze Rat is a turn based brain twisting indie puzzle game suitable for all ages and available on Google Play.

Read more: http://fa-games.de/2015/10/18/mazerat/

#FantasyArtsDevs, #GooglePlay, #IndieDev, #IndieGame, #MazeRat, #Presskit, #Unity

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