Author: Mark
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Kards Week 30 Progress
The button that plays the card from the hand works – at it’s most basic level at least. I need it to move to the next card in the hand afterwards and I need to hide the info box during the animation only as well among other things. This got me thinking that the info…
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Kards Week 29 Progress
The navigation of the hand’s cards is now working. I’ve put all the card’s texts into the game so it shows up in the info box when the card is selected. What’s next: putting in the buttons that you play the cards from the hand.
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Kards Week 28 Progress
Well, the guardians are in and the cards in the hand are positioned. This is the solution that I came up with. It might change but it does do what I want it to do, so we’ll stick with this for now. I’ve moved the guardians to side a bit so the navigation buttons can…
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Rotating things in Unity
The amount of rotation uses something called ‘Quaternion’. Set one up like so: newRotation = Quaternion.Euler(0,0,90); The 3 values are x,y,z. In the example, it rotates 90 degress on the z axis. Then to animate this rotation, in the Update() function: transform.rotation = Quaternion.Lerp (transform.rotation,newRotation,Time.deltaTime * someSpeedVar); You can also use ‘Slerp’ instead of ‘Lerp’ if the rotation looks weird, but…
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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…
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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…
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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…
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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…
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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…
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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…