Month: February 2016

  • Kards Week 27 Progress

    The cards now animate to their respective player’s corners when drawn from the deck, although not in the exact positions. I’m still working out how it works. There’s a ‘hide/show hand’ button which toggles the cards in the hand’s visibility – this is useful in local multiplayer play on a tablet. There is also an…

  • Kards Week 26 Progress

    So, in the screenshot above, we can see a face down card and a couple face up cards. The 2 rows are the player’s hands. The fonts look a bit weird. Hopefully it’s a just a preview thing as it looks fine in ipad view but I will have to check on a device to…

  • Using non-UI text in Unity

    An example of non-UI text is text on an in game playing card. To do this, use the ‘Text Mesh’ Component. For the font, you want to set it’s font size to something like 100 in the Resources folder, otherwise the font will be blurry. Lastly, the text mesh uses the mesh renderer to render…

  • Kards Week 25 Progress

    Well, I started trying to make something more visual when I realized…. the UI sketch is the wrong size. I made it 480×320 (iphone size) when it should have been 428×320. This is the 4 by 3 ratio on ipad converted for the iphone so that it works on both. So it’s back to the…

  • Kards Week 24 Progress

    Above is an updated interface from last week. It’s got a few extra buttons I missed out and now there are dummy icons for all the buttons. It makes sense in my head how things work but again we’ll have to see when it get implemented. Did some more coding. Nothing visual again, just laying…

  • Kards Week 23 Progress

    The image is a mock up of the interface for the digital version of Kards. This is just the first version and it will most likely change but trying to fit everything on the screen is a task in itself and this mock up does contain most of the important elements that I can think…