Author: Mark

  • Demonfall Week 9 Progress

    Ok, so this week I got multitouch working. Mouse clicks don’t count as touches so I have to test it on a device. I’m using Unity Remote which is awesome. Basically it sends the game to the device whenever I hit the play/preview button. To make the left and right buttons work with touches I’ve…

  • Angular Filters

    Ways to format and sort your data, pretty cool. {{0.1 | currency : ‘£’ }} = £0.10 {{‘20150613T13:23:30′ | date:’dd/MM/yyyy @ h:mma’ }} = 13/06/2015 @ 1:23PM {{‘all caps’ | uppercase }} = ALL CAPS {{‘Really long text’ | limitTo:14 }} = Really long te <li ng-repeat=”product in store.products | orderBy:’-price’” > = orders the…

  • Demonfall Week 8 Progress

    This week I completed the last demon and started testing on an Android device (pictured above). A lot of it is working quite well. I found a bunch of bugs including the expected one where you can’t tap on 2 buttons at the same time. So, I’ll have to redo the button code. Hopefully it’s…

  • Angular Basics

    To start using Angular, attach it either locally or via CDN.  There are 4 main elements in Angular: Directives, Modules, Controllers and Expressions. Directives There are HTML attributes (or elements) that call the module code. An example of this is: <html ng-app=”moduleName”> This is an attribute directive. You can also right your own element directive…

  • Demonfall Week 7 Progress

    Failed to reach my goals from last week this time. I spent too much time trying to get a particle effect for the demon (featured in the screenshot). In the end I did some compromising and I’m happy with the result. (The particle effect was so quick I couldn’t even take a screenshot of it.)…

  • Demonfall Week 6 Progress

    Pause menu appears when you press the pause button mid game. Animations added include the guy, lava and demon hand. Also 3 of the 5 demons are animated as well; featured is the demon spirit. What’s next: I’m starting to think I set up the buttons wrong. They might be listening for mouse clicks instead…

  • Reusable Move Function in Unity

    Similar to the Fade Function, here’s the Move one: public IEnumerator move(GameObject obj,Vector2 targetPos, float speed = 1){         Vector2 startingPos = obj.transform.position;         while(startingPos.x != targetPos.x || startingPos.y != targetPos.y){             Vector2 curPos = obj.transform.position;             if(curPos == targetPos){                 yield break;                 }             obj.transform.position = Vector2.MoveTowards(curPos, targetPos, speed*Time.deltaTime);             print (“moving “+curPos +” – “+targetPos );             yield return null;         }     } This function assumes you’re moving a game object from it’s current position to another. It’s parameters are the GameObject, the position it wants to move to and a speed that’s set to 1 by…

  • Reusable Fade Function for Unity

    This is the function I use: public IEnumerator fade(GameObject obj,float fadeSpeed = -0.1f){         for (float f = obj.GetComponent<Renderer>().material.color.a; f <= 1 && f>=0; f += fadeSpeed) {             Color c = obj.GetComponent<Renderer>().material.color;             c.a = c.a + fadeSpeed;             if(c.a <0){                 c.a = 0;             }             if(c.a >1){                 c.a = 1;             }             obj.GetComponent<Renderer>().material.color = c;             yield return null;         }     } This function has 2 parameters: 1) the game object that’s to be faded and 2) the fade amount. By default it’s -0.1f which you can change. To use this function just use: StartCoroutine(fade(myGameObject)); StartCoroutine(fade(myGameObject,0.1f)); The…

  • Fielded Content Types in Drupal

    Content types are like a custom type of page that also be used to sort other pages. In this example we’re making a destination content type and then allowing another page to select what destination that page belongs to. To make a content type, go to ‘Structure/Content Types’ and then the ‘Add content type’ button.…

  • Demonfall Week 5 Progress

    I’m happy to say I got all the demon’s attacks working :) This includes the warnings, gradually stronger attacks and how it affects the player if they get hit. I’ve changed one of the demon’s effects from the original game because I felt it didn’t fit in with the others and feel much happier with…