Tag: pixel art
Mobile game dev: How to fix Pixel Art for iOS games
A common problem when working with Pixel Art for your games adapting your graphics for different screen sizes. Here’s how to fix Pixel Art for iOS games.
Learning Game Dev #3: Fixing bugs, development mode, UI, Lists vs Arrays, and renaming GameObject instances
At the beginning of the week I ended fixing multiple bugs just by changing one little thing, when I check if the menus/UI is enabled/disabled I set the game Time.timeScale to 0 , this was causing a wide variety of issues: The time counter was starting before expected, for example: The time left to complete […]
Learning Game Dev #2: Apple ID, Unity Ads, Ghost scripts, Awake vs Start, level switcher, and scope.
Apple publishing process, and getting an app ID This process was a bit convoluted, but overall took around an hour to be completed. In order to share my app with other users for testing via TestFlight, or put it in the Apple store (even if is for free) I need an app ID, and this […]
Learning Game Dev #1: OnPointer vs Mouse, Orthographic camera, deltaTime, and 2D Sprites.
I though would be interesting to keep track of the blockers I found this week when developing my snake-lookalike mini game project , some may find a solution to a current problem they’re having, and I may be helpful for myself in the future as well.
Panda Hell update #7: Procedural level generation is live!
Before going deeper into the new features I have added this week, here’s a quick video of the current status (captions pointing some features): Procedural generation script Last week I decided to take a detour in the current development and move from a random generated level system to a procedural generated one. I really believed […]